First: I love Dungeon Command and have played about a million games since my store got our demo copies in, and I'm really looking forward to running the game day demos. Thanks for the awesome work.
Ok, a bunch of rules questions!
1. Cowering says it prevents all damage and "any other effects". Does this include the "damage can't be prevented" effect on Piercing Strike? Basically, can I cower if my opponent uses Piercing Strike (or some future "damage can't be prevented" effect)?
2. I initially assumed, due to my MTG background, that only Immediate actions and similar creature abilities could be added to a non-empty stack (ie, as a response). But looking over the rules, it seems like that isn't the case, and that I could also add Minor actions (taken "at any time during its activation") or maybe even standards or moves to an ongoing stack. Obviously all the other requirements need to be met, like it being that creature's activation and so forth, but in general, what actions can I take as part of an ongoing stack?
The situation that brought this one up: I'm activating my Drider and put Faerie Fire on my opponent's Dwarf Cleric, which resolves. Then I tap the Drider and play Shadowy Ambush, attempting to hit the Dwarf for a lethal 60. My opponent reasonably responds by using the Cleric's ability, targeting Faerie Fire to attempt to reduce the damage by 10. Can I respond with Quick Jab? Similarly, could I have used Quick Jab first and responded with a standard action attack to a similar attempt? If I attack an opponent and they respond with a potentially lethal Riposte, could I use my move for the turn to move out of melee range, or use Into The Fray to escape?
3. When do priority stops actually happen in Dungeon Command? For example, is there an equivalent of the end step priority window in Magic? The rulebook is pretty clear that you can respond to all discrete actions during the activation phase, but what about other phases? It seems like triggers can happen any time (like the Shadow Stalker power on the Shadow Mastiff that's used as the rulebook's example) but can you add immediate abilities to the stack then?
Again, the situation that caused the question: My opponent has an injured creature. During her Deploy phase, she places a Dwarf Cleric adjacent to the injured creature. Is there a priority stop in the Deploy phase such that she can activate the Cleric, so that she can untap it in her Cleanup phase?
That's it for now. Sorry the questions are a bit techincal, we're old Magic hands so we tend to have that kind of approach. Thanks again for the awesome game!