The tear waits for counteractions (rules rev 6)
STRENGTH's card says the grab "would be an attack," but the engine resolved it instantly while punches opened counteraction windows — the defender never got their say. At rev 6 the tear rides the stack like any physical attack: the clutch roll waits out the counters, and only an unstopped grab still in arm's reach of a still-laden defender gets its wrestle. A TELEPORT escape now genuinely saves the chest (FULL SHIELD does not — the card stops spell attacks only, and the grab is physical). The automatons counter tears at their carried gold by not being there when the hand closes. Narrowing, so rev-gated: games pinned at rev 5 keep their instant tears and replay unchanged — all 29 ledgers verify. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015RCWSTnb1KYTPyL4GmhGnF
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@@ -2195,7 +2195,8 @@
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{attackingCreature ? `the ${cardDef(attackingCreature.kind).name}`
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: view.stack.attackCard?.cardId === "illusionary-attack" && view.stack.params?.cardId
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? `an illusionary ${cardDef(view.stack.params.cardId).name}`
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: view.stack.attackCard ? cardDef(view.stack.attackCard.cardId).name : "a punch"} —
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: view.stack.attackCard ? cardDef(view.stack.attackCard.cardId).name
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: view.stack.tearTreasure ? "a grab at your treasure" : "a punch"} —
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tap a counteraction card, or
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{:else}
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{view.stack.waitingOn === view.you ? "They counter your spell — counter back, or" : ""}
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