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CardName: Caught in the Moment Cost: 1RR Type: Instant Pow/Tgh: / Rules Text: Cast Caught in the Moment only after attackers are declared and before blockers are declared. Gain control of target creature until end of turn. Tap that creature and it is now attacking.It gets +1/+0 until end of turn. Flavour Text: Set/Rarity: Community Set Common

Caught in the Moment
{1}{r}{r}
 
 C 
Instant
Cast Caught in the Moment only after attackers are declared and before blockers are declared.
Gain control of target creature until end of turn. Tap that creature and it is now attacking.It gets +1/+0 until end of turn.
Updated on 26 Sep 2011 by Link

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History: [-]

2011-09-26 03:35:40: Link created the card Caught in the Moment

An attempt at the Act of Treason variant that appears in basically every set. I tried to tie it in to the all-in mechanic, but I just ended up with way too many words. This card will see reworking.

Ooh. Yeah. Tap that creature and it is now attacking seems much more appropriate. Cast after attackers, before blockers, of course...

I wasn't sure how to word that correctly, which is why I ended up with this dumb thing.

2011-09-26 14:18:38: Link edited Caught in the Moment

I changed the wording, and removed the initial clause about only if three more more creatures are attacking, because it seemed odd.
I think this needs a clause about only casting on your turn... Maybe I should just give up and make it a sorcery.

Ah, but I didn't think the clause about the controller needing three attacking creatures (or all of his creatures being tapped) was so terrible on this card. I think, though, you may be trying to make the card cost {2}{r} or more and that's what's tripping you up. If you aimed for a card that was strictly worse than Threaten, because it required you to have tapped creatures, you could then give it an aggressive cost of {1}{r} or {r}{r}.

I meant it was odd because then the card had way to many restrictions, especially for a common.

Mmm... I see the problem. Act of Treason is barely a common as it is. It has four different actions associated with it. Doubling back and adding a timing restriction does chunk up the card.

Maybe we should just shelf whatever Threaten effect we have for uncommon, then. On a separate side note, I like the all-in red mechanic, but I do find it funny how many things don't work with it. "As long as all your creatures are tapped, target creature gains Haste" is almost funny. "Target creature must attack if able" is another one that would inspire some sideways looks.

Would you like a challenge instead? Red normally has two direct damage spells in common: One Shock variant and one Lightning Blast variant. But that idea seems to bore you. How about a straight-up creature removal spell in red? Red rarely gets one, but if it is top down and tied to devils, yetis, ice or snow it may work. I must admit, right now, I have no idea how to make that card, so I'm bouncing the ball over to you if you want it.

As currently phrased, this does need an "on your turn" restriction. Otherwise you're trying to make some random creature attack you while you control it, and I don't think the rules like that.

I agree it'd be great to have one of these in the set, but I think uncommon might be better for it.

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