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CardName: Whispered Oglond Cost: 3U Type: Creature - Horror Pow/Tgh: 4/4 Rules Text: When Whispered Oglond deals damage, go mad. (Flip two coins. For each head flipped, gain an insanity counter. A player with seven or more insanity counters loses the game.) Flavour Text: Set/Rarity: Multiverse Design Challenge Common

Whispered Oglond
{3}{u}
 
 C 
Creature – Horror
When Whispered Oglond deals damage, go mad. (Flip two coins. For each head flipped, gain an insanity counter. A player with seven or more insanity counters loses the game.)
4/4
Updated on 17 Nov 2012 by jmgariepy

History: [-]

2012-11-17 06:11:18: jmgariepy created the card Whispered Oglond

For Challenge # 059. "You lose the game" on a common. Take that! Of course... anybody else could just print a new creature that infects yourself and get similar results...

I wanted this effect to be semi-random, since, if you knew how many insanity counters you needed to go over the edge, then you would trigger it exactly that many times minus one, then stop. That seems pretty rational. Insanity feels a bit better when it works like a pressure cooker. You know you're getting closer, but you're not sure when you should stop.

If I had a choice, I think I would have gone for 2d3 instead of 2d2... or maybe two six-sided dice with three blank sides, two +1s and a +2. I really do like the idea that, even at six insanity counters, you can go for it and keep swinging with this Horror. Maybe you'll keep getting lucky?

2012-11-17 06:36:20: jmgariepy edited Whispered Oglond

You could go for "Keep flipping coins until you get a tails. Gain an insanity for each head" which works out mostly the same with a really small risk of "oops!" every time.

That's not a terrible idea. I think it kind of depends on whether this is supposed to on a lot of cards (like infect) or if it's supposed to be stuck on a few cards. I was going for a little closer to infect... if it had that sort of consistency in a set, players wouldn't be able to draft around it, and I'm sure that some segment of the player base would be very, very unhappy to play cards that had a fractional chance of forcing them to lose whenever you play them. The non-risk takers if you will. If this was just 10 cards in a set, though, those people could just avoid going mad.

Nice! I didn't think it was possible to have "you lose the game" on a common, but the Multiverse inventors prove me wrong :)

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How much damage does this card deal? Lightning Bolt
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