CardName: Heroism
Cost: {2}{W}
Type: Enchantment
Pow/Tgh: /
Rules Text: When Heroism enters the battlefield, choose a colour.
Sacrifice a white creature: Until end of turn creatures of
the chosen colour can't attack you unless their controller
pays {3} for each attacking creature of that colour.
Flavour Text:
Set/Rarity: Risen Empires Uncommon
Heroism
U
Enchantment
When Heroism enters the battlefield, choose a colour.
Sacrifice a white creature: Until end of turn creatures of the chosen colour can't attack you unless their controller pays for each attacking creature of that colour.
I'll note that this effect is somewhat worse than the original except for the colour choice. It's generally going to be better to fog creatures that are attacking, rather than prevent creatures from attacking, because that way you can still block and kill the attackers, and they're still tapped so can't block your return swing. Put another way, in a board stall where the opponent has bigger creatures, this version will only delay the time they get to attack for lots, where the other version could save you when they do (and so dissuade it entirely by making it too dangerous for the opponent).
Heroism ... my FE spoiler is completely borked. Missing all the activation costs.
So this was, IIRC, introduced to counteract goblin-swarm decks. I guess they were (rightly) worried about Goblin Warrens.
But meh, this is colour hate that white doesn't really DO any more. So swapping it out for Ghostly Prison is one idea.
Another is to keep the sacrifice, but not single out red. I'll do that.
I'll note that this effect is somewhat worse than the original except for the colour choice. It's generally going to be better to fog creatures that are attacking, rather than prevent creatures from attacking, because that way you can still block and kill the attackers, and they're still tapped so can't block your return swing. Put another way, in a board stall where the opponent has bigger creatures, this version will only delay the time they get to attack for lots, where the other version could save you when they do (and so dissuade it entirely by making it too dangerous for the opponent).