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CardName: Disheartening Betrayal Cost: 2rr Type: Sorcery Pow/Tgh: / Rules Text: Gain control of target creature until end of turn. Untap that creature. It gains haste until end of turn. Creatures without flying can't block this turn. Flavour Text: Set/Rarity: Wilds of Muraganda Uncommon |
Code: UR01 History: [-] Add your comments: |
Hee, that's quite a Falter. I like the recent trend of stapling Falter on to a useful ability to provide more playable ways through ground stalls.
I was pretty satisfied with this one, even if I suspect it would be uncommon some 60-80% of the time in a real set (going to be doing a red flag check soon, since we've about filled common). It combines two "unplayable"/hyper aggro only/sideboard limited cards into a package that I suspect is a really strong way to end a game -- especially since falters can be weak to flying, but here you can just steal the biggest flyer.
--CF
That's an interesting templating problem you discovered, CF. However, my research on Threaten effects suggests that you'd use the templating of neither Traitorous Instinct nor Unwilling Recruit, but rather that of Kari Zev's Expertise or Portent of Betrayal. The general rule seems to be that if an additional effect applies to the Threatened creature, it goes in the same clause - if not, it gets a separate clause.
Edited templating
I considered both templates pretty carefully, looking at a lot of historical cards. I believe the previous one is correct because it is setting up two static effects with the same duration. Will try to look for other decisive cases.
--CF
I see where you're coming from in theory, since the effects do overlap in nature and duration, but I think this version is clearer to understand at a glance, which is a point in its favour.
-CMC-
Just starting this at uncommon, actually. At that point I think the separate wording is correct
Renamed to "Disheartening Betrayal"
Renamed to "Disheartening Betrayal"
Falter still happens now even if threaten target dies. Cost probably doesn't need to change.
--CF