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CardName: Lifesink Trap Cost: 3bb Type: Instant - Trap Pow/Tgh: / Rules Text: Choose target opponent. Until end of turn, whenever you lose life, the chosen player loses that much life. Lifesink Trap costs {3} less to cast if it targets a player that controls a spell or ability that targets you. Flavour Text: Set/Rarity: Frightful Desperation None |
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Confusing that the lifelink keyword appears nowhere on the card
"Lifesink Trap"
There is so much incentive to pay life rather than mana for the alternative cost that I would actually prefer not to have the choice phyrexian mana suggests.
changed name; alternative cost
/
-> 2/4 life
Right now this is "2 life or 3BB." I get SI's point, but phyrexian mana makes the template a lot easier
If this is phy or otherwise alt-costed the black away, then this feels like it would horribly unbalance everything; since every deck can run it. Which means no deck can risk dealing a large amount of damage in a single turn (because no matter what colour deck they are, the opponent might drop a pair of these). Which turns every match into slowly plinking away a couple of damage a turn. I suppose it also affords overkill - if they're already dead then it won't go off. So that's two viable play styles. But it cuts out a large middle-ground.
It's also unfortunate that this causes life loss, which is much harder to defend against.
I agree with Vitenka - obviously this does nothing if no opponent targets you with a spell or ability and everyone just runs on creatures, but this might be too strong a hoser of a single strategy.
I also really don't like how this punishes all opponents for one person playing into the Trap.
I personally could see an actual mana cost for the Trap cost and life loss as part of the effect.
There is also a lack of thematic cohesion due to all of this. Why do I punish opponent A, B and C because player A cast Bargain after player B attacked you with a creature? Better Trap designs tailor their effects and conditions better to each other.
Mostly entirely redesigned
I think, you want "Choose target opponent. Until end of turn, whenever you lose life, that player loses that much life."
Otherwise the target will only be chosen as part of putting the delayed triggered ability on the stack and the cost reduction ability would not work, I think.
Hmm, well; I guess I got what I wanted. And the old proverb is true - because while sendible this is also a lot less interesting now.
It is, at least, a nicely black variant of Reverse Damage.