Frightful Desperation: Recent Activity
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Mechanics | Skeleton |
Recent updates to Frightful Desperation: (Generated at 2025-05-03 02:13:32)
Frightful Desperation: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Frightful Desperation: (Generated at 2025-05-03 02:13:32)
It now only affects one Werewolf, instead of the whole board, and works by becoming an Aura and attaching itself to that Werewolf (previously, it exiled itself, and made so that Werewolves you control could not transform while CARDNAME was in exile)
Changed back to use petal counters instead of vanishing.
Yes, the change is permanent. Though I guess it could be worded, to avoid the memory issue, as
"Creature - Chimera
CARDNAME ETBs with a spider counter, a horse counter, and a snake counter on it.
Whenever CARDNAME is dealt damage, remove a spider, horse or snake counter from it.
CARDNAME is a Spider, has +0/+2 and reach as long as it has a spider counter on it [...]"
Though this is more wordy and to me it ruins the flavor a bit
Looks that way, and certainly makes the mechanic make sense. I love the flavour; though memory issues are, as always, a pain.
Does this card permanently lose that creature type?
Slight rewording to remove line breaks
This use of horsemanship is utterly hilarious. The three unnecessary line breaks make this card illegible.
Vanishing is a set mechanic which one might not be interested to add for just a single card. That, and non-planeswalker sources generating emblems is a taboo. So I do think there are at least justifications for an implementation that's more like the original design. EDIT: Hmm, well you have now added Dying Ghost as well so maybe you're up to making vanishing a set mechanic here.
I would btw put some edit notes on stuff when you change them drastically as otherwise it might get really hard to tell what the card was originally.
It does seem better, yes (though I wanted it to also affect others Werewolves, not only the one it transform). The fact it uses petal counters instead of time ones is mostly for flavor, but I see it's likely too wordy that way.
How about rather than getting the emblem you exile Enchanted Rose and use it as marker of an effect:
If ~ would be put into a graveyard from the battlefield, you may exile it instead. When you do, transform target Human you control. It can't transform for the rest of the game."
This probably shouldn't be hybrid-black but rather monored. Rituals are primary red these days, so while rituals still do appear occasionally in black, they aren't of this type afaik but rather some sort of refunding (partially recover mana spent on a spell, maybe sac a creature to get 1 mana, which is essentially 'recovering' what you might have spent on the creature to put it into the field). This is clearly meant to accelerate you by 6, 9, or more mana, which puts it far past any refund considerations.
This would be red-flagged due to its high comprehension complexity as it's really wordy and it also does some kinda wacky stuff ("Wild poison counter appeared!").
Additionally, it might not be clear to everyone from the get-go that if this, with a -1/-1 counter on it, is blocked by a 2/2, both of them die due to lethal combat damage as a state based action before the trigger comes into effect. That would be another reason to move it up in rarity to make that confusion less frequent of an occurrence.