Frightful Desperation: Recent Activity
Frightful Desperation: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Frightful Desperation: (Generated at 2025-05-02 13:39:51)
Frightful Desperation: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Skeleton |
Recent updates to Frightful Desperation: (Generated at 2025-05-02 13:39:51)
Now it's interesting instead of broken. Hard to call it ablative armor since they can't block, though
creates a lot less tokens (100 -> 10); tokens can deal damage (but are 0/1); cost 8w -> 3ww
On the flip side - it's a 9 mana card that doesn't acually win the game, and unless it actually pairs with your finisher is a dead card.
And yet, because when it does do something, that pairing is always going to be a win, it can't really cost much less.
How about making it cheaper (maybe 5 or 6), and have it create a slightly smaller pile of 0/1 soldiers? Say 20? It would still be a fun finisher for cards that consume tokens, but would also have utility in normal decks as ablatative armour and of course oriflamme etc.
And there are a lot of options for that one other card.
I could see a version of this with a lower cost and reasonable number that fuels a whole lot of abilities: Convoke, crew, devour, Equipment/Auras that grant activated abilities, alliance, aristocrats plus morbid, enlist. You could build a whole environment around ways to make use of Cowards.
This is dumb. It does nothing, except when you have a single other card and OTK your opponent
It's like a really slow Spark Elemental.
Spells can be copies. Those aren't represented by Magic cards.
There is a reason they changed the wording of old cards that referred to say "nontoken permanent" over the old wording referring to "card". The concept out "card" is to be moved as far away as possible from spells and permanents
Reminds me of Force of Savagery. :)
> 108.2 When a rule or text on a card refers to a “card,” it means only a Magic card or an object represented by a Magic card.
That's the dumbest thing I've heard. Any object in any zone represented by a card is a card. Cards in the battlefield are called permanents and cards on the stack are called spells, but they don't stop being cards
Permanents aren't always cards, but neither are spells.
Rewritten in a way that hopefully makes sense with the rules. Old version was "Whenever a creature you controls dies, you may reveal ~ from your hand and pay
. If you do, create a 0/1 green and black Zombie Squirrel token."
Ya, I think I didn't. (frankly calling this a "set" doesn't seem fair, it's more of a collection of random spaghetti I'm trowing at a wall)
I really like the concept. The card doesn't work because triggered abilities can't work from hand, but the idea is neat.
I feel if Devious Wax Maker uses Candle tokens, this should use, too, or vice versa Devious Wax Maker should use candle counters.
I'm not certain I like life in mana pools. In effect this land does gain 13 life if combined with the right card (Hatred?). Or in other words: Getting a ritual for six phyrexian mana doesn't sound not broken.
You sometimes get close, but you haven't used the same creature token twice this set yet, have you?
changed [+1] back; made the [0] harder to activate
reworded static ability; [+1] changed to be less synergistic with the "ultimate"; emblem prevents all but 2 instead of 1; mana cost 4 -> 5
"Creatures can't attack you." works fine. A replacement effect stands on less stable feet rules-wise.
Triggered abilities and replacement effects are not the same thing. You can't prevent something that happened in the past.
That emblem is no fun. Considering the +1 ability it seems easy to get unless your opponent has artifact removal. Seems like a design you'd want hard to make work, but your barrier to entry is a mid-size generic mana cost.