With the final adjustments to the release notes for Outsiders, we have been made aware that two outstanding cards don’t technically function as intended with the rules as written. While we believe that the community already intuitively understands how the cards are designed to function, we are issuing this errata to ensure that the cards correctly fit into the rules as written instead of having to make them specific exceptions in the rulebook itself.
We are learning more and more about how to accurately convey the technical meaning of a card to both reflect the technicalities of the rules and to efficiently and concisely communicate the intention of the card to the average player. We thank you all for your patience while Flesh and Blood continues to evolve to meet and hopefully exceed your expectations in being a great game.
Give and Take
The current printing of Give and Take uses the term “defended” as part of the trigger condition, which has previously been used for the state-based trigger for Phantasm. A state-based trigger triggers when its condition goes from false to true, and does not trigger additional times if the condition continues to just be true (you can’t have “double true”). An event-based trigger triggers every time an event occurs that meets its condition. While we are continuing to improve the way we accurately phrase triggered effect conditions, event-based triggers typically use a present tense verb (defends) and state-based triggers typically use a past tense (defended) or a continuous tense verb (defending). It may seem like semantics, but it's an important part of how we can define complex game interactions in a small amount of text.
Give and Take is designed to trigger each time an action card is added to its chain link as a defending card. The ambiguous combination of “whenever” and “defended” have led us to issue an erratum for Give and Take for consistency in the rules, and we are looking to put in place more safeguards to prevent these grammar mistakes from occurring.
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Give and Take
Generic Action - Attack
(RED) 1{r} 3{p} 3{d}
Whenever an action card defends Give and Take, you may put an action card with cost less than Give and Take's {p} from your graveyard on top of your deck.
Go again
Back Heel Kick
The current printing of Back Heel Kick does not have a while-condition, as part of its combo ability. The rules as written ensure that static-abilities in particular do not function on the stack and that abilities are generally non-functional until they’re in the arena. These rules ensure that cards like Channel Lake Frigid do not start taxing the opponent until it has resolved on the stack and entered the arena. Back Heel Kick requires such an exception in the form of a while-condition, to make it a while-static ability. Similar cards include Amplifying Arrow which does explicitly include the while-condition.
Back Heel Kick is designed to have its combo ability effect apply to increases in power from cards like Twin Twisters and Benji, and can only do so if the granted ability from combo is functional while on the stack. This has led us to issue an errata for Back Heel Kick to ensure that this is the case.
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Back Heel Kick
Ninja Action - Attack
(RED|YEL|BLU) 0{r} 3|2|1{p} 3{d}
Combo - If Twin Twisters was the last attack this combat chain, while this is face-up in any zone and would gain {p}, instead it gains that much plus 1.