Lost in Thought
The game of Flesh and Blood is built with the fundamental principle that any legal action a player takes can be verified by their opponent, or is made a specific exception (such as failing to find a card in your deck). Lost in thought was designed specifically with the intention to be able to target yourself, but unfortunately, the final text was not corrected during the proofing process and was printed to violate this principle. Rather than make an exception in the rules for this particular circumstance, we’ve decided to issue a functional errata that requires the player to reveal the attack action. This has minor implications for cards such as Korshem, and Channel the Bleak Expanse, but otherwise, we find that this is a cleaner solution than opening the floodgates to a design space which openly violates this verification principle.
Lost in Thought
Illusionist Action
(RED) 1{r} 2{d}
Look at target hero's hand. Choose an attack action card and reveal it. If you do, they put it on the bottom of their deck and create a Ponder token.
Go again
Charge of the Light Brigade
The card Charge of the Light Brigade was intended to buff the next attack in which you charge a card to play. As it stands, the syntax does not accurately reflect a legal action that could be taken in-game (an attack only exists on the stack or combat chain, not in your hand or soul). As such we’ve adjusted the syntax slightly to ensure the proper communication of the effect.
Charge of the Light Brigade
Light Warrior Action
(RED/YEL/BLU) 0{r} 3{d}
The next attack you charge to play this turn gets +3/2/1{p}.
Go again
Decimator Great Axe
The defense reduction of Decimator Great Axe originally applied to the non-equipment defending card as opposed to a target specified by the player, as such it did not have a duration clause earlier during testing, and this clause was missed during the final proofing stage when the syntax was changed to a targeted effect. To prevent complications where the base value of an object is considered halved, having to track that over multiple turns, we’ve decided to errata the effect duration to ensure that it is consistent with the design philosophy of an explicit duration for continuous effects that apply to permanents.
Decimator Great Axe
Warrior Weapon - Axe (2H)
4{p}
Once per Turn Action -- {r}{r}{r}: Attack
The first time this is defended by a non-equipment card each turn, halve the base {d} of target defending card, rounded up, until end of turn.