Because you can keep the enemy facing away from the back stabber(because poke has keep) and you can always face enemies or allies within 1 range, I would prefer this card in regular matches.
Ah, my apologies then. So it's merely meant to change facing of someone, and check for blocks....why not just use Weak Strike?
You're right. That means this card is less about checking block and more about changing people facing.
I suggested something like Poke, once. Post #178: I....*guess* it could be crushing. I think. Oh, also, speaking of ideas: Plan B Assist card. [White] Discard your entire hand, then draw the same number of new cards. Free Draw. You can only use this card on yourself. "I always have a backup plan." - Legendary Gladiatorial Champion, Flaxativian.
Something to think about: Is this a 'free draw'? Like in Leadership? What is the usual max number of cards that will be discarded? In most circumstance, 4. But there is officer harness and mimetic armor to consider. That said, I like the idea. Just trying to evaluate the quality of the card these questions came up first.
I would say free draw yes and there should be no max draw on it, just place it as Gold - Emerald quality.
@billiska and @BlackVoidDeath: Should probably be a Free Draw, yeah. Edited. 2 more ideas, too: Good Luck Assist card [white]. Range: 6 Attach to target. Whenever target rolls a die, add 1 to it. You cannot use this card on yourself. Duration 2. Good Fortunes Assist card [white]. Range: 5 Attach to target. Whenever target target rolls a die, add 2 to it. You cannot use this card on yourself. Duration 1.
Here's a hefty idea I came up with, though it's challenging to implement. Path of Shards Utility, Magic Piercing, Gold+ Attach to target. While attached, leave a trail of Spiked Terrain in a line between the start and end square when moved, not including the final square. Duration 2. So basically your target is applying Spiked Terrain in a linear fashion every time he/she moves/gets moved, but it will never affect your current square. Useful if you want to leave behind Spiked Terrain after SPR or make your warrior leave behind Spiked Terrain to provide you defensive cover or offensive cover while using step attacks, or erase current terrain attachments by movement. Hell, you can even use TK and the like to help create more terrain tiles. Here's a lesser, easier to implement version: Path of Shards Utility, Magic Piercing, Silver+ Attach to target. While attached, leave Spiked Terrain (Stop. At the start of each round, occupant takes 6 points of Piercing damage, Duration 2) at the start of every move. Duration 2. So you just leave behind one square of Spiked Terrain, and that's the square where you began the move. You can create multiple tiles using multiple step attacks and similar cards.
Here's an even easier to implement version: Path Of Shards Utility card. [Purple] Range: 6 Choose a square. This card creates a line of Spiked Terrain [Stop. At the start of each round, occupant takes 6 Piercing Damage] from your square to the target square. Linear, Duration 2.
But then it would be an attack card, and won't have the same utility as the attachment version; not very different from Acid Jet. The whole concept was for movement to affect terrain attachment creation, which is an untouched aspect of the game because most of the time terrain attachments affect movement. SPR leaving behind a Spiked Terrain every time you move would be strategically interesting as it never places the opponent directly on the Spiked Terrain but instead adds to the positioning and the decision-making aspects of the game.
Does SPR stands for Path of Shards? Whatever the case, difficult terrain attachments includes: laser beacon, spiked, acid, healing beacon, illusionary. Anything that have random result between these sounds little too chaotic.
Defender Trait Add 1 to all blocks. Duration 3 Full Defense Trait/handicap Add 2 to all blocks, add 2 to all armor values, you can't play attack cards. Duration 2
Frozen Puddle Range 4 Target square becomes Ice terrain (If you end your move on ice terrain, you move into a random square. Attach a trip handicap card to yourself). Ice Floe Range 4 Burst 1 Target square becomes Ice terrain (If you end your move on ice terrain, you move into a random square. Attach a trip handicap card to yourself). Frost Aura Range 1 All squares in range become Ice terrain (If you end your move on ice terrain, you move into a random square. Attach a trip handicap card to yourself).