33 minutes ago, Xelto said:That sort of defeats the point of scuttling horror.
The problem isn't the sideways shift. It's the ability to shift in a wide selection of directions, followed by a charge, and it's the primary issue with Fleshrippers, as well.
I still think the better solution is to have exiting terrain end your activation the same way that entering terrain does.
Scuttle is just left or right. That’s it. Your issue is with scuttle near terrain.
As for near terrain, to be frank, it is generally pretty predictable and can be played around. There are only so many good ways to scuttle out of terrain in a given situation. Also, just charge said terrain on the turn that you think they’ll try to enter it.
Ask Jukey. He’s learned to deal with it. The Scuttle shift rarely surprises him and rarely matters in our games. The stun is more significant. It also wasn’t a significant card for me at worlds except for my games against JJ.
I don’t like that you easily get both effects. Making it exhaust to shift keeps all the theme and makes it so you generally have to choose between one or the other. Sure, you can bank inspiration or use Rallying, but that means wounds, slow play, or relying on other units.
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People are complaining about Flesh Rippers?