Reduced Turns Cost.
Haron wrote:I think there will always be a problem balancing this card. You end up with a dilemma: Make it too cheap, and it will be used between cooperating players (cast this, then ask the target to cast Bribe, for example - or if you plan to use a mindbar, alert all your guildmates, and have them cast this on you). On the other hand, if you make it too expensive, it will never pay off to use it on an unsuspecting target, as I think your idea is.
Perhaps if you change the concept a little, so that instead of duplicating the target's cast card, you steal 3 of that type of card (or as many as he has, whichever is largest) from the target? That way, it will never pay off to use it in cooperation with friends. You won't really earn anything from using the card on a target either (the cost is similar or larger to three top cards), but you DO hurt the target. At least if you can predict when he plans on spending valuable cards.
Yes, balancing the card is difficult. The intent is for use against an unsuspecting player (which isn't as hard as you think), not for players to cooperate with each other to stack voodoo.
Meliva wrote:i still have to go with -1. the only way to use this and it be beneficial is to copy a high costing voodoo like mindbar.
The general meaning of that statement could be applied to several existing cards. What benefit does Terrorize have? You need to know which port to cast upon or cast 21 of them. Should we get rid of it because generally the cost benefits outweigh the potential effects. Should we get rid of Mindbar because, while it is worth 25 credits, a Serenity, which isn't worth 25 credits, can defeat it. As well, your analysis assumes that the player spent 50 credits to acquire 5 duplicates.
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