(Legendary) Voodoo Idea, Shackle of Justice

Do you have an idea for a card ? Do you want a tweak on existing voodoo cards? Perhaps you even want one of them removed? This is where you can post your suggestion.

(Legendary) Voodoo Idea, Shackle of Justice

Postby Grimrock Litless » Thu Jun 09, 2016 7:29 am

Name : Shackle of Justice
(10 + 5*X Turns)
(Legendary)
(2 + 1*X Hours)
(Impervious)

Target player cannot cast voodoo for the duration.
(There is no duration limit)
(Impervious = Cannot be effected by any cleaning voodoo)
(+ 1 hour for every 5 turns invested)

Recipe
10 Chains of justice
10 Time Spiral
1 Mindbar
3 FoJ
1 Master Craftmanship
1 Confuse

Duration to make
108 Hours

Opinions is helpful and wanted. Do rate +1 or -1.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: (Legendary) Voodoo Idea, Shackle of Justice

Postby DezNutz » Thu Jun 09, 2016 12:19 pm

Way too powerful even for Legendary Voodoo. Someone could just buy and save turns, and prevent someone from casting voodoo for an excessive time period. The only limit is how many credits is someone willing to put forward for turns.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7073
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: (Legendary) Voodoo Idea, Shackle of Justice

Postby Grimrock Litless » Thu Jun 09, 2016 12:33 pm

Deznutz wrote:Way too powerful even for Legendary Voodoo. Someone could just buy and save turns, and prevent someone from casting voodoo for an excessive time period. The only limit is how many credits is someone willing to put forward for turns.


Your ideas on this is also wanted.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: (Legendary) Voodoo Idea, Shackle of Justice

Postby Grimrock Litless » Thu Jun 09, 2016 1:16 pm

Deznutz wrote:Way too powerful even for Legendary Voodoo. Someone could just buy and save turns, and prevent someone from casting voodoo for an excessive time period. The only limit is how many credits is someone willing to put forward for turns.


If you use all your turns for this, you wouldn't have anymore turns to use.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: (Legendary) Voodoo Idea, Shackle of Justice

Postby DezNutz » Thu Jun 09, 2016 2:00 pm

Guluere wrote:
Deznutz wrote:Way too powerful even for Legendary Voodoo. Someone could just buy and save turns, and prevent someone from casting voodoo for an excessive time period. The only limit is how many credits is someone willing to put forward for turns.


If you use all your turns for this, you wouldn't have anymore turns to use.


So, you earn turns, and you can buy them. Not like the target player can cast voodoo against you to fight back.
I'm only here for Game Development and Forum Moderation.

If you see a forum rule violation, report the post.
User avatar
DezNutz
Players Dev Team Coordinator
 
Posts: 7073
Joined: Sat Oct 24, 2015 4:51 pm
Location: United States of America

Re: (Legendary) Voodoo Idea, Shackle of Justice

Postby Meliva » Thu Jun 09, 2016 2:09 pm

you could store up 200 turns naturally with no credits, spend all those turns using this voodoo, and prevent someone from using voodoo for 40 hours. then immediately afterwards you can use some creds to buy a new batch of turns, and double your turn production, and go to town. I don't think any voodoo should be impossible to remove.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: (Legendary) Voodoo Idea, Shackle of Justice

Postby Meliva » Thu Jun 09, 2016 2:12 pm

in fact, it would take exactly 33 hours and 20 minutes to go from 0 turns to 200 which is the turn cap if you don't use credits to increase it. so even if you decide not to buy turns, you would max out on turns nearly 7 hours before they can use any voodoo again.
I'm a meanie head! Beware my Meanness :arr
User avatar
Meliva
Community Administrator
 
Posts: 6608
Joined: Mon Apr 04, 2016 12:53 am

Re: (Legendary) Voodoo Idea, Shackle of Justice

Postby Grimrock Litless » Thu Jun 09, 2016 2:16 pm

Deznutz wrote:Way too powerful even for Legendary Voodoo. Someone could just buy and save turns, and prevent someone from casting voodoo for an excessive time period. The only limit is how many credits is someone willing to put forward for turns.
"Got ya."
User avatar
Grimrock Litless
 
Posts: 2591
Joined: Thu Aug 13, 2015 2:50 pm
Location: Under the sea, in a submarine!

Re: (Legendary) Voodoo Idea, Shackle of Justice

Postby not a pirate » Thu Jun 09, 2016 3:07 pm

-1 as well
User avatar
not a pirate
 
Posts: 800
Joined: Fri Jun 03, 2016 2:54 am

Re: (Legendary) Voodoo Idea, Shackle of Justice

Postby Juicypotato » Mon Jun 13, 2016 2:07 am

My curses were powerful i suggested a couple years ago but this is beyond that. -1
hahahahahahahahaha

I'm an evil potato
User avatar
Juicypotato
 
Posts: 568
Joined: Thu Aug 02, 2012 4:18 am


Return to Voodoo Card Suggestions

cron