(Legendary) God of Fate

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.

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(Legendary) God of Fate

Postby Grimrock Litless » Fri Jun 17, 2016 12:07 pm

(8 Turns)
(24 hours)

If the target cast any voodoo on you when this voodoo is on him, all of his fleet gain 1 danger per cast. And his cast have a 25% to fail.

Craft cost
3 FoJ
5 Chains of justice
15 Credits

Craft time
To be decided

Unlock cost
To be decided

Unlock time
96 Hours
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Re: (Legendary) God of Fate

Postby Ser Georges » Fri Jun 17, 2016 12:10 pm

Guluere wrote:(8 Turns)
(24 hours)

If the target cast any voodoo on you when this voodoo is on him, all of his fleet gain 1 danger per cast. And his cast have a 25% to fail.

Craft cost
3 FoJ
5 Chains of justice
15 Credits

Craft time
To be decided

Unlock cost
To be decided

Unlock time
96 Hours


+1 i like the idea
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Re: (Legendary) God of Fate

Postby Haron » Fri Jun 17, 2016 12:30 pm

First, let me say that I think the principle of gaining danger when casting voodoo at first seemed like a good idea to me. However: Should the target really want to cast voodoo back, he could first remove the God of Fate with serenity. Unless you make it "immune" to serenity, which is a very powerful (too powerful?) effect. This holds for most voodoo that is only effective against a logged in player, but against a Legendary card, spending the serenity will probably usually be worth it (whereas removing a "chains of justice" may not be worth the serenity card). Thoughts on that?

If you think it SHOULD be so powerful as to be immune to serenity (I don't think I like that; at least the idea needs some maturing), I at least think the time should be reduced. There are situations where even one hour of this effect would be valuable. Or if it is NOT immune to serenity, this seems not like a legendary card. Maybe uncommon, like chains of justice is.

With this in mind, I think this card needs more thought.
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Re: (Legendary) God of Fate

Postby Grimrock Litless » Fri Jun 17, 2016 12:31 pm

Haron wrote:First, let me say that I think the principle of gaining danger when casting voodoo at first seemed like a good idea to me. However: Should the target really want to cast voodoo back, he could first remove the God of Fate with serenity. Unless you make it "immune" to serenity, which is a very powerful (too powerful?) effect. This holds for most voodoo that is only effective against a logged in player, but against a Legendary card, spending the serenity will probably usually be worth it (whereas removing a "chains of justice" may not be worth the serenity card). Thoughts on that?

If you think it SHOULD be so powerful as to be immune to serenity (I don't think I like that; at least the idea needs some maturing), I at least think the time should be reduced. There are situations where even one hour of this effect would be valuable. Or if it is NOT immune to serenity, this seems not like a legendary card. Maybe uncommon, like chains of justice is.

With this in mind, I think this card needs more thought.


I heard that legendary can't be removed by cleaning voodoo, maybe wrong on my part.
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Re: (Legendary) God of Fate

Postby Haron » Fri Jun 17, 2016 1:25 pm

If that's right, I have missed it, Guluere. Also, if that IS the case (can anyone confirm this?), I would suggest a "Legendary Serenity", which spesifically CAN remove other legendary curses. That way,removing legendary curses is POSSIBLE, but more expensive than removing other curses. And so the tradeoff is more "fair".
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