[Implemented] Card idea - (Uncommon) Sacrifice

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[Implemented] Card idea - (Uncommon) Sacrifice

Postby Black sparrow » Sat Jan 05, 2013 7:01 pm

Name: Sacrifice or Infernal Contract
Rarity: Uncommon
Turns: 8
Description:
Target Player earns 3 to 6 turns

Abilities: Ignore Mindbar/Countercurse/any future defence cards

This is obviously a support card. Perhaps we could make it cost about 12 turns and let it award 6 to 8.
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Re: Card idea - (Uncommon) Sacrifice

Postby Captain Blue » Sat Jan 05, 2013 8:11 pm

so its pretty similar to Death Poker just a little bit better.
I think the turn reward should at least be doubled to how much turn it would cost.

if it will cost us 8 turns, reward should be 16 turns to the target player.

But all in all its a GREAT Idea!
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Re: Card idea - (Uncommon) Sacrifice

Postby Xepshunall » Sun Jan 06, 2013 7:59 pm

I see your point Captain 13LUE but it sounds to me like Black Sparrow is talking about a card that will allow you to give another player a portion of your turns while the voodoo gods claim a price of turns for themselves. This could help the recipient to cast another protective voodoo or to cast a curse at the enemy when that player is the only one available who has the needed curse but had run out of turns due to some meaningless activity like building fleets. Sacrifice is a good name. It would be a good addition to the Uncommon set. I think 25 to 33 percent commission is more than enough for the voodoo gods. I'd also like to see a 15 to 25 percent chance of the double payment that Captain 13LUE mentioned since it is requested as an Uncommon.
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Re: Card idea - (Uncommon) Sacrifice

Postby Captain Blue » Sun Jan 06, 2013 9:27 pm

oh i see i didn't really think of it like that, i was more thinking of it like the Death Poker Voodoo.

Then heres another suggestion. Since its a "Sacrifice" lets treat it like one. Why not let the caster decide for themselves how much turn they would sacrifice and be given to the targeted player. Making the card unavailable to be used to yourself. Also since me and X both suggested about doubling the turns the player will receive, So how about the higher the amount of turns you sacrifice the higher the chances of your turn getting doubled. I'm not so good with numbers so i'll let you or other people to decide on that.
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