PhoenixKnight wrote:I am against card recipe concept.
PhoenixKnight wrote:or there is a witch cauldron that you can build to mix those cards and create new ones.
PhoenixKnight wrote:I am against card recipe concept. I will agree to it if there is a card like Gris Gris created for it or there is a witch cauldron that you can build to mix those cards and create new ones.
William one eye wrote:No natural danger drop
+ 24% damage per hour
Ship cannot depart from current port for duration of cast
Traveling ship will remain lit in port of departure and arrival
Affected by confuse
Captain dungeness wrote:William one eye wrote:No natural danger drop
+ 24% damage per hour
Ship cannot depart from current port for duration of cast
Traveling ship will remain lit in port of departure and arrival
Affected by confuse
There have been a few suggestions which prevent a ship from moving but generally those suggestions are not accepted. This suggestion is odd in that it prevents natural danger drop but also prevents the fleet from gaining natural danger- I don't see the purpose in preventing movement.
If this were cast on me I would put a level 1 cutter into the fleet, remove all other ships and wait for the curse to wear off. If the fleet had 3+ danger I would cast a hideout and then delete the fleet to cancel the voodoo.
The confuse part is a real twist since confuse is usually cast on a player, not a ship. In combination with Confuse this curse would be very powerful until the fleet was deleted.
-Captain D
Captain dungeness wrote:I think I'm not interested by it because it's just a combination of already existing voodoo. You could cast Fugitives, Swarm and Confuse to get almost exactly the same effect. If a card was added to hold a ship in place then I would just use that card +Foj/Swarm/Confuse instead of this card.