limited voodoo leads to strategy : having to plan and combine voodoo leads to strategy : 'one cast/major effect' voodoo leads to instant gratification and the simplest of strategies : turn up, cast, win.
As I have stated before : the existing voodoo has been used to destroy entire nations and guilds, to de-fleet and severely damage even the mightiest of players: combined with planning, some skill in its use, the patience to wait for the perfect moment and the art of knowing when that is and the commitment to go for it at that optimum moment.
Legendary voodoo wont require that, any more than skirmish requires anything more difficult than looking at port gossip and clicking on a button. The major impetus of the majority of voodoo cards suggested is to make attacking people quicker and easier, to remove any element of skill, to deny any defensive strategy, to guarantee prizes for all ; to make winning compulsory.
It is to deny the reward of long and patient development of ones account : building ones infrastructure, growing more powerful, acquiring cards, wealth, a strong back-bone to be able to resist attack, recover from loss and to go on the offensive when required, the acquiring of the knowledge of how the game works, the little tricks and by-ways that experience grants the dedicated.
The game needs to be difficult or else it becomes a simple click-fest : and those types of games quickly pale and get tossed aside for the next shiny version to get its own hashtag...