VUDU vs. MERC - Ceasefire Treaty

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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Banger » Fri Jan 05, 2018 5:42 pm

Stan Rogers wrote:It again comes back to being able to attack without any fear of reprisal.

Is reworking the Thieving Magpie card worth mentioning ?
Suggestion:
If player has less than 10 ships at sea, Magpie effect increases 10x removing 1 rare, 3 uncommon, 7 common voodoo cards from their chest


Only problem here is that you can farm voodoo from inactives relatively cheap.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Dejanira » Fri Jan 05, 2018 5:43 pm

Stan Rogers wrote:If player has less than 10 ships at sea, Magpie effect increases 10x removing 1 rare, 3 uncommon, 7 common voodoo cards from their chest

+1
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Dmanwuzhere » Fri Jan 05, 2018 5:46 pm

Lol, this one does not involve witchdoctors but proxy players totally different thing. But magpies are fine right where they sit. :D
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Stan Rogers » Fri Jan 05, 2018 5:47 pm

Banger wrote:Only problem here is that you can farm voodoo from inactives relatively cheap.


I think that would be a minor, short term problem due to availability of magpie's and big accounts that could be 'farmed".

If we look at it a little longer, I would predict the price of magpies would raise. This would certainly cause more judicious use of Magpies perhaps making it not really worth casting on low count chests
Last edited by Stan Rogers on Fri Jan 05, 2018 5:54 pm, edited 1 time in total.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Sir Thalius Hayle » Fri Jan 05, 2018 5:48 pm

Banger wrote:
Stan Rogers wrote:It again comes back to being able to attack without any fear of reprisal.

Is reworking the Thieving Magpie card worth mentioning ?
Suggestion:
If player has less than 10 ships at sea, Magpie effect increases 10x removing 1 rare, 3 uncommon, 7 common voodoo cards from their chest


Only problem here is that you can farm voodoo from inactives relatively cheap.


What if a portion of them were lost "in the wind" and showed up randomly as prizes in NPC battles? This way the casting player gains a few cards but not too many, and the target still suffers.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Dmanwuzhere » Fri Jan 05, 2018 5:52 pm

Stan Rogers wrote:
Banger wrote:Only problem here is that you can farm voodoo from inactives relatively cheap.


I think that would be a minor, short term problem due to availability of magpie's and big accounts that could be 'farmed"


Sounds like the rich get richer and the poor get poorer, magpies were not created to make your chest bigger than when it started.
Its a quick get rich scammy idea tooled in the forge of of lunacy mixed with the blood and ideas of a tyrannical mind :D
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Dejanira » Fri Jan 05, 2018 5:55 pm

Sir Thalius Hayle wrote:
Banger wrote:
Stan Rogers wrote:Suggestion:
If player has less than 10 ships at sea, Magpie effect increases 10x removing 1 rare, 3 uncommon, 7 common voodoo cards from their chest


Only problem here is that you can farm voodoo from inactives relatively cheap.


What if a portion of them were lost "in the wind" and showed up randomly as prizes in NPC battles? This way the casting player gains a few cards but not too many, and the target still suffers.

+1 as well.
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby William one eye » Fri Jan 05, 2018 5:58 pm

Stan Rogers wrote:
Banger wrote:Only problem here is that you can farm voodoo from inactives relatively cheap.


I think that would be a minor, short term problem due to availability of magpie's and big accounts that could be 'farmed"


I dont know if i like the magpie idea or not,
Will need to think on it a bit,
But this would resolve the farming concern,

What if magpies had an avenge effect, that also tied to ship count. So the player would both need to have cast on you, and have no ships or very few ships

Or maybe be under a minimum base value of ships
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Dmanwuzhere » Fri Jan 05, 2018 6:05 pm

I dont think the witchdoctor problem deserves the attention or reworking of the rules of every single aspect of the game.
I am not a political guy I swing and when its over its a win loss or tie.
Simple for me. I am not trying to control or change the mind of my opponent just showing the value I place on my own thoughts or beliefs.

I do see a problem when you try to redesign a game to take away the same process for others.
You will do as I say or I will ruin you and if you go witchdoctor I will redesign the rules to make your ideas and thoughts ineffective and useless as they hold no value to me anyway.

It is hard for me to compromise so I surrounded myself with a mix of insane and political figures to make up for that handicap.

Trying to rule other peoples mind and standards by forcing them to your ideas and standards is ridiculous and not sporting.

How about the next time you meet a witchdoctor you cast confuse on them as that is the intended card for that scenario. :D :D :D
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Re: VUDU vs. MERC - Ceasefire Treaty

Postby Shadowood » Fri Jan 05, 2018 6:13 pm

Dmanwuzhere wrote:
How about the next time you meet a witchdoctor you cast confuse on them as that is the intended card for that scenario. :D :D :D


Agreed. There are cards already designed to lock down a witch doc. Confuse, Time Spiral, Magpie.

You just need to be consistent and vigilant in your ability to lock this player down. Of course they come back like a bad case of the HERPES but you just start over again.
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