After much thought, I don't like the direction these types of voodoo cards take the game. Another new voodoo card to solve a problem. The issue is now that pirates have resources to make gains by attacking large players, primarily through buried treasure that protects their swag while they endure the onslaught of retaliation.
As traders, we are trying to solve our problems with voodoo cards, and not exploring all the avenues to combat the situation. When anyone with one level 10 brig of war and a level 1 cutter can take out 50 to 100 fleets of level 1-3 large merchantmen vessels, I say a trader may need to consider re-engineering his trade fleets so it takes a bit more than that to succeed. He may have fewer fleets, but it will take much more heft to defeat them in battle. Heft means more capital outlay for a pirate, thus more risk and less profit.
Traders have been given tools - the Potato Party/Rum Festival, etc., and the War and Flag Galleons - to combat this issue. Outlandish profits can be made even with fewer ships. Warehouses have become more than a place to build ships and store one's war chest.
Most pirates know what they need to get the job done... For a long time we traders simply built the cheapest, fastest ships with as few crew members as possible, stayed just over an hour and ran. Our protection was the power of retaliation. Not so much anymore. In the golden age, piracy was always a threat and considered part of business, and it seems the same in Avonmora.
The nations feature may be the venue for addressing these issues - counties issuing bounties, embargoes against individuals, guilds and nations, etc.
The game is still evolving, growing, changing. I would hope that some other mechanisms besides another powerful debilitating voodoo card can be implemented, thus making the game more of a challenge that requires ingenuity and craft rather than 'fire another voodoo curse.'