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Offline Elite arbiter

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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg385512#msg385512
« Reply #12 on: August 27, 2011, 07:00:45 pm »
Just checked in trainer, and no healing a voodoo doll doesn't heal the opponent. Technically though using this on your voodoo doll wouldn't deal damage, it'd just lower the opponents max hp. Whether 'that' is good or bad is another story. This + Basilisk blood + voodoo could be bad.

avantasia666

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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg386145#msg386145
« Reply #13 on: August 29, 2011, 07:10:04 am »
Hmm.... lowering max HP is very strong yes. Maybe make an exception for darkness cards, because they have no Soul to Drain. xD Don't know.

Offline Rutarete

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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg386366#msg386366
« Reply #14 on: August 29, 2011, 07:22:18 pm »
Hmm.... lowering max HP is very strong yes. Maybe make an exception for darkness cards, because they have no Soul to Drain. xD Don't know.
Wouldn't having no soul fit more thematically with Death?
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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg386415#msg386415
« Reply #15 on: August 29, 2011, 08:43:56 pm »
up the cost. overall great card

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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg386657#msg386657
« Reply #16 on: August 30, 2011, 07:51:13 am »
Hmm.... lowering max HP is very strong yes. Maybe make an exception for darkness cards, because they have no Soul to Drain. xD Don't know.
Wouldn't having no soul fit more thematically with Death?
Damn, you're right xD Point to you.

Lowering Voodoo's max HP indeed does damage the opponent. Tried it on trainer. Voodoo + nightfall = Voodoo has one additional max HP. Then destroy nightfall and voodoo brings one damage to the enemy. By this using Soul Drain on unupped Voodoo Doll means 8 damage per round, upped 10 damage. In a mono. That's hard. Anyone has an idea to avoid this beside making an exception for voodoo?

up the cost. overall great card
Thanks. Any suggestions for cost? Anyone else thinks they need to be raised?

It seems this card has some likers, so I will look for some art after work and try to submit it. =)

Offline Arum

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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg386999#msg386999
« Reply #17 on: August 31, 2011, 04:42:33 am »
Well the voodoo thing could be used as a finisher. Make the voodoo effect be that the voodoo doll and opponent get damage and then next round voodoo doll and opponent heal?  Ik there is a coding problem but thats all i can think.

5 BB's 1 VD 1 DC and a few TU could make for a OHKO. . .  5 bb raises health to up to 116/120 and DC uses soul Drain and voodoo deals 60/58 damage and TU or end round and DC deals 63/61 damage. Heck it could be just 4 bbs for 96/100 and 48/50 damage and DC does 51/53 damage. O.o o.o o.O O.O O.o o.o o.O O.O O.o
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Offline Elite arbiter

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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg387003#msg387003
« Reply #18 on: August 31, 2011, 04:52:40 am »
Well the voodoo thing could be used as a finisher. Make the voodoo effect be that the voodoo doll and opponent get damage and then next round voodoo doll and opponent heal?  Ik there is a coding problem but thats all i can think.

5 BB's 1 VD 1 DC and a few TU could make for a OHKO. . .  5 bb raises health to up to 116/120 and DC uses soul Drain and voodoo deals 60/58 damage and TU or end round and DC deals 63/61 damage. Heck it could be just 4 bbs for 96/100 and 48/50 damage and DC does 51/53 damage. O.o o.o o.O O.O O.o o.o o.O O.O O.o
Thats really not so bad. It only gets bad if you throw Earth nymphs in there. But really I'm not sure that this would even be worse than what the standard "Earth Nymph + Voodoo + Gravity pull" decks do anyway, aside from perhaps make it a duo instead of a trio. I would link the type of deck, but currently the search is broken.

Offline NikaZaslavsky

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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg387004#msg387004
« Reply #19 on: August 31, 2011, 04:58:07 am »
It's a great card, but maybe you could change the ability name?
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Offline Arum

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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg387011#msg387011
« Reply #20 on: August 31, 2011, 05:15:47 am »
Well the voodoo thing could be used as a finisher. Make the voodoo effect be that the voodoo doll and opponent get damage and then next round voodoo doll and opponent heal?  Ik there is a coding problem but thats all i can think.

5 BB's 1 VD 1 DC and a few TU could make for a OHKO. . .  5 bb raises health to up to 116/120 and DC uses soul Drain and voodoo deals 60/58 damage and TU or end round and DC deals 63/61 damage. Heck it could be just 4 bbs for 96/100 and 48/50 damage and DC does 51/53 damage. O.o o.o o.O O.O O.o o.o o.O O.O O.o
Thats really not so bad. It only gets bad if you throw Earth nymphs in there. But really I'm not sure that this would even be worse than what the standard "Earth Nymph + Voodoo + Gravity pull" decks do anyway, aside from perhaps make it a duo instead of a trio. I would link the type of deck, but currently the search is broken.
Um i said it was a OHKO and it could be done with 6 nova 1 voodoo 4-5 bbs 1 DC and 1 TU
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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg387022#msg387022
« Reply #21 on: August 31, 2011, 06:00:57 am »
Voodoo + Cultist doesn't seem OP, but don't take my word for it.   :))

Off the top of my head, you could do the following to fix it:
1) Make the stat changes permanent (still allows synergy with Voodoo, but not too much)
2) Make the ability only affect attack (a 1 turn HP change doesn't really affect much)
or something similar.

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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg387110#msg387110
« Reply #22 on: August 31, 2011, 10:43:30 am »
Thanks for the feedback.

It's a great card, but maybe you could change the ability name?
Yes, the name isn't the best. It was the first thing in my mind so I choose it. Any suggestions for names?

Voodoo + Cultist doesn't seem OP, but don't take my word for it.   :))

Off the top of my head, you could do the following to fix it:
1) Make the stat changes permanent (still allows synergy with Voodoo, but not too much)
2) Make the ability only affect attack (a 1 turn HP change doesn't really affect much)
or something similar.
1) I thought about it, but I wanted this card as some kind of repeatable soft CC.
2) This would prevent the voodoo abuse. My idea for draining HP was that it would make the opponents creature more vulnerable to other CC cards. (bring creatures in range of RoF)

I want to hear what others say about this ideas.

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Re: Dark Cultist | Dark Cultist https://elementscommunity.org/forum/index.php?topic=30318.msg387195#msg387195
« Reply #23 on: August 31, 2011, 02:55:06 pm »
Voodoo + Cultist doesn't seem OP, but don't take my word for it.   :))

Off the top of my head, you could do the following to fix it:
1) Make the stat changes permanent (still allows synergy with Voodoo, but not too much)
2) Make the ability only affect attack (a 1 turn HP change doesn't really affect much)
or something similar.
1) I don't think they should be permanent, because then the dark cultist could be too powerful.
2) No, the HP part could be really useful in some cases.
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