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NAME: | Placebo
| ELEMENT: | Fire
| COST: | 2
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Prevent all damage due to poison for 2 turns. Poison damage stacks normally.
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| NAME: | Placebo XS
| ELEMENT: | Death
| COST: | 2
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Prevent all damage due to poison for 3 turns. Poison damage stacks normally.
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ART: | Pyrodinium
| IDEA: | Pyrodinium
| NOTES: | Affects both you and your creatures. This does not nullify SoSac's effects.
| SERIES: |
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Placebos are useless medicine that makes the patient think that they are getting better. This is my take on Death's counter against itself. It fits the Element's theme of "surviving when you should have been dead already". Actually, this card came to mind due to the lore below that just popped into my head a while ago.
Lore:
"The Graveyard section has sent word, again, that low intelligence skeletons are clogging up their space due to your "experiments". For the last time, chugging both deadly poison and contraband elixirs DOES NOT improve your performance nor make you manlier than your fellow apprentices. Due to these reports and the shortage of Purifies in the apothecary, we have made this medicine. It won't cure your stupidity but it will keep you alive long enough to seek help." - Death Corps Master-at-arms
Tweaks:
Is the cost okay? Should I increase the turns?