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Decayed patch

eaglgenes101

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Element: :death
Cost (unupped): 3 :death
Cost (upped): 2 :death
Type: Spell

Effect: Target player or creature gains 8 max HP, is healed 30 HP, and given 4 poison counters.

Patch yourself or a creature up temporarily at the cost of dooming long-term survivability, or poison a target (at raw, best done at full HP to minimize the healing effect, but synergies can work around this). Natural synergies are with purify and other poison removal when patching yourself up, with stalling to let poison keep ticking down, and with catapult, epidemic, and voodoo doll to transfer poison counters to your opponent without also healing them.
« Last Edit: November 22, 2022, 05:00:36 pm by eaglgenes101 »


serprex

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all about that quad synergy
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eaglgenes101

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Alright fair, tapped it with a berf (max HP increase 10 HP -> 8 HP, given poison counters 6 -> 4).

When I first thought of this idea, I was trying to limit its applicability as a long-term heal. Thinking about it now, its initial break-even time of 5 turns limited its applicability as a self-heal too much even over the course of short games. Pushing it out to 8 turns should make it better for self-healing, while still letting its long-term effects play out in practice.


eaglgenes101

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Hell, it might make sense to push out the break-even point further. After 2 turns, it's at a surplus of 22 HP, which isn't much better than heal (20 HP, without the long-term HP drain)


pizzaharald

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what happens if you play 3 of these and proceed to use purify you get +24 health, heal 90, and get 2 purified counters. No poison