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.
Title: Re: Decayed patch
Post by: serprex on November 22, 2022, 04:20:25 pm
all about that quad synergy
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Title: Re: Decayed patch
Post by: eaglgenes101 on November 22, 2022, 05:06:56 pm
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.
Title: Re: Decayed patch
Post by: eaglgenes101 on November 25, 2022, 04:02:53 pm
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)
Title: Re: Decayed patch
Post by: pizzaharald on February 25, 2023, 02:08:34 am
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