@signomi: Sounds a lot like Confidence, but stronger since it can (in theory) be used on any round after poisoning. It'd certainly make it more appealing to go all out with Freaks
on turn 1, which might decrease strategy a bit.
While we're on the subject of new abilities, I'd love to see an Antidote ability. I could see it working in 2 ways. 1: if opposing a poison or heal card, it would stop the poison/heal from being administered upon defeat (like SOB vs. Freaks
or SOA vs. Muze
). 2: if a player has already been poisoned, winning the round with a card with the Antidote ability will stop poison/heal from taking effect on subsequent rounds (but not on the round in which the card was played). I think this could be balanced fairly well... hey, here's a sample card with the ability!
Though he's still a young Yeti, Dr Magnussun has achieved a breakthrough in nanorobots-- by coating them with a special suppressing polymer, he can inject them into a body without the body's defenses attacking them! Though he's been using them mainly for helping people fight off viruses and healing broken bones, there are some in the Frozn
who think it may be necessary to weaponize the good Doctor's invention...
Lvl. 3 6/4 Antidote