MArcomage

Free multiplayer on-line fantasy card game

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Mojko on 07:51, 11. Sep, 2015
Developer changes:

- card and keyword tests can now be explicitly run in "hidden cards" mode

Keyword changes:

- Burning, Dragon, Flare attack, Holy, and Horde keyword effects now reveal replaced card(s)
- Persistent card effects now reveal replaced card
- Beast keyword bonus token gain raised to 7 from 4

Card changes:

Common

Black market - card effect now reveals replaced card(s)
Faceless - recruits cost lowered to 5 from 7, replaces a common card from opponent's hand with common card from your deck instead of discarding
Goblin intruder - card effect now reveals replaced card
Golden scepter - card effect now reveals replaced card
Harvest fairy - card effect now reveals replaced card(s)
Heresy - card effect now reveals replaced card(s)
Invaders - wall damage replaced with standard attack
Jungle river - card effect now reveals replaced card
Magic lamp - adds 20 random resources instead of summoning self
Minotaur - condition value raised to 30 from 20
Road to Tartarus - card effect now reveals replaced card
School of Restoration - gems cost lowered to 2 from 3
Thug - card effect now reveals replaced card
Warlock - wall gain lowered to 5 from 6, recruits gain lowered to 6 from 7
Mojko on 07:51, 11. Sep, 2015
Uncommon

Academy of Destruction - gems cost lowered to 5 from 6
Academy of Illusion - stock gain raised to 3 from 2
Apostate - gems cost lowered to 10 from 13
Conscript army - card effect now reveals replaced card(s)
Cursed amulet - card effect now reveals replaced card
Desert traveler - card effect now reveals replaced card
Dwarven castle - tower value raised to 21 from 18
Dwarven guard - condition for secondary attack changed
Elemental storm - card effect now reveals replaced card(s)
Emissary of the afterlife - card text corrected (added Graveyard description to FAQ)
Fairy dragon - card effect now reveals replaced card(s)
Flaming mirage - card effect now reveals replaced card(s)
Goblin regiment - card effect now reveals replaced card(s)
Hydromancer - card effect now reveals replaced card
Meditation - secondary gems gain lowered to 5 from 8
Moon priestess - replaces cards in opponent's hand with Moon shrine, Moon castle or Magic sanctuary (will not make duplicates) instead of discarding
Samurai - replaces card in opponent's hand with common zero cost card instead of discarding
Succubus - card effect now reveals replaced card
Templar castle - condition value lowered to 4 from 5

Rare cards

Air nomad - card effect now reveals replaced card
Arcane tome - card effect now reveals replaced card
Avatar of vengeance - card effect now reveals replaced card
Balrog - card effect now reveals replaced card(s)
Cerberus - card effect now reveals replaced card(s)
Forge master - card effect now reveals replaced card
Harpy queen - card effect now reveals replaced card(s)
Hydra - card effect now reveals replaced card(s)
Mason - card effect now reveals replaced card
Mirror elemental - card effect now reveals replaced card
Steam golem - card effect now reveals replaced card(s)
Steelbeard - card effect now reveals replaced card
Vampire lord - card effect now reveals replaced card
Wind witch - card effect now reveals replaced card

Feedback is appreciated.
Zaton on 08:56, 11. Sep, 2015
Everything is an improvement~ Thank you for the game, and keep up the good work:3

Edit: Oh, you might have meant to say 'Magic sanctuary (will not make duplicates)' instead of 'Magic (will not make duplicates) sanctuary'o.o
Mojko on 12:23, 11. Sep, 2015
Thanks for catching the typo :)
DPsycho on 18:28, 11. Sep, 2015
Most of my use of the Notes feature is keeping track of where I know cards to be in Hidden games. I look forward to the new reveals.
MeCho on 06:43, 12. Sep, 2015
No improvment to Scylla,Lord of Timne or Ancient sage and no nerfs to Miracle or Arthoria
Zaton on 06:56, 12. Sep, 2015
MeCho wrote:
No improvment to ... Lord of Timne or Ancient sage ...


Yes. Because they happened in the Summer update already. >.>

We haven't even seen how the past changes pan out. Take back from the incoherent screams for a little while more.
sq on 06:57, 12. Sep, 2015
Thanks for the update. Just a couple of comments:

Faceless has always appealed to me as a non-gems illusion capable of doing up to 18 damage. A double buff of both cost reduction and discard of an opponents card would make it a bit too great IMO. I would suggest keeping just one of the suggested changes

I have also made a post on the Templar castle before actually seeing the update being prepared. The proposed change steel leaves it too powerful, I again would prefer keeping the cap of 5, but reducing the tower gain significantly
Zaton on 07:23, 12. Sep, 2015
sq wrote:


I have also made a post on the Templar castle before actually seeing the update being prepared. The proposed change steel leaves it too powerful, I again would prefer keeping the cap of 5, but reducing the tower gain significantly


Too powerful compared to what? Do mind you pay 20 down the drain for a card which will result in a partial return in many situations. Take away 1 Dungeon, and, against a non-destruction deck, each subsequent play after the first will take off ~9 Bricks worth of value. You'd pay 20 Bricks for what is worth 11 bricks, which is awful on paper already - let's not mention the times when the tower gain isn't even full, since you've reached the limit, the card is worth less than what you pay right after the start. We know the card isn't bad due to synergy, but standalone, the card will not worth the price tag, which is what matters.

What's the point here, in full honesty? The card is good to keep you alive when you play a Recruits heavy deck and don't intend to build your tower up. The Tower gain is what makes the card good. It doesn't win you games, a well-constructed deck wins games. There will be a precise zero benefit to the tower gain when you don't have attack momentum to back up your somewhat secure base.

Don't focus on one card. Construct your deck to be prepared against rush in general.
sq on 08:31, 12. Sep, 2015

What's the point here, in full honesty? The card is good to keep you alive when you play a Recruits heavy deck and don't intend to build your tower up. The Tower gain is what makes the card good. It doesn't win you games, a well-constructed deck wins games. There will be a precise zero benefit to the tower gain when you don't have attack momentum to back up your somewhat secure base.


I really dont see a point in so much emotion.

I use Templar castle a lot myself and find its effect so huge it is almost a cheat. The strategy in building a deck is to choose the right cards, and Templar castle serves both problems of rush and brigand decks - it gives a facility boost, and gives very good protection against both attack and tower snipe. So you dont have to chose between legendary smith, and, say, dwarven castle, and have one free uncommon slot for the core card of your deck.

The proper card to compare would be troll bridge, which costs 2b more and gives 15 wall against 30 tower by TC


Zaton on 08:43, 12. Sep, 2015
sq wrote:
I really dont see a point in so much emotion.


I'm a very passionate persono.o


I use Templar castle a lot myself and find its effect so huge it is almost a cheat.


They are not, fortunate as we are.

The strategy in building a deck is to choose the right cards, and Templar castle serves both problems of rush and brigand decks - it gives a facility boost, and gives very good protection against both attack and tower snipe. So you dont have to chose between legendary smith, and, say, dwarven castle, and have one free uncommon slot for the core card of your deck.

You describe the benefits I described in wider terms. (At least, I have meant to say the same.)
I can see you don't find my argument decisive. Most out of everything, we say the same to prove opposite points, hence we each have a very different idea of what card value is.

Perhaps the one below:


The proper card to compare would be troll bridge, which costs 2b more and gives 15 wall against 30 tower by TC

Ah, yes, great choice, effect-wise. Troll bridge has no limit, however, and the synergy with Troll more than makes up for the price difference. More to the point, far more people play Troll bridge than Templar castle(30. against 168 at the time I write), for the simple reason Troll bridge is applicable in more decks.

Herein lies why Templar castle has a great tower gain - no matter how powerful in the right deck, there is no point to a card no one plays. The high situational benefit is the incentive to include the card at all. Any deck which at least entertains the idea of a possible Tower building victory(as in, most of them, even attack decks) would and do in fact find Templar castle to not worth the card slot.

The offset of such weakness is how good TC is in the one situation the card is intended for, and card prices don't consider the kind of deck you put them in, but the value of the flat card effect. The above is part of the game's balance, and when you say we should take away from a card's rightful price-to-value ratio, for a given situation where the card wins you the game, you work against it. Had we discussed Hearthstone, and you addressed a class card, the situation would be different, since you there are decks they are intended to be played in(which is why they nerfed starving buzzard into oblivion a few months back). In MArcomage, no card is intended to be part of any deck by default. We know what deck you would play them in, sure, but you can't balance the game around common combinations. The task would be impossible to accomplish.

They are already a 'niche product', and doesn't need to be nerfed since there are a total of two kinds of decks or more where they are more useful than usual.
MeCho on 10:43, 12. Sep, 2015
I too think that Templar castle is too strong its good for every deck except for build decks i suggest to reduce the tower cap a bit
Zaton on 11:23, 12. Sep, 2015
MeCho wrote:
I too think that Templar castle is too strong its good for every deck except for build decks i suggest to reduce the tower cap a bit


Yeah what you said is just plain false thus the rest of us will ignore thank you
Mojko on 11:48, 12. Sep, 2015
Please note that Templar castle didn't have dungeon gain originally and it was considered underpowered at the time. The idea behind this change is to try small changes first and see how it plays out. If necessary, I would lower the dungeon gain condition even further, which would mean that recruits oriented decks would find this card very limited.
dimitris on 12:17, 12. Sep, 2015
I don't think that I like the change for Moon Priestess.
It will be even more powerful than it is now, as right now there are chances of drawing rare/uncommon cards after discarding the opponent's cards.

So after this proposed change Moon Priestess >> Samurai.
Mojko on 13:02, 12. Sep, 2015
The cards that you give to your opponent can be actually used against you, so I wouldn't say that it's strictly better than discarding the card.
Zaton on 10:13, 14. Sep, 2015
Oh, will the Scepter of Summoning be revealed when you summon them through Golden Scepter?
Mojko on 13:27, 14. Sep, 2015
Actually, I think in both cases the summoned card should be revealed.
DPsycho on 14:52, 14. Sep, 2015
Good catch. Yes, the opponent would be able to tell through the History module whether Golden scepter was New when played, so it's a valid reveal.
Mojko on 08:12, 15. Sep, 2015
Added new changes (updated main post as well):

- Beast keyword bonus token gain raised to 7 from 4

Golden scepter - card effect now reveals replaced card
Dwarven castle - tower value raised to 21 from 18
Samurai - replaces card in opponent's hand with common zero cost card instead of discarding