MArcomage

Free multiplayer on-line fantasy card game

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dindon on 03:55, 28. Jun, 2010
This card's effect is actually rather hard to proc, and the payoff isn't that great (compared to Benediction, for example). I feel like the condition should be a bit more generous (> 70, maybe?) or the effect should be greater. Or it should just have a default effect.
Fithz Hood on 08:02, 28. Jun, 2010
In my holy deck works fine, but In a deck with few holy cards is really hard to use it (the tokens increase in this way: 0-25-50-75-100). I agree, 70 is a good lower bound.
NG_Beholder on 12:17, 26. Jan, 2012
This card is too cheap for such versatility.
Let's take simple combination: Magical steel > Divine guidance with 20B/11G/20R. Turn 1: +10R, -6G. Turn 2: +7R (or +10 wall), +10G, -5G. Total income: 10R/10G/10 wall or 17R/10G for 11G. And I can play this combination very, VERY fast - I need 1 round with standard production to start it and 2 to play it with guarantee. 2-3 turns more - and here's Orc regiment for you.
But even without Restoration keyword this card is really good.
Round 1 - +8R from Colonialism. Round 3 - +7R from Divine guidance. Round 5 - +20R and a hand from Revolt. Round 7 - something with a ton of attack, you'll be able to play it with your 54R. Round 9 - destruction victory, Assassin award. It's kinda ideal scenario, but real ones don't differ really much.
10 wall for 5 gems is not bad either. In normal games this amount of wall is pretty much a difference between life and death. Why should I take Double wall or Reinforced wall instead of Divine guidance?
I think that Divine guidance needs higher cost. 7 or 8 gems. It won't solve Revolt problem (cause recruit gain from Revolt should be lowered), but fast Restoration combo will be harder to play.
Mojko on 12:29, 26. Jan, 2012
I agree, I already took a note to raise cost of this card, probably to 7G. Btw I'll be posting Easter update balance changes draft this week ;-)
dimitris on 12:35, 26. Jan, 2012
I say revert it's connection with Holy (otherwise why it's a Divine guidance?).
Remove Restoration keyword (or maybe keep it) and make it like so:

cost : 4G
Mode1 : Wall +N
Mode2 : Recruits +N
N = #Holy in hand.
Mojko on 12:37, 26. Jan, 2012
I don't think it's a good idea. This card should also be usable in decks that do not rely on Holy.
Fithz Hood on 12:46, 26. Jan, 2012
I still say that it was good as it was before.
I mean: 4 stock for a bunch of useless holy tokens. plus it was restoration.
In my holy deck with big rares it was the most useful common.
Lord_Earthfire on 14:12, 26. Jan, 2012
I liked the old version also, even if it was bad for a restoration common, it did pretty well in holy decks and was a nice niche card. I am sad about the fact that these types of cards are wanted to be removed.
wolfheart on 15:16, 26. Jan, 2012
I think this card is really good because its offers 2 modes needed wall on critical moment or convert gems to recruits to build up needed recruits and with restoration flag it rocs (magical clay,magical steel, meditation) depending on your deck 1 of those card is must.