MArcomage

Free multiplayer on-line fantasy card game

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Noak on 01:59, 26. Jul, 2010
I think this card needs to be changed, right now its very weak and situational, i'm not sure if anyone use it in any deck.

The most common situation of getting this card is from the nature keyword. And some might say that the nature keyword would be to strong without it. If this is the case i would advice towards tweaking the other cards rather than having one "bad draw" that is most of the time useless. The entire reason to play summoning cards is that you're after something somewhat reliable.

My suggestions is:
1. make it uncommon, its not to strong to be one
2. remove the nature keyword from it.
3. make its effect less drastic, ( for example make it -10 of each tower only and quick)
4. increase its cost to 15-20 gems and have a condition "like if last card was a rare nature card/if nature cards in hand>6 remove the damage to self"




DPsycho on 02:15, 26. Jul, 2010
I have it in one of my decks. I kind of like it for what it does, and I would have to stop using it if it were restructured to be tied to the Nature keyword.

Something to consider about it, though, it that most cards that benefit both players equally had their costs reduced or changed to zero in the past year. This one damages both players equally but still has a non-negligible cost.

Another possible way to change it, if it does need to be changed, would be to have its effect be a percentage of each target's height.
Lord Ornlu on 02:25, 26. Jul, 2010
Targeting a percentage of enemy's height? Then it wouldn't be able to kill your opponent and it loses its pure tactical charachter. I'd suggest make it a zero cost
DPsycho on 02:43, 26. Jul, 2010
I don't understand what you're saying here. I mean reduce everything by a percentage rather than a set value. Like, 30% or 50% or something. The taller building suffers greater damage like in a true earthquake.

But as I said before, I'd prefer that nothing be changed about it aside from possibly lowering the cost. Zero cost would bring it in line with other cards that affect both players equally. This card is a finisher, plain and simple.
Progressor on 03:00, 26. Jul, 2010
He means the card won't be a finisher if you make it percentages. At 15 Tower it's now a Finisher. If you make the damage a percentage of hight, you're opponent will always have some tower left. (Unless the percentage is 100 or higher).

Anyhew, due to it's keyword it's still more benefitial to the player, so from that perspective it would still need a cost. Id suggest lowering the damage to the player of the card.
DPsycho on 03:10, 26. Jul, 2010
If that is indeed what he means, then he agrees with me. =P
Noak on 03:32, 26. Jul, 2010
my concern is more about reliability when summoning cards, i dislike this design the same way i dislike that chimera has the frenzy keyword. When you play overpower you are looking for a cheap recruit cost card and when you summon a nature card you're looking for a card to build an advantage over the enemy (note how you already need said advantage for earthquake to be of any use)
jbryant3 on 03:34, 26. Jul, 2010
Noak wrote:
my concern is more about reliability when summoning cards, i dislike this design the same way i dislike that chimera has the frenzy keyword. When you play overpower you are looking for a cheap recruit cost card and when you summon a nature card you're looking for a card to build an advantage over the enemy (note how you already need said advantage for earthquake to be of any use)


I personally like having this in my nature deck. It's terrible, to be true, but nothing Veteran militia can't fix. It's a nice balance to the other amazing Nature cards. Additionally, it's great in exclusive tower-attack decks (which I disapprove of, but that's another topic).
Lord Ornlu on 12:59, 26. Jul, 2010
DPsycho wrote:
If that is indeed what he means, then he agrees with me. =P


that's what I'm saying :P
Fithz Hood on 19:59, 28. Aug, 2010
I like how it's changed, I think I can remove dream shuft from my nature deck (I confess that I proposed that card only to have an "antidote" to earthquake).
The minimum damage limit is applied on both enemy wall and tower, right?
Mojko on 20:34, 28. Aug, 2010
Indeed.
Lord Ornlu on 20:47, 28. Aug, 2010
I think the cost should be lowered to the previous cost (10 Gems if I remember correctly). It basically does less things than the last version, as it can not kill your opponent, while the previous one could. As it can't help you to kill your opponent, but only to weaken them, by leaving you exposed at the same time, it's not worth the 24G cost. If 10 G feel too low for this card then I would settle for something in the range of 10-17G. It's not worth more than 20G
Fithz Hood on 20:50, 28. Aug, 2010
Actually the card can kill the enemy when he has tower < 10. and he works only on opponent so it's a great card.
Lord Ornlu on 22:30, 28. Aug, 2010
Oh so it doesn't work on both players anymore? Ok that's good enough then :) I should read cards better maybe hehehe