MArcomage

Free multiplayer on-line fantasy card game

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jbryant3 on 18:28, 19. Aug, 2010
I propose adding another keyword called Land. This would increase your stock based on the number of other Land cards in your hand whenever a land card is played.

It could be imposed on Stables, Wheat farm, and maybe the schools.
Lord Ornlu on 10:23, 20. Aug, 2010
Not a bad suggestion but still I feel this is not quite necessary. Already most cards you mentioned will give a stock increase, and besides it's good to keep simple cards without keywords. With what you are suggesting, we would be giving a keyword to at least 20 cards, where most of them are common with very few uncommons and rares, so there would be a need to find even more cards to apply this keyword. But since so many cards could be charachterized as "Land-related" then we the number of candidate cards for receiving that number would rise to something around 40-50. We should keep in mind that a strategy for some decks is to have as few cards with keywords as possible (e.g. 0-cost decks etc.)
jbryant3 on 20:20, 20. Jul, 2012
I'd like to revisit this idea... I know we don't want a keyword overload, but I think it would be fun to have cards like Windmill, Stables, Wheat farm, Mystic spring and maybe others to have a "Land" keyword.

Then whenever one is played, it gives a random resource for each other or different "Land" card in hand. Just a thought. :)
NG_Beholder on 20:45, 20. Jul, 2012
I'm sorry, but I'm completely against any new resource gain mechanisms, especially supportive keywords such as this one, until old ones (Restoration, Dark templar etc) will be revised.
Lord_Earthfire on 21:13, 20. Jul, 2012
On Topic:
I believe this is a good idea, since we need some small supportive keywords (aria and runic are just not enough) which makes new types of accumulation decks possible (Really, there are only gateway, zero cost, restoration and brigand decks which can accumulate recources) .

Off Topic:
And about Dark Templat, yeah, it needs to be nerfed. Restoration is fine as it is currently, since other keywords of that type are far supperior. Here are some examples:

Restoration: +10 lowest recources (We ignore for now the other +1 facility effect, since we are going for the stock effect)(Just for controling the values

Destruction: -10 highest recources (In my oppinion the only one which is inferior to restoration, because it does not give any gems for the high costing cards)

Aqua: -3 enemy stock (9 Recources), +5 tower (worth 5 bricks), +5 wall (worth 2,5 bricks)... the values stand for itself

Illusion: 1 rare from enemy deck... a rare is a rare, 10 recources cannot come along with this, the same is for nature, while nature is more powerfull...

And other keywords (brigand or Unliving) which either destroy or refund recources bring alot more recources than restoration...

The only reason, why restoration decks are so effective, is, that they almost need no recources. They just refund their recources with every second card. Because of this restoration decks only hope is to summon a game breaking rare to end the game...
But, brigand decks or gateway, or accumulation decks overall do exactly the same... restoration is just the "rush" variant of this, since they can directly start accumulating recources, while zero cost, gateway or brigand decks just need a warm up time, while being more stable in the late game, when the enemy survives this.
I believe a nerf on the restoration keyword is not needed, since the main point of such a nerf can be encountered in any other type of stall deck...

But we could, of course, remove rares (And the summoning set of wishing laggon) overall, since that would make stall decks useless :D

Instead of nerfing restoration, we should rather buff destruction (In my oppinion, it should affect facilitys over 2 instead of over 3 or should at least destroy more recources)
jbryant3 on 21:30, 20. Jul, 2012
Lord_Earthfire wrote:
Off Topic:...
Instead of nerfing restoration, we should rather buff destruction (In my oppinion, it should affect facilitys over 2 instead of over 3 or should at least destroy more recources)


100% agree
NG_Beholder on 11:51, 21. Jul, 2012
I'm not talking about keyword nerf. I think Restoration cardset is a bit too strong. When you build Brigand, Destruction, Illusion, Nature, Aqua, Horde et cetera decks, you must take almost all cards with this keyword in your deck as its core.

Then look at Restoration. 5 of 7 commons, 4 of 6 uncommons and 3 of 5 rares with this keyword are in top-30 played cards. That's because Haste, Renewal, Spring wood, Divine guidance, Alchemy, cards from awesome Restoraton triad, White shrine and Prosperity are useful in every deck. You can take it all and build a turtle deck with high defense, hand discarders and tons of oneshots. Or you can take what you need: Alchemy, Meditation and 2-3 commons for gem-dependent deck, Alchemy, Magical steel, Divine guidance and Haste to accumulate recruits, Prosperity for rush deck, White shrine for facilities+ deck... See what I did here?

And you seem to underestimate this +10 lowest resource bonus. With this bonus AND cards effects Restoration chain becomes absolutely free. After this chain you need only one thing - a BIG rare.

I'm talking about Restoration just because it's epitome of hand-independent resource gain strategy. I guess all mechanisms like this should be looked at and probably nerfed. Just like Wheat farm spam was removed from game.

About Destruction buff - if you have something that is too strong, you should nerf it, not introduce or buff a direct counter for it to the same degree of OPness. That's called "power creep" and must be avoided whenever it's possible. Destruction is similar to Aqua - relatively expensive uncommons that can lockdown your opponent. The difference is, Aqua is more about attack and defense, while Destruction is all about lockdown your enemy. But both decks are fine and don't need buffs, because there are no self-paying supporting cards with this keyword.
Coolis on 14:06, 21. Jul, 2012
jbryant3 wrote:
Lord_Earthfire wrote:
Off Topic:...
Instead of nerfing restoration, we should rather buff destruction (In my oppinion, it should affect facilitys over 2 instead of over 3 or should at least destroy more recources)


100% agree


100% disagree. It would make the game even less dynamic.
huwok on 15:44, 21. Jul, 2012
dont forget Alliance. i personally think we dont need another stock+ keyword
Lord_Earthfire on 18:57, 21. Jul, 2012
NG_Beholder wrote:
I'm not talking about keyword nerf. I think Restoration cardset is a bit too strong. When you build Brigand, Destruction, Illusion, Nature, Aqua, Horde et cetera decks, you must take almost all cards with this keyword in your deck as its core.

Then look at Restoration. 5 of 7 commons, 4 of 6 uncommons and 3 of 5 rares with this keyword are in top-30 played cards. That's because Haste, Renewal, Spring wood, Divine guidance, Alchemy, cards from awesome Restoraton triad, White shrine and Prosperity are useful in every deck. You can take it all and build a turtle deck with high defense, hand discarders and tons of oneshots. Or you can take what you need: Alchemy, Meditation and 2-3 commons for gem-dependent deck, Alchemy, Magical steel, Divine guidance and Haste to accumulate recruits, Prosperity for rush deck, White shrine for facilities+ deck... See what I did here?

And you seem to underestimate this +10 lowest resource bonus. With this bonus AND cards effects Restoration chain becomes absolutely free. After this chain you need only one thing - a BIG rare.

I'm talking about Restoration just because it's epitome of hand-independent resource gain strategy. I guess all mechanisms like this should be looked at and probably nerfed. Just like Wheat farm spam was removed from game.

About Destruction buff - if you have something that is too strong, you should nerf it, not introduce or buff a direct counter for it to the same degree of OPness. That's called "power creep" and must be avoided whenever it's possible. Destruction is similar to Aqua - relatively expensive uncommons that can lockdown your opponent. The difference is, Aqua is more about attack and defense, while Destruction is all about lockdown your enemy. But both decks are fine and don't need buffs, because there are no self-paying supporting cards with this keyword.


I see the point in there... i find the restoration set itself fine, but i wouldn't mind seeing more conditions in that set which would make it less usefull... or, what i find woudl be fine also, make it instead of increasing the lowest recource by 10 increasing the stock by 1/3/5, depending on which rarity of the restoration card was played to trigger the keyword. With this we would almost remove the self-paying and break some restoration chains, while being able to hold the keyword itself AND make the playing of high costing restoration cards more appealing. A nerf to Alchemy wouldn't hurt either, i think...

And about destruction... Currently, it just costs too much gems to be able to make a serious lockdown... so either you buff the keyword, or you buff the whole card set, i prefer the first choice...

Huwok wrote:
dont forget Alliance. i personally think we dont need another stock+ keyword

Currently there are (with alliance, which cannot be really taken serious in my oppinion as a accumulation keyword since the runic split) 5 type of decks which can be used for accumulation decks, what is quite a low amount.
For construction and at ost for destruction decks, there are a great amount of decks possible, so i beliebe that there are a too low amount of accumulation and lockdown decks possible, in fact, i would like to see more non brigand/destruction/aqua lockdown cards and more recource gaining keywords to have more decks possible which differ from the traditional lockdown and accumulation decks.
Damalycus on 22:28, 22. Jul, 2012
I depend on my restoration much, in almost all decks. It's a brigand or old plague deck shield for me.
It's not that strong comparing do pure resource gain or when facilities are high. Also it's harder to draw exactly what you need and resources spread EVENLY. You will rarely get meditation when you desperately need it, it will be aqua resoration or some other crap. Alchemy slows your hand,and leaves you vulnerable while making chains. There are only 6 uncommon restoration cards. Also chaining rejuvenation is mostly a bad idea if not with a rare restoration.

Lets say I play Magical steel and Divine guidance. -13 gems +17recruits and +10gems back. 14 resources total gain.
Revolt tops that in 1 turn without any keywords.

Also holy beats restoration any day be it for wishing lagoon or just some lucky(avenging angel much?) rare.

on the original post here - Land keyword is too straightforward and self explanatory, and could be tied to many existing cards. But it also is a little boring being simply stock raising card. It needs some cherry on top. Land deck wouldprobably befull of summoning cards, with ambassador and hoping for a lucky summon there.