MArcomage

Free multiplayer on-line fantasy card game

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viperio on 16:15, 23. Dec, 2008
Rare cards:

Mountain of Faith - shouldn't this card be a Holy one? Anyhow - I'd like to see what it can do and can it stand up to "General' Army" in terms of usefulness.

Bank - looks alluring but may be too powerful and in need of a restraint. However, I'd like to see it in action before judging it.

Anomaly Sphere - a very nice card! The aggressive evil twin of Master of the past.

Rainbow Dragon - it's got a high cost but I'll test it in action before judging it's effectiveness.

Shadow Unicorn - My suggestion is: Add a Charge(10) ability to it. That would make it better than the Frost Unicorn.

Dark Horde - mixed thoughts here ... buiding a deck around would be fun but it's not worth it in terms of usefulness when compared to General's Army.

Invocation - in a regular game this card would be useless (to me at least) because I rarely have stockpiled a lot of any of these resources. However, in addition to Greed is Good and/or Bank and/or Duplication it might be worth it.

Thor - I'd use this God for sure O_O. Very powerful offense card. No remarks here. Well, may be if instead of "Swift" it receives "Legend" - I think it's more appropriate.

Dwarven fortress - no comment - an excellent Alliance powercard.
viperio on 16:29, 23. Dec, 2008
Comments on the ballance changes:
Common cards:

Cleansing - an excellent update to this card.

Light infantry - I'm not sure if nerfing with a -1 Attack will make a difference.

Militia - I'm OK with the new hidden cost.

Bronze golem - the Banish ability looks like a nice addition to the Unliving theme.

Werewolf - this little furry friend does so many things at such a low cost. Why not raise his cost to 5 Recruits or (3 Recruits and 2 Gems)?

Wildfire gem - it's still too chaotic for my taste.

Wind - mixed feelings about it's new cost ... Quick Common cards should be nerfed and may be this is the way for this card.

Volunteer - a very surprising update. Hope it can stack up with some 0 cost strategies.

Conjurer - A worthy analogue of the Fallen Knight!

Hidden Treasure - very nice update here as well. I definitely like it.

Draft - May be it the cost was raised and it had modes of play .... however it's current update looks OK to me.

Prayer - it seems to be a good analogue of Temple of Light.

Goblin Saboteur - I'd suggest +1 to the cost and -1 to the Attack.

Tarkhan - a good redifinition of the card.
viperio on 16:35, 23. Dec, 2008
Uncommon Cards:

Dwarven Fortification - I think the rebalance is OK. Well made Alliance card. May be it will turn out to the overpowered - need to test this statement though ...

Ninja - How about adding this to the card instead of "Durable" use "Quick" and:
Discard all 0 cost cards from opponent's hand. Attack = 3 + number of discarded cards.

Last Hope and Warlord - no comment: they seem OK.



viperio on 16:45, 23. Dec, 2008
Rare cards:

All-elemental Attack - perhaps a 20 Resources cost would be better for this card?

Demolition Troop - just one question: When does the -1 enemy Facilities resolve? After the - Wall effect or before it?

Stonehenge - nice update.

Tubular Bells - I really like this update - it looks very well thought out. I hope it comes to use in real battles.

Catastrophe - yes, it's Rare, but there are games when you just receive a given Rare card and if it's this one, that will be the end of your opponent. My suggestion is to raise the cost to at least 30 Gems?

Word of Power - really good update - this card was semi-useless (to me at least).

Avalanche - seems good enough to give it a shot with an aggressive deck.

Tornado - I'd say that a cost of 27 Gems (along with a hidden cost of Stock: -3) would be better for this card.

Return to the begining - I'm OK with the + Wall effect, but at least a cost of 5 Resources would be better than 0 cost.

Residence of the Gods - may be the cost can be lowered to 45 Stock to make more attractive.
Loki on 21:20, 23. Dec, 2008
I think that both bounty hunter and dragon slayer are great as they are. While their uses are limited, in the situations that they are useful they would drastically change the course of the game. Most dragons and legends either win the game, or at the very least put the other player totally on the defensive for a long time.