MArcomage

Free multiplayer on-line fantasy card game

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Spoon on 19:43, 15. Jan, 2011
up to 40 resources for a 1gem common? Not sure I agree...
jbryant3 on 22:19, 15. Jan, 2011
The numbers can be tweaked of course, but I'm primarily suggesting that we have more Burning cards that involve the Mage counter. Right now we only have Fireball, but we should probably have more.
Burninator on 21:34, 17. Jan, 2011
I think it's only a 32 max. Are you ever supposed to have 100 counters and it not flip?

Still too high for a common. I suggest max 15 random.
NG_Beholder on 21:52, 17. Jan, 2011
Burninator wrote:
I think it's only a 32 max. Are you ever supposed to have 100 counters and it not flip?

1. Far sight can raise token to 100 and not trigger it.
2. There is a round to a larger value so you need only 90 on token counter. Compare with Apocalyptic rain - you need 3 magic for x2 multiplier and 5 for x3.
Coolis on 08:23, 18. Jan, 2011
NG_Beholder wrote:
2. There is a round to a larger value so you need only 90 on token counter. Compare with Apocalyptic rain - you need 3 magic for x2 multiplier and 5 for x3.


I don't think it is working like that. You are multiplying bricks x magic and then dividing the result by 2. (bricks x magic)/2, not bricks x (magic/2)
Mojko on 08:29, 18. Jan, 2011
Dindon is right:

Note that these two card effects are not equivalent:

Card1

Attack: 3N
N = #Magic / 2

Card2

Attack: 3N / 2
N = #Magic

Card1 applies the round function sooner, so with magic = 3 card1 result would be Attack: 6 and card2 result would be Attack: 5. You can use the card preview to be absolutely sure.
dimitris on 08:34, 18. Jan, 2011
It shouldn't work like that in my opinion. Rounding should be performed last, so that in both cases attack would be 5.