MArcomage

Free multiplayer on-line fantasy card game

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dindon on 12:26, 22. Jan, 2011
I feel like people would be tempted to be trolls and make their rounds last for hundreds of turns, just because they could. I guess there's not a lot of harm in that though, other than making the replay numbers look funny.
Noak on 13:31, 22. Jan, 2011
or you can just add something like "if new, tower -5"
dindon on 14:23, 22. Jan, 2011
That would make it pretty awesome for cheesing Last stand :D
Spoon on 14:46, 22. Jan, 2011
Fair points, all of them. Maybe some countermeasures should be added in.
Spoon on 20:54, 24. Jan, 2011
Quick.
If not played this turn:
Enemy wall -3. Next card will be Sandstorm.
else:
No effect.

That should prevent any potential tomfoolery without otherwise modifying the effect.

EDIT: Removed unnecessary profanity.
DPsycho on 00:25, 25. Jan, 2011
Unless I'm mistaken, someone could still use it to run a game to a forced end with the maximum number of rounds. While said player is in the lead, of course.
andi on 06:54, 25. Jan, 2011
No, the effect "Next card will be sandstorm" is only valid if the card hasn't been played in that turn yet.
NG_Beholder on 08:02, 25. Jan, 2011
And what's the point of this card? I really don't see any real use of it except Evoker/Magician/Archmage farming on the edge of cheating. You easily can play this rare 20+ times in one game. It's a zero cost card, it can't destroy, say, Mage, Beast or Undead decks by playing it, and it can stay in hand all the time because there is no way to discard it except cards like Intrigue.
Lord Ornlu on 11:52, 25. Jan, 2011
I wouldn't mind 3 more damage every time I play for no cost at all, but I agree, it's too weak for a rare. Maybe make it an Uncommon and increase the wall damage to -5?
Otherwise, remove Quick, make it Uncommon and make it replace a card on hand with itself. Sort of like Ninja, but for wall
Spoon on 15:55, 25. Jan, 2011
The point of this card was to be similar to a constant effect. Maybe it is too weak for a rare, can change it to do 3 attack, or -5 wall or something.

I think taking Quick away would ruin the original intention of the card, though.
DPsycho on 18:50, 25. Jan, 2011
Ah, I see. I wasn't reading the Summon portion as part of the If statement.
Spoon on 18:34, 8. Feb, 2011
So, wall damage upped to 5, rarity lowered to uncommon. What do we think?
dindon on 18:39, 8. Feb, 2011
I like it :)
dimitris on 19:17, 8. Feb, 2011
It will fit with Sandworm, at least conceptually :P
Xenogeist on 03:02, 9. Feb, 2011
I like the concept but think it's too powerful as it is now. I'd say raise it to rare or give it some cost.
Spoon on 16:24, 9. Feb, 2011
Make up your minds, MArcomage community! :P
In honesty, I agree, it is a tad powerful right now. Will drop it from -5 wall to -4. Hope that pleases everyone. (Yes, I know it can't be done!)
EDIT: I don't like the thought of giving it a cost. It sort of goes against my initial concept. Not completely, and that would be an interesting idea in itself, but it's not for this card.
DPsycho on 18:22, 9. Feb, 2011
You should alter the text to be "Summons Sandstorm" to match the wording of other cards.
dindon on 23:03, 9. Feb, 2011
Oops, when I commented I actually thought it was rare (wasn't it rare originally?). Now that I see that it's uncommon, I agree that it's probably too powerful. As an uncommon, I would probably take this card even if it was -2 wall. Consider that you're giving the player something good for free, every turn (as long as the opponent has wall). That's really, really good, and doesn't have any precedent in any of the current cards.
dimitris on 23:38, 9. Feb, 2011
dindon wrote:
Consider that you're giving the player something good for free, every turn (as long as the opponent has wall). That's really, really good, and doesn't have any precedent in any of the current cards.


Actually, there is. Ninja. And it attacks tower.
DPsycho on 23:49, 9. Feb, 2011
Ninja isn't Quick so it ends your turn, and it has the inherent cost of production x0.