MArcomage

Free multiplayer on-line fantasy card game

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DPsycho on 18:53, 7. Feb, 2011
Golem worker, Common, 9 bricks
Unliving

Mode 1:
Wall: +12
Mode 2:
Tower: +6
Mode 3:
Stock: +4

These numbers are really pretty high for a keyword Common with so much utility. Generally, cards that give you a choice like this come at a steep price. The third option alone, 12 total resources at the cost of 9 of one kind, is simply too useful in any deck that uses gems or recruits.

If it were only the first two choices, it might work as an Unliving the way it is now. Otherwise, I'd say remove the keyword and limit the stock choice to +2, or reconfigure this as an Uncommon.
NG_Beholder on 19:08, 7. Feb, 2011
Golem worker, Common, 10 bricks
Unliving

Mode 1:
Wall: +10
Mode 2:
Tower: +5
Mode 3:
Stock: +3

I tweaked the numbers. Is it better now?
Djinn on 09:07, 1. Oct, 2014
card wrote:
Mechanical worker, Common, 8 bricks
Unliving. Runic.

Mode 1:
Wall: +8
Mode 2:
Tower: +4
Bricks: +4
Mode 3:
Gems: +4
Recruits: +4


Still such a strong card that you would see it in lots of decks that have nothing to do with unliving. The third effect alone is like a combo of Tavern and Secret Temple's second effect, converting bricks not very valuable to some decks into more attack power. Like aqua.
NG_Beholder on 16:19, 1. Oct, 2014
I use Tavern in my Charge-based deck and I think it's on par with this one — you can get a good chunk of recruits if Tavern is played correctly.
And IMO Secret temple is slightly subpar, but that's another story.