MArcomage

Free multiplayer on-line fantasy card game

Please log in

Spoon on 23:52, 26. Mar, 2011
I like this idea!
The concept of <10 keyword tokens could be used further, too.
Lord Ornlu on 15:42, 27. Mar, 2011
So it would take 7 turns to bring a Draw to the game?

I understand this card is meant to decrease enemy stock basically to keep them from beating you for 6 turns, but you can postpone the Draw by playing another card after the 6th consecutive time you've played this one. Which let's you keep decreasing your opponent's stock while you can not play anything either due to your own stock reduction, thus perpetuating the game forever. Don't get me wrong, it's a very nice idea, but I'd put a cost to it to decrease the chance of a game going on forever. Maybe make it 5 gems?
DPsycho on 15:53, 27. Mar, 2011
It is worth noting that without even taking the Mage keyword, you can use this with a Zero-cost deck to cripple your opponent far more easily than currently possible.
Lord Ornlu on 16:34, 27. Mar, 2011
yes, that is true indeed. This card would be the Brigand/Destruction deck's superweapon, if you leave the Mage keyword out.

So instead of making this dependent on Mage tokens, you could have it:

If Resources<10 then Tower (yours) = 1, Wall = 0
Lord_Earthfire on 04:33, 28. Mar, 2011
The problem is that i need the mage tokens as the timer to store the value how often this card was played in a row, because there is currently no other type of concrete "timer" in this game wich starts at any moment. I could decrease the stock loss to about 3 and make it cost 2 stock, other changes would make the card text far too long (i had to shorten at almost every part in the card to create it with this effect)

Edit: Changed cost and stock loss
Lord Ornlu on 06:37, 28. Mar, 2011
You could keep track with stock loss. Like I said, if stock falls under a certain level then the Apocalypse can begin.

But the card doesn't define that it has to come with Mage tokens. As DPsycho said, one could take it in and leave the Mage tokens out of the deck, thus keep playing this card forever without fear of a penalty. Even with the Mage card, one could play it 6 times, then play another card and then this one to reset the counter and thus keep playing it all the time.

An alternate suggestion is to make it rely on a certain type of resource, like gems for example: Replace Mage token with Gems

Therefore the card would be:
Cost = 1 gem
If last card was not this card then Gems = 7
Always:
Enemy stock -3
Production x 0
If Gems = 0
Then both Towers -150

You will have the same result with a game Variable that is always present at every game, regardless of deck build-up.

I still feel that for a low-cost card though, the If Mage tokens/Gems = 0 effect is gonna be too much of a punishment for the opponent, since not only he most likely won't be able to play the card he wants to finish you, in the end he will lose as well. I suggest the effect to only apply to the player of the card.

Furthermore, since the player's stock would be too low if you implemented my suggestion, I'd suggest that you remove the Durable keyword and allow the card to replace a random card in hand, so as to give the opportunity to the player to win the game if he's lucky.

Therefore, the player would have 6 chances (maybe less) to bring a good card in his hand to save himself and stop the apocalypse, while he hopes that the opponent won't bring something better to finish him off. At the same time, the player won't be able to play something costing Gems, since they'd be too low and the chances lie with the opponent to beat him. In other words, this would be a last measure card with a glimpse of hope, as you intended I think, and it'd be a situable effect for a low-cost card.
Lord_Earthfire on 07:35, 28. Mar, 2011
There is one problem with the recource-counter: If you play this card and the enemy (if he really doesn't mind that you have played this card) plays "heavenly Warrior", for example, you have zero gems and play this card and you have the draw.

In fact, the "penalty" that was mentioned, the draw, is the goal of this card. I think i have to remove the stock penalty and add anything ele which makes this card worth playing it, even if you have not the mage tokens (Else it would be uselesswithout the mage tokens). Any suggestions?
Lord Ornlu on 07:53, 28. Mar, 2011
Then the enemy should be mindful not to play any card that reduces your gems to 0 if he wants victory, so you should be if you just want to delay the enemy rather than to claim a draw.

In any case, a draw would be desirable in very few cases by your enemy, and even then, the outcome is entirely dependent on whether you play this card or not. In either case, I'd see this card as useful for delaying my enemy, but I wouldn't try to claim a draw with it very often as I see it, therefore it'd be useless if I took it in my deck by thinking it should have a draw. Anyway, I'm slowly assimilating this card to my taste I think, so I'll stop here :)

You could also simply leave the card as it is and have in its conditions that it works only if Mage tokens are set, i.e.

If Mage tokens are set (top)
etc. etc.
Else Nothing happens (bottom)

but that would create a very long text correct?

The stock reduction is worthwhile I think, you should keep it. It's just that you need to find a way that the card is not played perpetually.
Lord_Earthfire on 10:59, 28. Mar, 2011
Maybe increase its cost to 6/6/6 and reduce enemy stock by 4? In this case, you would need at first enough stock to decrease the enemy's stock.
Lord Ornlu on 11:07, 28. Mar, 2011
then you'd convert it to a weaker form of Hungry Dead, which is not bad in itself, and the high stock is easily achievable
Lord_Earthfire on 11:10, 28. Mar, 2011
I changed it the way that it reduces yout tower, costs 1 stock and decrease the enemys stock by 3
Maybe its better now so you give your enemy a better chance to finish you by decreasing your tower
Lord Ornlu on 12:10, 28. Mar, 2011
I like it :)

But you still need to find a way to lock the Mage tokens in the game situation or set a more sufficient counter imo.

Lord_Earthfire on 16:28, 28. Mar, 2011
That's a problem, yes, is there even another way to make itexcept with tokens or game depending values (eg. tower/wall)? (A Question to the admins)
Mojko on 17:02, 28. Mar, 2011
Well, you can use any value that is allowed to be modified by card effect.
Lord Ornlu on 18:39, 28. Mar, 2011
So we could implement a counter, that would count how many consecutive turns a card has been played? If that is achievable, it could give way to a lot of concepts that'd wish to do that
Mojko on 20:28, 28. Mar, 2011
I probably misunderstood. A separate counter is not possible. You can only manipulate game attributes such as Tower, Wall...etc.
Lord Ornlu on 20:33, 28. Mar, 2011
What prevents us from implimenting an "invisible" game attribute that will count +1 if the same card has been played last round? It doesn't need to be a counter, a simple If/Then (or Bull) loop would do the trick. Can't the system store variables for the next round, like it does with Tower and Wall or resources? You could have it there, just not visible to the player. All you need is a unique identity for each card, which should exist if I'm not mistaken
Mojko on 20:41, 28. Mar, 2011
It could be done roughly the way you described, but I don't think it's a good idea design-wise.
Lord Ornlu on 20:45, 28. Mar, 2011
yes it could alter the whole gameplay
Spoon on 20:57, 28. Mar, 2011
You could just add an "If Mage tokens are set.." effect on the whole card, so nothing happens without. Or simply reduce the negative effects on the opponent, thus giving him a fair chance to discard/prevent this card.