MArcomage

Free multiplayer on-line fantasy card game

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Veli Joze on 22:22, 28. Apr, 2011
i was thinking that we can make a new keyword demonic because demons are a big part of myths, fantasy, but are not well represent here.
There are a already couple of cards that could fit in that group already (imp,devil,nightmare,succubus...), and a lot of cards can created like cerebrus,fiend ...
DPsycho on 23:35, 28. Apr, 2011
This concept is extremely similar to one Fithz Hood proposed a few weeks ago. Dwarven alchemist

My reasoning regarding that concept applies here, ignoring the Alliance part. It would throw rare-summoning keywords out of balance. "5 C, 8 U and 12 R" are simply too high to be reasonable.
HivedOne on 00:12, 29. Apr, 2011
Yes... not to forget the card daemon ;-)
Your idea sounds good... I'd even use it as keyword ability:
1. Option As daemons are only hard to handle, I'd change it to the following: Discards a random card from hand. Gain stock +1/+3/+5 stock for an common/uncommon/rare discarded card.
2. Option Alternativly you could make it a "category keyword" (maybe if possible only counting, when card is discarded (=sacrificed)... similar to played titans the keyword summons a rare deamon when reaching 100.
3. Option Another option would be, that "something evil" happens to the summoner (e.g. tower and wall: -10 or stock -10), as soon as the keyword is triggered, after playing too many daemons. Maybe with that option, you could define "bonus-gain" negative (if possible) (e.g. basic gain 34, side effect: -7), so with 5 daemons on hand, you would only get 6 points... with 6 daemons you can decrease points slightly... possible??

What do you think about it??
DPsycho on 01:17, 29. Apr, 2011
The problem with the third choice, while interesting and unique, is that people would avoid setting it as one of their token counters. You would have to make it an inherent part of the keyword that it does something nasty or no effect at all if the tokens aren't set (or tool each individual card that way, but for reasons of space it would best be part of the keyword).
Veli Joze on 12:05, 29. Apr, 2011
I haven't seen Dwarven alchemist before i suggested this card but you are right they are pretty much the same.

As for the effect when i look at it again i admit that my gain is to high but Dwarven alchemist is just right because you have to take into account that you have to discard a rare and play an uncommon to get 16 .
Compeer that to the restoration keyword effect (not to mention cards themselves)which require far less to trigger an effect and give you 10 recurses or holly cards like Alastor flame of heavens, Angel or Fairy give you far more then this cards hell even Benediction (which is common) requires far less to give you 9 recurses and with the restoration keyword effect it can give you 19.
HivedOne on 22:48, 29. Apr, 2011
DPsycho wrote:
The problem with the third choice, while interesting and unique, is that people would avoid setting it as one of their token counters...

Ah... good that there are some intelligent players out there ;-)
But you also give the solution in your post... although I am not sure, if you can pack a "if-keyword-is-not-set-then-this-keyword-does-anything-else"-condition into a single keyword...

I'd love to see it implemented that way... a "specific if condition" in each card text would be silly :-/

Let's ask Mojko ;-)
Mojko on 06:47, 30. Apr, 2011
It is possible to detect if some token counter is set or not. For example Draft works this way. Keywords effect are also able to do this.

So we can do something like - "if token counter reaches 100" something bad happens for player, "if the token counter is not set" something even worse happens to the player.
DPsycho on 13:47, 30. Apr, 2011
That's precisely what I was going for.
HivedOne on 18:02, 30. Apr, 2011
Yehaah! >:-D
Let's wait for the next update ;-)

DPsycho on 18:08, 30. Apr, 2011
This would be interesting as well in that Far sight adding tokens can be detrimental, and your opponent stealing tokens could benefit you. I like this.
HivedOne on 18:51, 30. Apr, 2011
At least you would "see", where you are "allowed" to play farsight... and the increase only hurts when playing a rare imo... however, in "non-hidden-mode" it could be a kind of counter-strategy to "block" enemy far sights that way...
However, doesn't matter the daemonic player will simply not use non-common-farsight ;-)