MArcomage

Free multiplayer on-line fantasy card game

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dimitris on 09:22, 29. Apr, 2011
Why this card had been nerfed in a previous update?
It's one of the less used cards of all time, and I don't think it had ever been considered overpowered.

Comparing it with Trigger trap I think it's too expensive.
HivedOne on 13:16, 29. Apr, 2011
IMO it is not that bad... normally you play it when tower x5-x9... that's 5-9 damage for a common and 7 rec.
Comparing with other common tower-crushers, it deals very much damage. Only elven-archer and perfect shot (both also fixed to a condition) or stone-gargoyle (much more expensive) do equal damage.

We should rather think about how to nerf trigger trap ;-) especially as it doesn't use the usual ressources for destruction victory.

btw. I think the main-reason, why it is used so rarely, is that it isn't found with the tower:- filter...
DPsycho on 17:57, 29. Apr, 2011
I'm not convinced that removing Far sight and increasing the cost while also raising the damage cap from 4 to 9 was so much a nerf as a lateral adjustment. It's a very different card now, but it can end the game (with Gentle touch) much more easily than before.
dimitris on 19:51, 29. Apr, 2011
It also had Skirmisher. It was fun seeing Royal dragoons being discarded by a 1r common card :D
Anyway, I feel it's weaker from a damage/cost ratio perspective. It rarely does damage >7. Maybe in hidden mode where you have the benefit of "surprising" the enemy.
NG_Beholder on 20:33, 29. Apr, 2011
I said it before and will say it again here. Any damage inflicted directly to tower should be counted as 1.5 (if not 2) points of regular attack. So 6-8 direct tower damage is 9-12 attack. It's actually good for a common, even for keywordless one.
dindon on 20:59, 29. Apr, 2011
I definitely agree with NG_Beholder. (Though I don't really get why the original card was changed, since I don't think there was anything wrong with it. The new card doesn't seem to be a nerf or a buff really - it's just different).
HivedOne on 21:25, 29. Apr, 2011
dimitris wrote:
It also had Skirmisher. It was fun seeing Royal dragoons being discarded by a 1r common card :D

Skirmisher can also be counter-productive: As it "only" discards the card, each discarded common (unicorn, war wolf, ghost rider...) can help the opponent get better cards... e.g. Royal dragoons ;-)
(okay... only in hidden games relevant)

However... the possible tower-damage is imo also in a non-hidden-game high. As normally tower-crusher-decks give several cards on hand to reduce enemy tower, while the enemy often has no tower+ (or maybe one giving +10), you can "plan" how to get enemy tower to the "wanted" height. (even when opponent has a tower+ not divisible by 10, you can plan it)


NG_Beholder on 09:10, 7. Nov, 2013
Well, as we all said before, compared to another common tower- cards, this one is a bit strong.
I have an idea how to rework it:

Common, 7R
Enemy tower: -N+1, N = #Enemy tower/7.

Enemy tower/damage:
7/2
30/5
45/7
46/8
100/15

So it won't be so effective as finisher and second turn card, but would give tower- deck a chance against tower+ decks.
DPsycho on 18:57, 7. Nov, 2013
While that may make the card more interesting, using 7 as a denominator makes it really difficult to do the math without a calculator. 10's and 5's can be done no problem, but 7 just makes the math unnecessarily complicated at a glance.
NG_Beholder on 00:34, 8. Nov, 2013
Fair point. So we can make it -(N+2), N = #Enemy tower/10.