MArcomage

Free multiplayer on-line fantasy card game

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Spoon on 18:12, 18. Nov, 2011
mm.. really interesting idea! It will be hard to balance but should be great if done right.
Right now it's almost a guaranteed win with x/9/9 facilities and might be a bit OP. I would like to see it implemented, though.
Damalycus on 19:39, 18. Nov, 2011
IF you have some shuffling, and at least 1 uncommon banish you could easily shake of the grip.
And it should be a fun ride.
DPsycho on 23:00, 18. Nov, 2011
The way I see it, if someone manages to build x/9/9 facilities as well as draw this, they've earned it.

However, even meeting that partway and/or stockpiling one or both resources, you can still be set to play this several times. Seems balanced as it is, though.

One nitpick I have, though, is calling it an instant destruction victory. Can't we assign an attack value to it instead, even if that value is 250? Making it Attack 200 or 150 at least gives a chance to defend, making it more exciting from my perspective.
Damalycus on 23:06, 18. Nov, 2011
haha, damn right about x9x9

And well, 200 attack is as much as instakill in my eyes, well sure i'll be glad if it will be implemented someday in either way. But not lowe than 200 i think.
Spoon on 00:56, 19. Nov, 2011
I'm all in favour of the instant kill, to be honest. I'm aware that there may be the unlikely chance that you have more than 200 "hit points" in total, but in the vast majority of cases where such would defeat you, I think it's more satisfying to have an instant destruction victory (usually so for both players).

I know x/9/9 is not easily done. However, this card will be a huge problem for any deck that does not have many (if any) discard/shuffle/banish cards. Yes, they are a good thing to have in decks; no, not everyone feels that way and no, they're not great in every deck.

</rant>
tl dr: I like the instant win, I still think it might be OP.
DPsycho on 01:02, 19. Nov, 2011
This card does have one flaw. If played after Whirlwind in a hidden game, your opponent will have no idea where it came from. Unless this loophole could be closed, I don't feel it would be right to implement it.
Damalycus on 12:02, 20. Nov, 2011
How about this kind of update?

And by the way - if i play archmage after veteran militia, he summons veteran militia, and not last card's
or if meditation is played after swift mage + nonmage card, - it still gives 25 and not 25+8

I fail to see how whirlwind is going to change anything. (trying to test currently)

played restoration after whirlwind - and it summoned whirlwind.
DPsycho on 13:40, 20. Nov, 2011
My concern wasn't about playing Whirlwind in between plays of Deadly grip but immediately before the first play of it, meaning the opponent was looking at 8 New cards and not knowing which position needed to be played to defend. Revealing your own hand by playing it, as you have now added, does fix this.
Damalycus on 16:09, 20. Nov, 2011
DPsycho wrote:
This card does have one flaw. If played after Whirlwind in a hidden game, your opponent will have no idea where it came from. Unless this loophole could be closed, I don't feel it would be right to implement it.


Aha, i now finally get it what you've meant, also in a vile flute discussion.

I will perceive all enemy cards as new, and so next round i'm dead.
Nice how i fixed it unknowingly.
Thanks for the patient input.
DPsycho on 18:04, 20. Nov, 2011
The same fix could/should be applied to Vile flute.
Damalycus on 20:51, 20. Nov, 2011
Flute is way more forgiving, even if you mix up the heat a little. It should reveal itself, and not the whole hand.
The only problem is the text gets way too lenghty.

By the way, what is the card with most lengthy description in marcomage?

update - it's ok, tweaked the flute and found a card with 9 lines = general's army and reunion of tribes