MArcomage

Free multiplayer on-line fantasy card game

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Spoon on 01:05, 22. Nov, 2011
..so, 10 points to your castle, - 3 stock to opponent, -10 highest resource to opponent, 10 lowest resource to you, racking up two decent token types and probably summoning another rare if for some reason you stop playing these two cards over and over!?

The only conceivable weakness in this card that I can sense is that it doesn't do anything on the first turn you play it, but it pretty much goes without saying this is way OP.
dindon on 01:21, 22. Nov, 2011
I agree that this seems overpowered. I do like the idea of having twinned cards like these that play off each other though.
Quincunx on 03:50, 22. Nov, 2011
What if they only summoned their twin if not new?
NG_Beholder on 06:39, 22. Nov, 2011
Remove all keywords but Destruction and Restoration, add Runic or Far sight. And it needs a drawback, I guess. Production x0?
Damalycus on 08:04, 22. Nov, 2011
Spoon wrote:
..so, 10 points to your castle, - 3 stock to opponent, -10 highest resource to opponent, 10 lowest resource to you, racking up two decent token types and probably summoning another rare if for some reason you stop playing these two cards over and over!?


well it goes like +2.5wall +2.5tower -1.5stock 5resource -5resource per 1 card. It ain't much for a rare.

Only unliving is OP.

I like production x0 idea, it eliminates alliance and unliving usefulness.
Damalycus on 08:08, 22. Nov, 2011
Quincunx wrote:
What if they only summoned their twin if not new?


I like the idea, you will have to gather them both before starting to play them. Then they definitely will not be OP
Damalycus on 08:09, 22. Nov, 2011
Thanks for your input, guys.
NG_Beholder on 08:56, 22. Nov, 2011
Damalycus wrote:
Spoon wrote:
..so, 10 points to your castle, - 3 stock to opponent, -10 highest resource to opponent, 10 lowest resource to you, racking up two decent token types and probably summoning another rare if for some reason you stop playing these two cards over and over!?


well it goes like +2.5wall +2.5tower -1.5stock 5resource -5resource per 1 card. It ain't much for a rare.

Only unliving is OP.

I like production x0 idea, it eliminates alliance and unliving usefulness.

Wrong. You don't trigger these keywords only first time, assuming that you didn't play Aqua, Destruction or Restoration right before this one. Alpha-Omega-Alpha-Omega will have average 3.75 tower, 3.75 wall, -2.25 stock, -7.5 enemy highest resource (together it's basically -5.75 stock every turn), +7.5 lowest resource. And Unliving and Alliance aren't problems at all.

First, you can completely suppress enemy resource income with standard facilities using Aqua, and Destruction will cut all enemy facilities above standard, then just boost Aqua even more. Not sure if my Restoration deck is able to survive ~6 stock reduction every turn, and this deck has good resistance against Brigand and Destruction.
Second, Aqua keyword bulds your tower. You can spam it until building victory, and your opponent won't do anything, because of first.
Third, these two cards have so many ways to be summoned that it isn't even funny. Conscript, Golem messenger, Petrify, Ranger, Sea priestess, Academy of Destructon, Academy of Illusion, School of Restoration, Druid, Book of life, and Nature keyword OVERALL. Yes, these keywords have some specific ways to discard them as well (Sea wall, Monster slayer), but basically it's vulnerable only to targeted or cluster discards.

Even with production x0, even only with Restoration/Destruction/Runic, I'd take this combo for sure. But in this form it is not just overpowered, it's broken. Laputa of old wasn't even near.
Damalycus on 09:50, 22. Nov, 2011
wow, you've completely ruined me

Nature Illusion Alliance Unliving went away

Now it's harder to summon
DPsycho on 18:59, 22. Nov, 2011
That long list of cards that can summon Alpha and Omega, end no mention of Halfling rogue? Playing Alpha-Alpha is just as effective as Alpha-Omega, but having two on hand, rather than one position in hand refreshing itself, makes it harder for the opponent to interrupt the process via discard.

Speaking of which, the cards' text now has them summoning themselves rather than one another. Although, since the cards are effectively the same thing with different pictures, they may as well be one card that summons itself. If there is no uniqueness to either, then all that having the two of them does is double your chances of drawing either through any means. Give them some unique attribute or just condense them into a single card.
Lord_Earthfire on 20:18, 22. Nov, 2011
Maybe make the card effect to:

Production x0
If last card played was not "Alpha":
Summon Omega

With this way, you could prevent the Alpha-Alpha combination
Damalycus on 20:43, 22. Nov, 2011
And why is alpha-alpha useful?
Can you play alchemy-alchemy-alchemy for example?
Lord_Earthfire on 20:50, 22. Nov, 2011
Oh right, we seem to forgot the "If the card is not the last card played" condition in the restoration, destruction and aqua keyword. But i would at least make it cost 1/1/1 and add stock: +1, since then it cannot be summoned with halfling rogue, because then this card is just hard to counter (just like sheath your swords)
DPsycho on 23:14, 22. Nov, 2011
Oh, that's right. It does have to be a different card for the keyword conditions. I did forget that.

But Halfling rogue does still make it harder to break the chain, and adding nominal cost to the cards would fix that.
Damalycus on 09:47, 23. Nov, 2011
Updated

In my "simulations" i like how the card is useful even without it's partner. Not very much but still. There is an aqua restoration card. Too bad there's no aqua destruction.
DPsycho on 18:59, 23. Nov, 2011
So they are meant to summon themselves now and not the other? They should be Durable, then. Since they only cost one resource, I don't think it would weaken them to make them Banish-able.
Damalycus on 19:53, 23. Nov, 2011
It's much weaker now, to be banishable.
It will be 2x easier to banish than summon with than keyword.
DPsycho on 23:37, 23. Nov, 2011
I feel like I see targeted discard cards far more often than I see non-common Banish ones, to be honest.

It just seems that no one is willing to suggest Durable cards any more in favor of including text that they summon themselves or select a card in hand to replace with one of itself. It comes off like cheating. There may come a day when the Banish keyword is retooled to discard not just Durable but cards with an in-text summon effect. But I digress...
Fithz Hood on 00:00, 24. Nov, 2011
I would make alpha and omega different:
Alpha more positive: Restoration Runic tower: +1 wall: +1; summons Omega
Omega more negative: Destruction Siege enemy tower: -1 enemy wall: -1; summons Alpha
You need some other cards to create combos, but it's not so bad to have a cheap rare runic or siege on hand.
Damalycus on 09:25, 24. Nov, 2011
I'll rethink this