MArcomage

Free multiplayer on-line fantasy card game

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NG_Beholder on 21:47, 25. Jan, 2012
Would you pay 6 rare slots for 3 uncommon with proportional draw chance decrease for rares?
I'd take the deal for sure.
DPsycho on 22:49, 25. Jan, 2012
Would depend on the deck, but yes, I could see that being beneficial. It's often hard to come up with 15 Rares that really fit with a deck, whereas there are so many good Uncommons that just can't make the cut.
Mojko on 06:41, 26. Jan, 2012
Well, there are card games where number of cards in deck are not limited - only minimal amount is specified. If we would want to change MArcomage deck system and allow for example 15 to 20 cards for each card rarity it would require that we rework the card drawing system as well as the interface. This is not a trivial change.
dimitris on 08:25, 26. Jan, 2012
I always thought that the deck building system and card drawing system should be different. Decks should contain finite number of cards and finite copies of each specific card. (5 copies of X card, 3 copies of Y card, etc.) With some min and max restrictions (e.g. min 5 commons, max 10 rares etc).

It would be more realistic and severely eliminate luck factor.

I'm not saying that this should be changed, it's just a thought. I know that this is no trivial thing. It would completely change the game. Also a lot of the current cards, mostly summoning/discarding cards, wouldn't work well with that model.
NG_Beholder on 11:52, 26. Jan, 2012
Yeah, that would break Scepter of evolution (which is already a card you can't overestimate) and Scepter of summoning. Restoration/recruits+ commons and uncommons plus 9 oneshot rares = easy win.