MArcomage

Free multiplayer on-line fantasy card game

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Glizorkulblorkul on 21:24, 2. Feb, 2012
Far sight's proc on blue and zero cost seem nerfed. Not only is far sight on blue unable to proc your actual tokens past 100, it is less impactful on gameplay then proc'ing fs on red or green. The zero cost card proc is even less logical, imo. The person with a rare far sight should not be punished for his opponent using zero cost cards, inversely a player should not be deemed an underdog if he plays with zero cost cards. Many zero cost cards and very useful and powerful, I'm not sure why proc'ing far sight on zero cost should provide nothing. Perhaps we can make some suggestions as to what these colors proc for far sight if we all agree than proc'in on blue and zero cost are both underpowered.
DPsycho on 23:07, 2. Feb, 2012
While Far sight's effect matching blue is definitely less useful overall than the other three effects, careful deck building strategy turns that around. Setting only one or two counters and taking the gains into account while plotting your next few turns allows you to use the effect strategically.

I still avoid matching Far sight against blue if I can manage it, though.

I disagree with your assessment of matching zero-cost. Far sight has it as its weakness, and weaknesses make everything more interesting. Most decks have a few zero-cost cards in them. Purposely not playing one because your opponent has an Uncommon or better Far sight matching it gives you a way to defend effectively. I don't think it's fair to look at it as though it only comes into play when someone is using a zero-cost deck, and I certainly wouldn't jump to the conclusion that it's the way it is because zero-cost needed hand holding.

It makes sense, in any case. Far sight is a scout who warns of the impending danger and prepares in a way that opposes the nature of that card. That this effect doesn't work when the matching card doesn't draw upon any of the three "mystical" resources seems logical.
Ayrton on 23:22, 8. Feb, 2012
Far sight on zero-cost should lower opponents' stock.
NG_Beholder on 07:35, 9. Feb, 2012
Like -1/-3/-9 enemy stock? That's not bad, I guess.
wolfheart on 08:02, 9. Feb, 2012
NG_Beholder wrote:
Like -1/-3/-9 enemy stock? That's not bad, I guess.

are u kidding with numbers
NG_Beholder on 08:17, 9. Feb, 2012
It's standard Far sight scaling and nothing more.
Quincunx on 08:23, 9. Feb, 2012
But enemy stock reduction is more powerful than increasing your own stock. Think about it, what if Ninja could keep you locked at 0 stock while very slowly destroying your tower?
NG_Beholder on 08:36, 9. Feb, 2012
But if you have a focused zero-cost deck, even -9 stock won't cripple you too much. And if not, Ninja would not lock you at 0-stock with guarantee.
Besides, you can get rid of zero-cost card easily by playing it.
Glizorkulblorkul on 16:26, 9. Apr, 2012
I agree with that
Spoon on 21:47, 1. Nov, 2013
To bring up an old topic.. I just had an idea regarding this. Would it be possible to implement the following:

Gems proc on Far Sight: The next card the opponent plays will also be revealed.

Uncommon and Rare also reveal neighbour and 2x neighbours. Or somesuch.
I mean for this to be in addition to the current token increasing effect.
Thoughts appreciated.
Damalycus on 22:01, 1. Nov, 2013
Spoon wrote:
To bring up an old topic.. I just had an idea regarding this. Would it be possible to implement the following:

Gems proc on Far Sight: The next card the opponent plays will also be revealed.

Uncommon and Rare also reveal neighbour and 2x neighbours. Or somesuch.
I mean for this to be in addition to the current token increasing effect.
Thoughts appreciated.


while possibly hard to implement - this idea is awesome
Mojko on 06:59, 2. Nov, 2013
Unfortunately, no our system doesn't support such effect. Maybe we should replace the token raising effect with something else completely.
dimitris on 10:29, 2. Nov, 2013
I can think 2 options:

1. Summoning
C - Summon an uncommon from your deck
U - Summon a rare from your deck
R - Summon a rare from your deck and discard matching card

Too powerful?

2. Resource stealing
C - Steal 2 random resources
U - Steal 5 random resources
R - Steal 9 random resources

A third option would be to tweak the token gain for common and uncommon, or make it raise all the tokens.
Fithz Hood on 11:02, 2. Nov, 2013
I like the token bonus, I use it in many deck, firstly Titan.
I'm ok with changing blue bonus but I'd like to keep the token bonus that could be gained if matching card is zero cost.

I'm fine with the suggestions above but what about a standarization that simplify this keyword?

the reveal mechanism is fine, but I would change the bonuses in this way:
If matching card is brick(gem,recruit) only, bricks(gems, recruits)+ 3/6/12 based on played card rarity
If matching card is mixed cost, stock +1/2/4 based on played card rarity
If matching card is zero cost lowest token +20/40/80
DPsycho on 13:21, 2. Nov, 2013
I like the suggestion of having blue raise more than one keyword's tokens for higher rarity.
NG_Beholder on 17:04, 2. Nov, 2013
Fithz wrote:
I like the token bonus, I use it in many deck, firstly Titan.
I'm ok with changing blue bonus but I'd like to keep the token bonus that could be gained if matching card is zero cost.

I'm fine with the suggestions above but what about a standarization that simplify this keyword?

the reveal mechanism is fine, but I would change the bonuses in this way:
If matching card is brick(gem,recruit) only, bricks(gems, recruits)+ 3/6/12 based on played card rarity
If matching card is mixed cost, stock +1/2/4 based on played card rarity
If matching card is zero cost lowest token +20/40/80

Correct me if I'm wrong, but do you really suggest to nerf Far Sight into oblivion? Now Far Sight serves mainly as strong but unreliable defensive mechanism - 27 wall/18 tower from Crimson hawk or Stronghold are great, but it's kinda hard to trigger a keyword in hidden mode, and in non-hidden mode opponent has time to react on Crimson hawk draw. Do you really want to remove Far Sight defense completely AND to weaken its stock gain as well?
Fithz Hood on 21:44, 2. Nov, 2013
NG_Beholder wrote:
Fithz wrote:
I like the token bonus, I use it in many deck, firstly Titan.
I'm ok with changing blue bonus but I'd like to keep the token bonus that could be gained if matching card is zero cost.

I'm fine with the suggestions above but what about a standarization that simplify this keyword?

the reveal mechanism is fine, but I would change the bonuses in this way:
If matching card is brick(gem,recruit) only, bricks(gems, recruits)+ 3/6/12 based on played card rarity
If matching card is mixed cost, stock +1/2/4 based on played card rarity
If matching card is zero cost lowest token +20/40/80

Correct me if I'm wrong, but do you really suggest to nerf Far Sight into oblivion? Now Far Sight serves mainly as strong but unreliable defensive mechanism - 27 wall/18 tower from Crimson hawk or Stronghold are great, but it's kinda hard to trigger a keyword in hidden mode, and in non-hidden mode opponent has time to react on Crimson hawk draw. Do you really want to remove Far Sight defense completely AND to weaken its stock gain as well?


well, as I say I just wanted to make it easy to understand
the stock gain I proposed could be raised of course.
and if a far sight card is weakened we could always buff it in another way, like giving to Crimson Hawk also Aria
we can also make it like that:
if matching card is revealed wall +2/6/16
If matching card is revealed and brick(gem,recruit) only, bricks(gems, recruits)+ 3/6/12 based on played card rarity
If matching card is revealed and mixed cost, stock +1/2/4 based on played card rarity
If matching card is revealed and zero cost, lowest token +20/40/80

anyway for me it's ok as the keyword is now, but I think that some semplifications could benefit Marcomage making it more user friendly.
NG_Beholder on 10:20, 29. Nov, 2013
I have another idea. What if Far sight could trigger a token when played on gem-only card? Can this be implemented?
Mojko on 13:36, 29. Nov, 2013
Currently we don't support such feature. I can look into it, though.
Myschly on 20:06, 16. Dec, 2013
No, no, no. This is ridiculous. The only good idea so far is improving Token-gain. Here's why:
-Token effect is what I built my Titan-deck around. I use Magic portal to summon an uncommon Far sight to target gems, making Titan so much more fun to play, not to mention more skillful gambling than luck. Take away this effect & I say we might as well remove Titan completely.
-Only one token-slot benefitting gives an incentive to reduce token-slots (i.e. only having Titan without Unliving, or only Mage for fast Magic-gain in a Mage-low deck).
-No effect in Zero-cost means you can't combine Far sight-cards too effectively in Horde- & Burningdecks. If you could replace your opponents hand with crap zero-cost cards & then use that to your advantage I fear meeting such decks would be annoying as all hell.
-Zero cost gives you a reason to save a good Far sight a bit longer, making it possible to loose because you waited too long to play Citadel because you were greedy.

Here's what I'd suggest:
Any overkill with token-raising gives +1stock for every 10 tokens, as well as maybe raising Rare to 100 (considering awesomeness of other Rare effects). Zero cost COULD benefit from 1/2/5 rnd resource gain, something very small as to promote losses due to greed as mentioned earlier, as well as keeping Horde & Burning-decks from being too good.