MArcomage

Free multiplayer on-line fantasy card game

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Fithz Hood on 20:50, 3. Feb, 2012
I wonder if there is room for some new keyword.
I'm not talking about keywords like charge, swift, frenzy..., I'm asking if we can add some other tribe to marcomage population. It seems to me that horde was the only one left to use.
I can only think of Demon and Aria (or Air or Flying). maybe Glacial.
Any other suggestion?
Lord Markham on 21:07, 3. Feb, 2012
reptile? how bout giant.
Lord_Earthfire on 21:20, 3. Feb, 2012
I would introduce the keyword Aether.

With this, i refer primary on chaotic creatures which seems to stand "between the elements", chaotic, shifting beasts and spectres.

The main focus on the cards of this keyword should be to grant the user manipulative ways to control the opponent, mainly by being unpredigable and shifting.
With this, we would get a very adeptive keyword which would be wonderfull to granz niche cards or other effects.

The main focus of this keyword should lie in its adaptivity, meaning that it needs to have a direct effect on the card's effect. Code wise, i think that this could be done by receiving the changes made by your played card, which are saved and which are executed before the keyword effect.

Now to the effect:
Aether: basic gain: 16, bonus gain: 2 Amplify - Increase the effect of your last card played on your and your enemy's tower, wall and stock by 20%
When the number can't be received by the keyword, i suggest this:
Aether: basic gain: 10, bonus gain: 2 Dimensional rift - Execute one of the following, depending on the last played card cost:
Bricks-only: Wall: +6 Enemy Wall: -6
Recruits-only: Attack: 10
Gems-only: stock: +3 Enemy stock: -3
Mixed cost: one random of the above 3
Zero cost: Summons an aether


On the other side, i would present the keyword abyssal, since we needs more enemy manipulation. This keyword would be designed to adapt the enemy in a very special way.
Abyssal creatures come from the deep of another dimensional plane, focused on carriing anything possible into the deeps of their realm, converting them into their destructive minions.
Abyssal: basic gain: 5, bonus gain: 5 Banishment: Discard the matching card of the same or lower rarity than the played card. Summons an abyssal of the same or higher rarity than the discarded card.
This keyword is focused on permanent enemy hand manipulation and discard effect, while you swarm your hand with abyssal beings.
NG_Beholder on 21:23, 3. Feb, 2012
I like Aria - with Burning, Aqua and Unliving that would finish a circle of elements.
Planar. Something like Genie, Ether dragon, Dark templar et cetera.
Or Nomad - Desert traveler and something more, with mass Enduring without Durable or persistance.
I'll suggest some effects, but later.
DPsycho on 23:52, 3. Feb, 2012
I would still like to see a keyword with a negative effect, just because we don't have anything quite like it. It would have to be implemented one of two ways.

One is to have the effect triggered by playing two cards of the keyword in a row but having the optimal effects depend on having a number of them in hand, so you want to have several in your deck for them to be useful but have to make sure you don't play them consecutively or face a penalty.

The other is to make it a Token keyword that features cards that are only useful when the keyword is set. I like this second one better because it would completely turn on their head cards that attack/consume/destroy tokens as well as one of the Far sight effects. It could even be that additional cards of the keyword subtract a bit from the total gained rather than adding to it (basic 25, bonus -1).

Cards with this keyword would be more powerful than similar cards, but the penalty for triggering the effect would be severe. Perhaps a percentile reduction of all values: wall, tower, facilities, stock; or perhaps a set amount to reduce it all, maybe some terrible messing with your own hand on top of it.
huwok on 00:04, 4. Feb, 2012
how bout a "demi-god" keyword for such an effect? nothing can be more powerful than a god and they get angry really fast!
dimitris on 00:07, 5. Feb, 2012
Artifact (All scepters, Globe of Myr, Soul cleaver, Sword of renewal, Anomaly sphere etc). I don't know about effect. :)
andi on 10:16, 9. Feb, 2012
Wild Magic: A keyword with VERY low token gain. When the token counter is full, the wild magic is unleashed :)

For every bricks only card in opponents hand: Common = +5 wall; Uncommon = +10 wall; Rare = +20 wall
For every gems only card in opponents hand: Common = +2 tower; Uncommon = +5 tower; Rare = +10 tower
For every recruits only card in opponents hand: Common = Attack 5; Uncommon = Attack 10; Rare = Attack 20
For every mixed cost card in opponents hand: Common = +2 stock; Uncommon = +5 stock; Rare = +10 stock
For every zero cost card in opponents hand: Common = lowest Facility +1; Uncommon = two lowest Facilities +1; Rare = Facilities +1

So this keyword is strongest when opponent has rare cards on hand. Which he would try to avoid in that case. I think it could be interesting.
To complicate the matter, own card could also be included to produce some effects.
NG_Beholder on 11:26, 9. Feb, 2012
Interesting, but since we have Far sight and Trickster, it would be a real PITA to balance this keyword properly.
NG_Beholder on 11:37, 9. Feb, 2012
Nomad:
Base gain 7, additional gain 10, effect: shuffle your hand and summon a Nomad with rarity based on played card rarity (C - non-rare, U - non-common, R - rare).
I'll suggest some concepts as well.
wolfheart on 11:57, 9. Feb, 2012
i would like to see more aftereffect cards like vampire. so u have to play card as soon then u have resources for it not to loose more ressources.

Also alot keywords need more basic cards etc compared to other keywords
jbryant3 on 02:24, 13. Feb, 2012
NG_Beholder wrote:
Nomad:
Base gain 7, additional gain 10, effect: shuffle your hand and summon a Nomad with rarity based on played card rarity (C - non-rare, U - non-common, R - rare).

I really like this concept. Breeze would be a great support card for it, and it fits the theme.

I'm going to suggest:
Elven: Base gain 5, additional gain 7, effect: Lore +1 lowest facility. This would fit Alliance, Runic, Unliving, and Mage decks well. Plus it would be a good counter against the Brigand problem.
jbryant3 on 19:07, 14. Feb, 2012
Or another idea for Elven: Swiftness - the last card played gains Swift.
This would be another good counter for Brigands since it provides production and a good supplement to those "stall"-type decks.
Lord_Earthfire on 19:34, 14. Feb, 2012
I believe that the alliance does only consists of elves and the entsm nothing more, so the alliance are currently the elves in this game lore-wise.
jbryant3 on 19:36, 14. Feb, 2012
Lord_Earthfire wrote:
I believe that the alliance does only consists of elves and the entsm nothing more, so the alliance are currently the elves in this game lore-wise.

Right, but the keyword can be used to branch off Elven from Alliance, creating opportunities for growth in both areas
jbryant3 on 22:20, 22. Feb, 2012
*cough cough* See Fithz's new concepts *cough cough* Elven *cough cough*
Fithz Hood on 22:23, 22. Feb, 2012
Nope, they're just Alliance.
jbryant3 on 22:29, 22. Feb, 2012
Fithz wrote:
Nope, they're just Alliance.


We could always add Elven... :P
Damalycus on 11:43, 23. Feb, 2012
DPsycho wrote:
I would still like to see a keyword with a negative effect, just because we don't have anything quite like it...
...to make it a Token keyword that features cards that are only useful when the keyword is set...

I wanted horde to be like this

I have a little tweak as alternative to "if tokens are set blabla"

We have different cards with KEYWORD TOKENS/X or >X or <X effects, usually the more tokens you have the more powerfull they are, without resetting tokens to 0. And when we get to trigger keyword effect it blow-backs us HARD like "chop off player balls, roast them thoroughly while stomping on his left foot continuously"

highest resource =0
highest facilty -2
tower-enemy tower
replace half hand with ashes
and so on
Fithz Hood on 20:24, 26. Feb, 2012
Ok, let me try with Aria:
basic gain 10, bonus gain 5, Wind of change - Discards a number of common cards from hand based on played card rarity (Common - 1, Uncommon - 3, Rare - 7). If played card is rare discards highest rarity keywordless card from enemy hand.

Cards that could have the keyword: blizzard, breeze, corrosion clod, dark pegasus, elemental storm, erosion, grffin, laputa, pegasus, roc, suzaku, thunderbird, tornado, vulture, whirlwind, wind, wind witch, witch rider. and maybe some dragon.

check out my concepts.