MArcomage

Free multiplayer on-line fantasy card game

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Mojko on 06:38, 23. Jul, 2012
Unique keyword should be a keyword that has possibly negative effect. Fithz understood my intention and already assigned Unique to Prince of Thieves :)
NG_Beholder on 12:46, 23. Jul, 2012
Fithz wrote:
Other changes I would like to suggest, many of them are old cards that haven't changed despite the introduction of many facility+, stock+ and changing hand cards:
architectural improovment: rise the cost to 30 bricks
call of the wilds: raise cost to 8
clay golem: raise cost to 30
corsair: make it summons also common brigands
death wave: changing "attack:4N" into "enemy wall:-4N"
deathwood shaman: changing -6M into -5M, raising cost to 14/12
desert outpost: raise cost to 18
elven apprentice: changing "summons" into "replace a (random) common in hand with"
forest dragon: changing cost to 30r and lower attack to 7N
giant: add "enemy can't draw rares"
giant spider: remove frenzy lower cost to 4
necromancy: rise cost to 6g
orc regiment: raise cost to 65
Piramids: raise cost to 73b
redising: add "enemy tower:+enemy wall, enemy wall=0"
thug: raise cost to 6, add horde
volcano: raise cost to 32
wishing lagoon: raise cost to 15


I removed all changes I agree with from that quote.
Architectural improvement is kinda weak except one thing it summons: Pyramids. So I think it's unneeded.
Call of the wilds: 8R and production x0 is too much. I'd remove production x0 or raise cost to 4-5, if needed.
Clay golem and Desert outpost: what's the point? I think these two cards are fine.
Corsairs: I'd rather nerf Pirate bay like that. Changing its stock stealing to something resonable would be better than summoning a common. Stock stealing effect of that kind must be on another card, and it must be rare Brigand.
Death wave: maybe split its attack - enemy wall: -2N, attack: 2N?
Deathwood shaman: don't raise its cost, please.
Elven apprentice: 3/3/3 cost would be better for it. This effect should not be overused.
Forest dragon: how about 36R, attack: 7N, N = Nature + Dragon in game?
Giant: I'd go further and add +1 random resource for each card you discarded.
Giant spider: as I said in another thread, Wolf raiders are much better candidate to remove Frenzy. But I want to see how Mojko is going to rework it. :)
Necromancy: 6 is too harsh. 3 would be enough.
Redesign: this card needs something different. In this form Redesign will be something like almost unusable building Catastrophe.
Thug: another platform for Horde? Maybe leave it as is?
Volcano: it's the weakest of rare Nature cards. Leave it as is, please.
Wishing lagoon and its cardset: I have another idea about it.
sq on 10:33, 25. Jul, 2012


Nature - Added "You pay a quarter of the summoned card cost."
Restoration - If a Restoration card is played after playing a different non-common Restoration card, you gain 6 of your lowest resource (12 if opponent lowered your stock last round).
Skirmisher - Discard highest rarity Charge or Recruits only card from opponent's hand. Common cards can target common and uncommon cards, uncommon and rare cards can target any rarity. Rare cards replace target card with a common zero cost card instead of discarding it. Opponent can't draw rare cards.


I think that it is too harsh too remove facility gain from the Restoration. At the moment it is one of the best counters against brigand decks. In my opinion it is better left as it is

Regarding skirmisher it now makes every card a sort of Duelist. I liked the earlier idea that skirmisher should discard brigand in addition to charge.

I also think nature changes are too harsh, though I do not normally use nature.
Mojko on 11:06, 25. Jul, 2012
Restoration should be actually more effective against Brigand after this change. By removing facility gain from restoration we increase the power of the Destruction decks indirectly.
jbryant3 on 12:28, 25. Jul, 2012
Mojko wrote:

Aria - condition changed to "If Round is divisible by 3" from "If Round is divisible by 8 or 8 + 1"
Illusion - Added "You pay a quarter of the replaced card cost."
Nature - Added "You pay a quarter of the summoned card cost."
Restoration - If a Restoration card is played after playing a different non-common Restoration card, you gain 6 of your lowest resource (12 if opponent lowered your stock last round).
Skirmisher - Discard highest rarity Charge or Recruits only card from opponent's hand. Common cards can target common and uncommon cards, uncommon and rare cards can target any rarity. Rare cards replace target card with a common zero cost card instead of discarding it. Opponent can't draw rare cards.

New keyword: Unique
Discard all instances of the played card in game except the played card. Can't draw rare cards.

My thoughts:
Aria - Should be every 5 rounds (as suggested in another post). Every 3 rounds is too often and 8 is too few.
Illusion - I don't think this is necessary. We just "fixed" Illusion by making it stronger, so why reverse it?
Restoration - I love the change. I think it fits nicely with the keyword and the concepts.
Skirmisher - Love it.
Unique - Love it - but to me it's similar in concept to "Legend"
Mojko on 13:32, 25. Jul, 2012
Maybe we could merge Unique and Legend keywords.
Damalycus on 14:32, 25. Jul, 2012
Although I still do not understand unique keyword mechanic it seems like a sound idea. There cannot be two Koscheis at the same time etc
jbryant3 on 14:48, 25. Jul, 2012
Mojko wrote:
Maybe we could merge Unique and Legend keywords.

Generally I like the idea for rare cards, but for the Unicorn uncommon Legend cards, I think we'd run into an issue. At a minimum I think we'd need to re-work Frost unicorn if this is the case.

Just curious, but why do we even need the Unique keyword? If the concern is just for a few Brigand rare cards, just have them discard all rare Brigands when played.
Damalycus on 14:53, 25. Jul, 2012
Agree, change that this one will bring into game is minimalistic and not worth the separate keyword.