MArcomage

Free multiplayer on-line fantasy card game

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Damalycus on 22:34, 22. Jul, 2012
Very fitting thematically and gameplay wise. Even for a pure dragon deck, not only unliving.
DPsycho on 05:39, 23. Jul, 2012
Looking at this as someone who plays Unliving quite a bit, I would not want it. Even not taking it into my deck, it would turn up on occasion via keyword summon, and I wouldn't play it except as a finisher.

The problem is that being Quick, you would be shooting yourself in the foot triggering the Unliving keyword with it. The 4x bricks production for a Rare multiplied by 0x production due to Quick leaves you with... a lot of wasted tokens. Add to this that reducing your opponent's recruits doesn't factor into most Unliving strategies and you just end up with a very expensive 35 attack that can be better gained through other Rare options.

Retool it as a Swift card instead and it's suddenly an entirely different scenario.
Lord_Earthfire on 13:05, 23. Jul, 2012
Seems like i forgot some keywords effect yesterday...
The point for the recruit and dungeon reduction was for a defensive boost for unliving. While almost all unliving cards only deals damage or build up your castle, your enemy can almost play anytime any setup he wants, limiting the defensive of the unliving keyword, which can even lead to a defeat if the enemys deck is increasing its damage output with game lenght (Nature is an example of this). This rare could drastically harm the enemys offense, increasing the effectivity of the defensive power of the unliving keyword.

Edit on the card: Made it swift, increased attacjk by 6, increased brick cost by 10 and gem cost by 3
DPsycho on 18:51, 23. Jul, 2012
Much better. =D