MArcomage

Free multiplayer on-line fantasy card game

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Mojko on 10:07, 6. Oct, 2012
Hi guys, I had some free time, so I started working on the Christmas update. I expect small number of balance changes and new cards of course :)

Here is the preview of current build.

Changelog:

Academy - production x0 replaced with highest production x0
Chaos gargoyle - Runic keyword removed
Clay valley - bricks gain replaced with bricks production x15, Alliance keyword added
Cursed amulet - now replaced target card with common zero cost card instead of self, opponent's stock gains lowered to 1/2/5 from 1/3/8
Evolution - card replacing effect on player's hand is now conditional
Fanatic - cost changed from 1/6 to 2/5, removed Holy keyword added Frenzy keyword, conditional attack removed, base attack changed to 7
Market week - cost changed to 0 from 5/5/5
Northern archer - reworked
Red dragon - wall damage effect takes place after the standard attack
Shrine - divisibility condition changed to 5 from 10

As usual, feedback is appreciated ;-)
DPsycho on 12:45, 6. Oct, 2012
So Fanatic is now a Common Frenzy. Interesting. I might have to add it to my forlorn Beast deck and see how much easier it is to trigger Frenzy on higher rarity cards.

I like the change to Evolution. I did have a recent game where I played it twice in a row.

The Red dragon change looks like something I would propose. Turns out it was! ;D

I look forward to Shrine being easier to trigger. It's already in a couple of my more gem-hungry decks. It helps that it's not useless when played without triggering the bonus, but it's the full effect that makes it a great choice.
Fithz Hood on 13:28, 6. Oct, 2012
I don't like the change to cursed amulet, it's losing its main trait.
I propose:
If new replace a card in opponent's hand with common zero cost card
else with self
Raises opponent's stock based on replaced card rarity (C-1, U-3, R-8)

I like the other changes
Fithz Hood on 13:35, 6. Oct, 2012
ah, it might be a bit early to propose that, but I had an idea about Skirmisher.

Harass - discard highest rarity Charge, Frenzy or Siege 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.
NG_Beholder on 12:31, 7. Oct, 2012

Academy - production x0 replaced with highest production x0

Glad to see this change.


Chaos gargoyle - Runic keyword removed

I like that. This card is pretty strong, even without Runic.


Clay valley - bricks gain replaced with bricks production x15, Alliance keyword added

I guess I should remove my Mithril mountain concept... :)


Cursed amulet - now replaced target card with common zero cost card instead of self, opponent's stock gains lowered to 1/2/5 from 1/3/8

IMO Fithz's idea about it is better.


Evolution - card replacing effect on player's hand is now conditional

Good change.


Fanatic - cost changed from 1/6 to 2/5, removed Holy keyword added Frenzy keyword, conditional attack removed, base attack changed to 7

NO. WAY. Except you are going to rework Frenzy keyword as a whole or remove if from (at least) Wolf raiders and Lancer.
I guess DPsycho didn't touch Beast deck for a very long time, because Frenzy triggering is now a joke with 6 uncommon Frenzy cards and Overpower. A common Frenzy would make said Wolf raiders Assassin award farming tool.
Please, believe me, I'm a Beast/Frenzy player and I know how strong Frenzy keyword can be and how fast its cardset drops your defense. Don't do it, it's even worse than common Legend.


Market week - cost changed to 0 from 5/5/5

Nobody use it now, so this change seems reasonable.


Northern archer - reworked

WHYYY? It was completely fine - fun and legal way to get a Saboteur award with non-tower- deck.


Red dragon - wall damage effect takes place after the standard attack

It's great now.


Shrine - divisibility condition changed to 5 from 10

I like this change a lot. Probably I'll start to use it again.
Spoon on 20:36, 7. Oct, 2012
On the whole, pretty agreeable. I left out the ones I didn't have strong opinions on:

Academy - production x0 replaced with highest production x0
Fair enough, I don't see it played so a slight buff may be in order.

Chaos gargoyle - Runic keyword removed
I grudgingly agree. I'd only just started to use CG in my decks ;)


Cursed amulet - now replaced target card with common zero cost card instead of self, opponent's stock gains lowered to 1/2/5 from 1/3/8
Gameplay-wise that's fine, but I think it goes against the concept. The stock effect change is completely fine, though.

Evolution - card replacing effect on player's hand is now conditional
Very interesting.

Fanatic - cost changed from 1/6 to 2/5, removed Holy keyword added Frenzy keyword, conditional attack removed,
base attack changed to 7
I'm not so keen on having a common Frenzy card for reasons already given. Also, it would be a horrible card to receive from Overpower. Perhaps give Fanatic a "If Frenzy in hand >0" effect instead?


Northern archer - reworked
I liked the previous version better. Barbarian decks are not particularly effective Tower- decks, but having the option there (to some limited degree) is nice. I also liked Northern Archer as a low cost card to get tokens or activate "if last card was Barbarian..." effects. I play a Barbarian deck and think this would be more of a nerf than it seems.

Shrine - divisibility condition changed to 5 from 10
I like this. Shrine was a nice card but just a little bit underpowered in most situations. I mainly had it as a slightly better version of Basic wall.
DPsycho on 22:01, 7. Oct, 2012
NG_Beholder wrote:
I guess DPsycho didn't touch Beast deck for a very long time, because Frenzy triggering is now a joke with 6 uncommon Frenzy cards and Overpower. A common Frenzy would make said Wolf raiders Assassin award farming tool.
Guilty as charged. I haven't used mine or played against a Beast/Frenzy deck in a long time, so I really couldn't gauge how easy it is to trigger at present.
Mojko on 08:48, 8. Oct, 2012
I plan to address balance of the Frenzy decks by adjusting the keyword effect. I need to do some more testing before I can present the changes.
Ayrton on 20:46, 12. Oct, 2012
Maybe far sight proccing on zero cost cards could hide x of your own revealed cards...
NG_Beholder on 08:56, 19. Oct, 2012
I'd like to see a small Siege buff in next update. Something like "If wall is destroyed by Siege card, Siege damage to wall applies to tower." Yes, I know, it's a weaker version of Charge, but Siege is the weakest keyword in game so far, except maybe Enduring.
Noak on 14:51, 19. Oct, 2012
i think the seige keyword should be mostly insignificant, most cards was fine without the keyword and i dont find the functionality that appealing in the first place.
Damalycus on 16:57, 19. Oct, 2012
i would go for 2 6 12 damage

also this: http://arcomage.net/?location=Concepts_details&current_concept=2225
Lord_Earthfire on 17:44, 21. Oct, 2012
I believe that the siege keyword were in the first place a nerf for tower- decks, so a buff of the tower damage would be horrorfying, since i would not want to face a tower deck in which my tower building cards get nullified by a keyword O.o . A buff to the wall damage of siege wouldn't be bad.
NG_Beholder on 18:04, 21. Oct, 2012
Please, read carefully. I didn't say about buffing tower- cards, I said about additional damage to tower if you destroyed enemy wall that was built recently with wall- or regular attack Siege card.
Lord_Earthfire on 19:40, 21. Oct, 2012
Ok, my bad, but i was referring to damalycus argument of increasing the damage. But the change you told would just not fit to siege. The effect of siege is to destroy newly created structures. if ti would work like charge in some way, it would just not fit the lore anymore
Mojko on 10:28, 27. Oct, 2012
The idea behind changes on Northern archer is to give Barbarian decks the ability to combat disruptive tower+ decks without giving the option to go for tower snipe.
Ayrton on 01:12, 9. Nov, 2012
I think War Elephant could use some "Red Dragon" treatment, ie a lateral downgrade, as it were. Also, Temple of Light. Card is ass. Should be reworked or at least upgraded. No I don't use it, can't see who would really. That's all I got. I could think of more though..

Edit: I think the numbers for far sight proccing on blue cards may be arbitrary. I think farsight procs on rares should raise lowest counter to zero. Uncommon should be 40 instead of 30 and maybe make common 15. Anyways just a thought. Keep up the great work Mo
Noak on 13:49, 9. Nov, 2012
i do feel like the change on red dragon is odd, i agree that it is to strong but simply changing the numbers arround can fix that. I think the proposed change while making an understandable card for most, it can cause a lot of confusion.
I feel like the concept of having attack damage trigger before -wall in general is somewhat of an ugly looking solution. (just my opinion)
Ayrton on 14:13, 13. Nov, 2012
Dwarven Forge... very poor card by today's standards. May take a look Moj.
Damalycus on 14:32, 13. Nov, 2012
I agree on a forge