MArcomage

Free multiplayer on-line fantasy card game

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NG_Beholder on 14:32, 4. Oct, 2013
This card is definitely too easy to play for what it does. Combine it with Merchant or any card that can give you gems at round 1 and your opponent will feel himself very uncomfortable. Play it twice and... well, playing with Dungeon 1 is pain and suffering. Old nerf didn't solve this problem - it's still widely used and very, very effective.
I suggest to change its cost to somewhat similar to Kidnap. Say, 8B/16G.
By the way, you can also rebalance Kidnap to 8G/16R...

[moderator DPsycho: added card link to Kidnap for ease of navigation]
Fithz Hood on 15:00, 4. Oct, 2013
indeed. I like your proposition. I have a suggestion too:

if enemy recruits > 25
enemy dungeon -1
else enemy recruits -20

I hope this card will be changed in the next update (halloween?)
boovli on 23:02, 8. Oct, 2013
As for me, I don't think that this card is a kind of imba. At least, not as imba as many others. I won a lot of games versus this card and when used it by myself didn't notice immediate advantage. Even if u need only 2 of your 3 resources, it will be paying 20 for +1 and -1 facilities. 10 for +1 and 10 for -1 is actually quite common price for such cards. And don't forget about 10 of the third resource.

The only potential problem that I can see is that it gives advantage being in hand at the beginning. But! There are a lot of other cards which are far more dangerous. For example, if i have "Devastator" at the beginning with my barb deck, I think I will win 70%+. "Moon castle" and "Sheath your swords" for tower building can be kinda imba too. And some very powerful necro combos. And probably many others.
Fithz Hood on 11:54, 9. Oct, 2013
it's not really about the card's strenght, the problem is that it's simply annoying (like any card that lowers a facility).
If this card is played early in the game it ruins the fun (for the opponent). Maybe it's not a problem for you (actually neither for me) but the average player likes to play cards more than discarding them. When a card is created/modyfied we should consider not only its balancement but also its appeal, what the average player will feel about it.
I belive that a card that makes the game slower ruins the fun. and games are all about fun...
NG_Beholder on 12:47, 9. Oct, 2013
Not to mention the fact that -1 facility is far more crucial than +1, when we're talking about basic facilities. Thus, this card became indirectly defensive as well as supportive. Even if you have a ton of recruit+ cards, your game plan will be effectively crippled in round 3 or 4. And you must consider that this card is completely self-sufficient. It fits Beast, Undead, Soldier, Barbarian, Horde, Brigand decks, facilities+ decks, facilities- decks, even Nature deck can make a pretty good use of it. Compare it with uncommon Destruction cards or even with uncommon cards with +1 to a facility.
By the way, Devastator is expensive and hand-dependent, Moon castle and Sheath your swords are deck-dependent (SYS is also easily counterable with hand discarders), Undead combos aren't cheap by any means, plus Undead deck in its current state can be outrushed both ways - by attack and by defense. Hand-dependent cards are meant to be stronger. Of course, they shouldn't be like old Zealot with no upper limit for its damage.
boovli on 17:14, 9. Oct, 2013
Fithz wrote:
it's not really about the card's strenght, the problem is that it's simply annoying (like any card that lowers a facility).
If this card is played early in the game it ruins the fun (for the opponent). Maybe it's not a problem for you (actually neither for me) but the average player likes to play cards more than discarding them. When a card is created/modyfied we should consider not only its balancement but also its appeal, what the average player will feel about it.
I belive that a card that makes the game slower ruins the fun. and games are all about fun...


I see your point. But actually there are several decks, orientated on "sabotaging" enemy's game. We have brigand decks, brigand plus -facilities decks, burning deck. And several cards like "Conscript army" or "Elemental storm". This all can be kinda annoying, but it is still in game. I don't have any definite opinion if these cards should be in game, I'm too newbie for that. But I want to point out, that your reasoning can lead to the conclusion that they shouldn't.
Fithz Hood on 22:04, 11. Oct, 2013
boovli wrote:
Fithz wrote:
it's not really about the card's strenght, the problem is that it's simply annoying (like any card that lowers a facility).
If this card is played early in the game it ruins the fun (for the opponent). Maybe it's not a problem for you (actually neither for me) but the average player likes to play cards more than discarding them. When a card is created/modyfied we should consider not only its balancement but also its appeal, what the average player will feel about it.
I belive that a card that makes the game slower ruins the fun. and games are all about fun...


I see your point. But actually there are several decks, orientated on "sabotaging" enemy's game. We have brigand decks, brigand plus -facilities decks, burning deck. And several cards like "Conscript army" or "Elemental storm". This all can be kinda annoying, but it is still in game. I don't have any definite opinion if these cards should be in game, I'm too newbie for that. But I want to point out, that your reasoning can lead to the conclusion that they shouldn't.


Indeed I think that brigands and facilities destroying decks are quite annoying making the game long and whitout excitement. But luckly they're not so popular beacuse they are boring also for the one who uses them: once opponent has 1/1/1 facilities your deck is full of dead draws. so they're annoying but not popular. but Treacherous artifact is annoying AND popular (it's the 11th most played uncommon) and it's never a dead draw.
Different story for hand sabotaging cards: they affect the game only for few turns, a facility destroying card will cripple your game until you have a card that can restore the lost facility(if you can play it).
There are other cards that need a nerf but as long as they're underused I think it's fine (like Tidal wave: it's totally broken!)