MArcomage

Free multiplayer on-line fantasy card game

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Progressor on 18:42, 16. Jul, 2008
What do you think to be the most useless rare?

Id say Tubular Bells is only possibly usefull if its in youre startinghand. Otherwise its most likely to expensive. Another card that rarely seems to function in my decks is Batalion of Fear. When you expect to have many recruits a Dragon squadron (ore some other dragons) is often much better.
garbageonly on 18:48, 16. Jul, 2008
my vote goes to Wall Shift, it's the only rare card I've never seen anyone actually uses it (that includes me!) Tubular Bells is useful whenever you have low resources,not necessary in the beginning. Battalion of Fear is useful due to it's low cost, and most of the time you don't need 200 damage to kill someone, sometimes you just need 30, 20 or even less.
dindon on 20:07, 16. Jul, 2008
My votes go with: Centaur Trainer and Stonehenge (at 15 resources per facility, I don't know if these would even be worth it as uncommons, much less being worth a rare slot), Danai Present (seems like a nice idea, but there's a high risk of giving your opponent a card like General's Army or Architectural Improvement, which defeats the purpose of the card), and Earthquake (would make more sense as a 0-cost card to me - it's quite inefficient compared to a similar card like Volcano).
DPsycho on 22:39, 16. Jul, 2008
I just want to chime in to say that Battalion of Fear is an excellent part of any Undead deck. More than once I've had it occur when I had over 40 recruits, stocked up in hopes of using Undead Host or awaiting the arrival of Fallen Knight. Additionally, I have used Tubular Bells in at least four matches and certainly would not label it as useless. While I do not use Wall Shift, I have had a match where I was unable to play Unholy Shrine (+40 wall) because Wall Shift appeared in the opponent's hand. While it went unused, it served as a powerful deterrent. I agree that Danai Present comes with the most risk. I have cards to discard my choice of one of the opponent's hand to cover situations where it could be useful.
Sylonus on 08:52, 17. Jul, 2008
Centaur Trainer/Stonehenge, definitely, the rest of those cards are actually useful.
Fithz Hood on 09:56, 17. Jul, 2008
I don't know if it's useless but i never put demolition troop in a deck becouse i use ent.
Progressor on 12:19, 20. Jul, 2008
I actually use those +2 dungeon (o.a. in my beast deck), but for magic I usually preferer the one that gives +1 and +20 Tower (20B,10G).
As for Batalion, I had to many games it was just utterly useless and it was just a really expensive attack (1 on 1 attack for recruits is usually even beaten by commen's). Aggainst a massive Wall & Tower, in times like that I get Batalion, it sucks. It is in my Undead deck to stay though.
I also definatly agree Danai Present is too risky.
amaster on 00:57, 4. Aug, 2008
Worst has different meanings.

Macro-wise, if some people (not counting the very newbies) see or believe the values of those cards (their decisions may be wrong though), the cards are useful/good, at least in the eye of game designer. This is what makes the card game attractive. Different people have different opinions, forming different card decks. If virtually no one (not counting the very newbies) likes the card, the game designer should rework that card so at least a few people will like it. So far the design of the cards is generally satisfactory.

-- reaching text limits :(
amaster on 00:57, 4. Aug, 2008
Micro-wise, only a minority of cards will be considered as good. Most are pretty bad or very bad. There is a rough list of bad/good cards which would (hardly/often) be seen in good players' card decks. If you see a player having too many cards outside the list of good cards, you will know he is probably an intermediate or novice player.

Since this game features different play styles (the most competitive are destruction and construction), different play styles will have a different list of bad/good cards. One card is very bad in one play-style doesn't mean it can't be considered in another play style.

If you ask me, I would say destruction is easier to win than construction. It's smarter to be a destructor.
amaster on 01:15, 4. Aug, 2008
Comments:
- Battalion of Fear
It's the best resource attack card. It costs only 5 gems and it convert all recruits into attack. If you use it smartly, it can be very deadly and horrible. It's actually one of my favorites. ;) You should mention other resource attack cards which costs too much, making them useless.
[EDIT: oops! Mistake about conversion! Corrected!]

- Tubular Bells
Why it is bad?
A) Very limited usage except at start or you are very low in resources.
B) Increasing facilities is not as important as some players think, especially for good destructors.
C) Constructors should focus on increasing Quarry. It makes little sense.
D) It takes time to recover after losing all resources. Good destructors may be able to make use of the lag to eliminate you (while you can only do little to stop them).
E) Unless you can often keep your stock at very low level, the cost of all resources is usually too high. The returns period is long. It's only useful for long battles.
amaster on 01:26, 4. Aug, 2008
- Wall Shift
Actually it's not a bad card but not good either. It takes some skills to make use of them. (1) You: don't be a serious wall builder, waiting for exchange (2) Your opponent: He has to be a wall builder. If he also don't spend much on wall, it will be pretty useless.
It can be used (1) to deter your opponent from building wall; (2) as wall killer and so you can destroy its tower; (3) as your life saver.

- Centaur Trainer and Stonehenge
Really Bad. Useless most of the time, wasting the slot. It seems the cost is too high, even longer returns period. Increasing facilities shouldn't be top priority. CT has Beast keyboard and now it has side effect, so it's slightly better.

- Demolition troop
Really bad. I wonder who will build so tall wall to make it worthwhile. You can't wait and you will often attack to reduce its wall anyway. When they see this card, they will stop building walls. Ent is a much better candidate with good cost.
amaster on 01:34, 4. Aug, 2008
Danai Present
- Bad. Concept is good but is screwed up by bad zero-cost management. The game designer will actually set good/powerful cards at zero cost. If zero-cost is strictly for cards with limited power (so they have to be free to make them better off), or narrow/special uses; it would become interesting. The most ironic part is Danai Present is free too. The opponent may draw the same card to do the same thing against you. What?! Unless Danai Present and all zero-cost cards are re-evaluated, it's a risky card to play.

Earthquake
- Well, don't abuse the zero-cost zone. ;) It actually has some uses. One example is to launch (supplement to) mortal attack. If you play tower destruction (bypassing walls), it can be helpful. If he has higher wall and you have low/no wall, it's also helpful. The choice is yours so you usually use it in situations favorable to you. If it causes more damages or it costs around 10 only, it would be more interesting.
amaster on 02:01, 4. Aug, 2008
Funny no one mentions the more obvious bad ones. Some even mention the "not so bad" ones as "worst (very bad)". Perhaps they are too rubbish that you guys don't bother recalling.

OK, list those which miss.

Probably the worst:
* All-elemental attack (wasting 28 stock before you can convert! Who dare try?)
* Catastrophe / New era (even worse than "Enlightenment" & "Earthquake" which are a little use. Can you tell me what I can use for them, apart from exceptional cases? The only word I can think of is "delay")
* Completion ritual (Titan sucks. LOL)

Very bad:
* Avalanche (20 bricks. Durable. Enemy tower: -8, Enemy wall: -8. Too weak!)
* Architect Academy / Manufactory (even worse than "Magic academy". Durable doesn't make them good!)
* (EDIT: removed "Mana burn", not bad really)
* Residence of Gods (don't bother! @.@)
* Tornado (unless you can hide this card)
* Word of power (word of rubbish?!)

(The slightly useful but most likely useless are skipped)
Sylonus on 13:22, 4. Aug, 2008
Here's more of my 2 cents on the cards discussed here.

Wall Shift: Very limited, but sometimes useful, too expensive for me to play.

Battallion of Fear: Excellent for a resource building / delay strategy (which I'm quite fond of) and it simply wins you the game often in these situations.

Centaur Trainer/Stonehenge: Useless except as a beast keyword.

Demolition Troop: Very limited, but occasionally.

Tubular Bells: Flat out amazing, in every deck I make, demolishes in early game, demolishes brigand opponents, or people who destroy your facilities.

Dainai Present: Limited, though it will often save your life, also, limited combo usage for a kill.

Earthquake: Limited but can be powerful in the right offensive deck.

All Elemental Attack: A -Much- weaker version of the other convert to attack cards, nearly useless.
Sylonus on 13:31, 4. Aug, 2008
Catastrophe/New Era: Limited, but occasionally useful, I can tell you what you can use them for Amaster, in any deck that give you a strong facilities edge, clearing both players resources gives you a powerful edge on the game. Still, their usefulness is very limited.

Completion Ritual: Utterly and completely useless, worse than Centaur/Stonehenge, now that I think of it, even MORE SO now that they removed it's titan fetching ability, which is all I could ever see a use for it, fetching an unliving trigger.

Avalanche: Weak though sometimes a gamewinner.

Sylonus on 13:34, 4. Aug, 2008
Architecht Academy/Manufactory: Poor, but in a building strategy, can sometimes win you the game.

Manaburn: Can be quite amazing actually as either a late game winner, or as a deterrent, to keep your opponent from amassing gems for a kill card.... I completely disagree with you there, I remember when it was cheaper, it was very broken, now it's not a bad card, but not in most of my decks, though certainly some.

Residence of the Gods: Very Limited.
Tornado: Can be quite good in many decks, especially with swift/quick cards to hide it.
Word of Power: Limited but sometimes useful.
amaster on 14:53, 4. Aug, 2008
==========
Avalanche: Weak though sometimes a gamewinner.
Architecht Academy/Manufactory: Poor, but in a building strategy, can sometimes win you the game.
Word of Power: Limited but sometimes useful.
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The problems of those cars are there are MUCH BETTER options existing. No point picking them unless you want so much of this kinds of cards. They are usually the last candidates.

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Tornado: Can be quite good in many decks, especially with swift/quick cards to hide it.
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Read above. You forget Angel of destruction etc. ;) In short, high cost, much better use of those gems elsewhere, good players shouldn't keep too many resources idle.

amaster on 15:05, 4. Aug, 2008
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Manaburn: Can be quite amazing actually as either a late game winner, or as a deterrent... I remember when it was cheaper, it was very broken...
==========

Question: Are enemy gems removed/destroyed after attack? If so, it can be of some uses (not really so bad).

Otherwise my comment stays. Reasons:
- price is too high
- the 27 gems can be better used elsewhere (eg Luna the sorceress costs 25 gems and it guarantees you 30 attack with magic +1. There are even more good cards than this one)
- good players shouldn't keep much resources idle (idle = waste). Well I think good constructors should keep using resources too, so it won't look as attractive as it sounds.
- Since I'm aware of such cards, I won't let the tragedy happening on me

After all price is definitely a determinant factor. If Manaburn costs 5 gems to play, it would be extremely helpful. If Battalion of Fear costs 30 gems now, I will throw it into rubbish bin.
Sylonus on 15:34, 4. Aug, 2008
Yes, all enemy gems are destroyed, that's what "converts" means, and as said, with quick/swift cards, it can come out of nowhere and surprise you, while "idle" resources aren't being productive, stockpiling them to use on an expensive card that will give you the victory is a very common method of winning, for example we all know how good Implosion is, if a 27 Gem manaburn keeps your opponent from winning that way, because they know if you get close they're going to burn them away, it's resources well stockpiled. - Edit: I just won a game with manaburn. ^^
Progressor on 15:41, 4. Aug, 2008
You miss one thing I mean by Batalions costs. It converts your recruits in attack, so asside 5G it 'costs' all your recruits. So it gives a ratio of about 1:1 for the resources you loose by playing it.