MArcomage

Free multiplayer on-line fantasy card game

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Mojko on 09:26, 31. Aug, 2008
There is another option - with the increasing number of playerd quick cards in a row, there will be an increasing (linear or exponential) probability that the quick effect will not work.
Progressor on 15:17, 31. Aug, 2008
Then I prefer an increasing chance to trigger a negative keyword effect, like -1/-2 stock. The chance of 20% is somewhat high to start with. Id say 10-15-20-25 and so on.
Though this solution would be a bit sad for Vampire lord, that has a possibility to trigger 2 negative effects this way.
DPsycho on 17:58, 31. Aug, 2008
I like Mojko's suggestion. To have an opponent know which card is ultimately intended for play but start by dumping all of the Quick cards, and suddenly finding the turn ended before the desired card is played, would be a welcome addition. I like the thought of trying to decide whether to risk using a third Wind card or to go ahead and finish the turn.
Progressor on 23:44, 31. Aug, 2008
I severely dislike the Moiko way.
Id rather suggest a card doing that (In the way of canceling the last card played after a quick one.)
dindon on 02:46, 1. Sep, 2008
I think limiting the number of quick cards per turn would just reinforce the idea that quick cards are overpowered, and a necessary component of every deck. Making quick cards have a chance to fail when repeatedly used would just cause people to use as many as they could without chance of failure, then save the rest for the next turn. It's not as if there are so many low-cost quick cards in the game that they're going to accumulate in your hand in large numbers if you only use 2 per turn.

The two best solutions, like was said, would be to either balance the cost of quick cards, or make more counters to them.
Perfection on 02:49, 1. Sep, 2008
100% agreed with dindon

look at his game stats, this guy is smart. listen to him ;)

my quick keyword idea probably wasnt that smart of an idea
Mojko on 14:14, 7. Sep, 2008
How about if I add Stock -1 to Militia and Tower -2 to Wind? Would that balance the game? What do you think?
Perfection on 18:14, 7. Sep, 2008
wind would be a lot less overpowered but i still think i would keep it in my deck
same for militia

but it indeed sounds a lot more fair. sounds good

Question: Will graceful charity be able to recover militia's lost?
Mojko on 20:16, 7. Sep, 2008
No. Graceful charity and card that work the same way have their effect disabled when played after quick or swift card. We discussed it some other thread - see "Graceful charity" thread in Support section.
Progressor on 20:58, 7. Sep, 2008
I think Tower -2 Hurts a lil bit too bad to play a free -1 wall and -1 resource.
Id go for minus stock, or maybe giving it the same effect for the player as well as the opponent.
Perfection on 21:10, 7. Sep, 2008
the point of the game is to have the player make a decision between taking cards in his deck or not.

Not to have the player pick cards that he clearly must take and that every1 good also takes, and have some cards that clearly nobody with a brain will ever take, which result in people having a bunch of the same cards in their decks

I think even with tower -2, some players will still take the card, and some won't. so its a good choice.

the reason why i think its still good is:
the card reduce ur tower by 2 BUT
reduce ennemy wall by 1, and a ressource by 1
so the effect is a little bad for you, but keep in mind its increasing your ratio of uncommons (you get less commons in a way)
Mojko on 18:50, 16. Sep, 2008
How about this? "Next card played after a quick card will be a common card."
Perfection on 00:23, 17. Sep, 2008
maybe not all of the quick cards....
if you were refering to wind and militia

i think they would remain overpowered if this is the only change you do.
i mean, its basielly going to be a free -1 ennemy ressource and -1 ennemy wall. why not take it.... it wont improve your uncommon/common ratio anymore, but its still good

heres my suggestion

Militia (common) (quick)
Cost 1/1/1
Wall +2
Select a card from hand to be discarded

Wind (common) (quick)
Free
Ennemy wall -1
Random ennemy ressource -1
Next card will be a common card (any, not only those from your deck)
dindon on 23:00, 17. Sep, 2008
I think Mojko's previous suggestion (stock -1/tower -2), or Perfection's suggestion would both work. They make Wind and Militia tenable options, without being an obvious choice for every player and every deck.

I'll be sad to see the old Wind go, and especially the old Militia, but I know it's for the good of the game. I wouldn't be surprised if changing them changed the substance of the game significantly. Doing away with the huge amount of hand control that Wind and Militia gave will make certain strategies a fair bit harder, I think.
Mojko on 15:36, 18. Sep, 2008
I also prefer to solve this by balancing the cards, not changing the keyword effect. In the next update it will be balanced.
Progressor on 14:51, 20. Sep, 2008
Perfection's solution makes wind 'strangely interesting'. It gives acces to cards not in your deck, they might be comepletely useles, or just exactly what you needed.
DPsycho on 15:00, 20. Sep, 2008
That's true. I wouldn't want it in theme decks where Quick cards are presently filler to give better odds of stacking the keyword you prefer, but in mixed-theme or victory strategy decks, it could prove very useful.

"Look what the wind blew in."
Perfection on 22:28, 20. Sep, 2008
My suggestion certainly does not make wind a better card

there are tons of very weak common cards, like volounter, and also tons of cards are very weak when they are off theme (like weak beast cards)

the point is to balance it ;)
DPsycho on 03:26, 21. Sep, 2008
No one suggested that it did.
Xenogeist on 06:45, 21. Sep, 2008
I like how the quick cards work right now so if they're to be nerfed I'm most in favor of some kind of counter cards. Perhaps buff Don't be Hasty to take 2 stock instead of 1?

An idea I had was we could give durable cards (which are sometimes rather weak themselves) some kind of negative effect against quick cards. Like a chance that the quick effect won't work, or the opponent has less of a chance to draw a quick card if you have a durable card in hand.