sq wrote:
I really dont see a point in so much emotion.
I'm a very passionate persono.o
I use Templar castle a lot myself and find its effect so huge it is almost a cheat.
They are not, fortunate as we are.
The strategy in building a deck is to choose the right cards, and Templar castle serves both problems of rush and brigand decks - it gives a facility boost, and gives very good protection against both attack and tower snipe. So you dont have to chose between legendary smith, and, say, dwarven castle, and have one free uncommon slot for the core card of your deck.
You describe the benefits I described in wider terms. (At least, I have meant to say the same.)
I can see you don't find my argument decisive. Most out of everything, we say the same to prove opposite points, hence we each have a very different idea of what card value is.
Perhaps the one below:
The proper card to compare would be troll bridge, which costs 2b more and gives 15 wall against 30 tower by TC
Ah, yes, great choice, effect-wise. Troll bridge has no limit, however, and the synergy with Troll more than makes up for the price difference. More to the point, far more people play Troll bridge than Templar castle(30. against 168 at the time I write), for the simple reason Troll bridge is applicable in more decks.
Herein lies why Templar castle has a great tower gain - no matter how powerful in the right deck, there is no point to a card no one plays. The high situational benefit is the incentive to include the card at all. Any deck which at least
entertains the idea of a possible Tower building victory(as in, most of them, even attack decks) would and do in fact find Templar castle to not worth the card slot.
The offset of such weakness is how good TC is in the one situation the card is intended for, and card prices don't consider the
kind of deck you put them in, but the value of the flat card effect. The above is part of the game's balance, and when you say we should take away from a card's rightful price-to-value ratio, for a given situation where the card wins you the game, you work against it. Had we discussed Hearthstone, and you addressed a class card, the situation would be different, since you there are decks they are intended to be played in(which is why they nerfed starving buzzard into oblivion a few months back). In MArcomage, no card is intended to be part of any deck by default. We know what deck you would play them in, sure, but you can't balance the game around common combinations. The task would be impossible to accomplish.
They are already a 'niche product', and doesn't need to be nerfed since there are a total of two kinds of decks or more where they are more useful than usual.