MArcomage

Free multiplayer on-line fantasy card game

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jakewaste on 13:16, 23. Jan, 2009
i like the "i've got a plan"-idea... i think that one could really make a difference, but I still think a more direct and firm action is needed agaisnt unliving. For one, i never play against an unliving deck anymore, I just surrender because i know the game will suck pretty bad. If adding a few cards or changing existing cards will make the game more interesting, I'm all for it. The game is stil about having fun, isn't?

Come to think about it, I would even vote for removing half (or all) of the unlivingcards, thus removing the only boring and completely insane part of the game.
KingPirux on 13:28, 23. Jan, 2009
that gives me a gigantisc card idea

image (http://blogs.hoy.es/blogfiles/lamanoloca/apocalipsisI_01.jpg)

Religions Apocalipsis(0) rare (mage)
both players replace cards acording to
mode 1
undead cards for purified ashes
unliving cards for ancient ruins
holy cards for gift from the heavens
mode 2
holy and mage cards for wildfire gems
undead and unliving cards for cursed amulet

Always
soldier, brigand and barbarian cards for non rare beast cards
no keyword cards for eternal flame cards
Myschly on 15:14, 23. Jan, 2009
KingPirux: Couldn't we add just a LITTLE more spice to that card? Doesn't seem to do enough IMO ;D
Endovior on 17:02, 23. Jan, 2009
*Sigh*

Could we maybe, perhaps, have new card suggestions that are more geared towards actual new ideas, rather then bitching about the balance of certain types? Perhaps, rather then using the idea of 'new cards' as a stealth nerf against deck types you personally dislike, you could try suggesting improvements to other deck types to help them compete?

Or, better yet, you could actually trying playing with one of the deck types you find to be overpowered, and see how 'powerful' it really is in general play, and not just how well it works against your own personal strategies.

Mmkay?
KingPirux on 22:56, 23. Jan, 2009
but admit it :P my card is the solution of everithing...

maybe a litle change like use other cards than beast cards or whatever, but with this one everybody will be happy xD
DPsycho on 23:28, 23. Jan, 2009
I don't think the "solution of everything" should necessarily exist as one unwieldy card.

Also, wow, huge buff to Mage+Burning decks.
viperio on 08:02, 24. Jan, 2009
I agree with DPsycho.

Why post *I win* or *make sure it beats that card type/strategy because I can't do anything against it with my whole deck* cards?

How about something more creative?

Things with twists and hidden costs, cards that make you think about it before using them. Think about creating the right set-up for them and use them - for me this is a lot better than thrying to "break" the opponent's set-up simply by using a "I beat your specialized deck with my one card so that you can't use your strategy.".

Have problems with Unliving? Why not use Tremors and Erosion for example - they're great for most brick-based decks.

Got problems with the Undead? They rely mainly on a small amount of Gems/Recruits so why not keep their Gems and Dungeon low? There are already cards that can take care of that.

Yes, there are strategies which can beat other strategies with ease.
Yes, there are cards which are not yet balanced enough.

It's up to every player to think and to decide how changes can be made so that more balance can be brought thus making the game more fun for everyone.

Final summary: This is a subjective oppinion and it's targeted toward posting reasonable ideas in this topic. Yes, I am brash but this is my reaction to the numerous reply posts that do NOT provide actual ideas or idea feedback.
lord Alex on 16:55, 24. Jan, 2009
Poison
8 Gems
(uncommon)
Enemy recruits -25%
Mojko on 17:02, 24. Jan, 2009
Cards with continuous effect are not supported.
KingPirux on 18:04, 25. Jan, 2009
what's a continuous effect? :P
viperio on 00:09, 26. Jan, 2009
KingPirux:

You can take a look at lordAlex's full suggestion regarding Poison in the "Buffs and debuffs" topic. A continous effect would be a card effect which transcends over more than one turn. For example:

You play card A with effect "Something" in turn #3. Effect "Something" is activated in turn #4 without the need of playing card A again.

I hope this explains it (:. If I'm not mistaken there is currently no history module in arcomage (a system to keep track of played turns in a game EXCEPT for the 2 most recent turns - yours and your opponent's). You can take a look in the FAQ - there are a few mentioning about it there.
DPsycho on 01:00, 26. Jan, 2009
I assumed he meant "What continous effect?" as the card suggestion presently doesn't include one, possibly due to an edit made after Mojko's response.
KingPirux on 15:54, 27. Jan, 2009
get it. good idea :P i think that continuos effect cards is the thing that is missed in this game, with that implement i think the game can get an enormus change and infinite new card combinations.
i agree to this cards

edit: as mojko says, this is a simple game with working and easy to learn rules, and i didn't realize that until now. that kind of changes will need to restructure a lot of cards and rules, creating a diferent game... well- it's a good idea, but also is true that this game actualy has it's card rules and way to work (1 turn based game)
JimmyMethod on 19:55, 30. Jan, 2009
Level The Playing Field
15 Gems
Uncommon
Tower = Enemy Tower

Inquisition
10 Recruits
Rare
Recruits -50%

Vampire Hunter
5 Gems, 20 Recruits
Uncommon
Discards one Vampire, Vampire Lord, or Vampire Countess from opponents hand.
Enemy Magic -1
Enemy Recruits -1
If none found: 12 Damage
DPsycho on 00:04, 31. Jan, 2009
Level the Playing Field is far too powerful and inexpensive to be Uncommon. It could arguably be more useful in a pinch than Order of the White Lotus.
JimmyMethod on 15:41, 31. Jan, 2009
OotWL is MUCH more powerful because it effectively can shutdown any deck type.

If your opponent is using resource gathering, you can have the exact same resources and facilities at them. If they're building their tower, you can cut theirs down and at the same time build yours up. If they're trying to destroy yours, you can cut theirs down and at the same time build up your wall/tower.

LtPF just adjusts your tower. If your opponent isn't building his, it won't help you. It also doesn't reduce your opponent's tower, so it doesn't keep them from victory.
DPsycho on 16:29, 31. Jan, 2009
And yet there are scenarios where it -would- be more useful, which is what I suggested. It lacks the double-edge that OotWL has that makes it a mixed blessing.

At its present cost and rarity, I'd think it needs an upper limit.
JimmyMethod on 22:26, 31. Jan, 2009
Yes, there are scenarios where it would be useful, but every card has those.

When you might be using this card:

You have a tower construction deck and are trying for a tower victory - You probably have higher tower than your opponent (Tower vs. Destruction) or about the same (Tower vs. Tower). This card has minimal effect in both of those situations

You have a destruction deck - You opponent has anywhere from high to low tower (Destruction vs. Tower) or low tower (Destruction vs. Destruction).

This card has minimal to large effect here, however, if you're using a tower destruction deck, your ability to raise your tower further/faster than your opponents tower deck is unlikely if your opponent has a tower deck vs. your destruction deck.
Endovior on 23:52, 31. Jan, 2009
That's enough justification to have that card as a rare, yes. Uncommon? Not a chance.
KingPirux on 15:33, 1. Feb, 2009
yea agree, that card it's too good, think that always comes good:
if your deck is only for atack and you are going bad, this card is the solution, if your deck is for resources and your tower is too low this card is your solution, if your deck is for tower this is a perfect shield against atack decks, and blablabla...

maybe if it cost 7 of each or more could be more acceptable.

anyway, it's a good card