MArcomage

Free multiplayer on-line fantasy card game

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Progressor on 16:04, 8. Mar, 2009
Vagabound Wolf(uncommon)
(cost 6 each)
Atack: N
Enemy stock - N
N is Enemy Facilities +2

I don't believe you understand your own card.

Suppose enemy Facility's are: 4/3/2 (9 total)
Your card will cost and damage the opponent 11 each, while it only costs you 6 each.

If Facility's are 6 each (total 18) I'd almost prefer this uncommon over the Prince of Thieves.

Id say, rather then +2, divide by 2.
KingPirux on 16:11, 8. Mar, 2009
ouuuuuuuuuuuu i get it!


Vagabound Wolf(uncommon)
(cost 6 each)
Atack: N
Enemy stock - N/3 (rounded down)
N is Enemy Facilities +2

that's what i wanted to say :P
Perfection on 16:40, 8. Mar, 2009
now it seems too weak for an uncommon

say opponement has 10 facilities
for 18 ressource, your doing 10 damage and lowering ennemy stock of 9 ressource total
JimmyMethod on 17:29, 8. Mar, 2009
Damaging stock is pretty expensive. That card seems pretty well balanced, imho...
KingPirux on 17:32, 8. Mar, 2009
this card is obiusly against resources decks, a lot of times i got to fight against almost 15 facilities of my oponent(3/8/4), with this card i can atack 17 and take 5 stock form him, only for 18 resources, maybe to make it a litle more usefull there could add a durable and skirmisher
Fithz Hood on 14:08, 10. Mar, 2009
Wall of Paradox (uncommon)
Cost: free,
If the last card you've played was Wall of Paradox
wall +8, stock -2, next card will be Wall of Paradox,
else wall +10.

Warrior of Paradox (uncommon)
Cost: 1 recruit,
If the last card you've played was Warrior of Paradox
attack 7, stock -2, next card will be Warrior of Paradox,
else attack 9.

Relic Hunter (uncommon)
Cost: 4/4/4,
discard all your non-titan cards.

Avenging Angel (rare) (holy)
Cost: 35 recruits 15 gems,
attack = 100 - (your)tower.

Equilibrium (uncommon)
Cost: 5/5/5,
negates the effect of opponent's last turn(s) on your facilities.

Wasted Power (uncommon)
Cost: 6 recruits,
Discards a rare card from hand
attack = 20
If none found
next card will be scepter of summoning.

Fair Play (uncommon)
Cost: free,
Mode1: discard a random common card from both player's hands
Mode2: discard a random uncommon card from both player's hands
Mode3: discard a random rare card from both player's hands
If you don't have a card of the selected rarity the card will not work (it is played with no effects)

Virtuosity (uncommon)
Cost 4/4/4,
discard all your keyword-cards,
if you don't have any kayword-card
tower+10, wall+10.

Humility (common)
Cost: 4/4/4,
if you have 8 common cards in your hand
next card will be a rare
always: stock +1 for each common card in your hand.

Dignity (common)
Cost: 1/1/1,
if stock < 12
tower +14.

Friendship (uncommon)
Cost: 10/10/10
discard all your overpowered cards,
your opponent will be grateful.
KingPirux on 15:02, 10. Mar, 2009
Friendship (uncommon)
Cost: 10/10/10
discard all your overpowered cards,
your opponent will be grateful.

xD!! lol it gives me an idea

Honorable Dead(common)
Cost 1/1/1
If your opponent read this, he must press the button surrender and then confirm it. If the oponent don't surrender, next card will be this card.


--------------------
Emo (uncommon)
Undead. Durable
Cost 0
Tower - 50
Wall - 10
Stock - 20
JimmyMethod on 05:37, 11. Mar, 2009
Can we avoid stupid card suggestions, KingPirux? There are enough terrible card ideas without you suggesting intentionally horrible cards.

I'm sorry that you don't know how to come up with an intelligently designed/balanced card, but that's not our fault. Please, just stop.
KingPirux on 13:30, 11. Mar, 2009
lol xD jajaja ok!! just a joke :P take it easy!! lol
Endovior on 15:34, 11. Mar, 2009
Strategic Advantage (Rare)
Cost: 0
Tower +X/2
Wall +X/2
Attack X/2
Stock +X/2
X = Total cost of all cards in hand - Total cost of all cards in opponent's hand.

Tactical Advantage (Uncommon)
Cost: 10/10/10
Choose a position.
X = Total cost of own card in chosen position - Total cost of opponent's card in chosen position
If X is positive, discard opponent's card and deal damage equal to X/2.
If X is negative, discard own card and gain stock equal to X/3.
JimmyMethod on 17:00, 11. Mar, 2009
Both of those cards are awesome, if a little overpowered if you know how to build a deck around them.
Chrone on 22:25, 11. Mar, 2009
Wrecker (uncommon) (9 stock)

mode1:
-1 enemy quarry
mode2:
-1 enemy magic
mode3:
-1 enemy dungeon
KingPirux on 00:06, 12. Mar, 2009
Just a dream (ilusion)(quick)
(common)(6gems)
Discard 1 random card from your hand
and 1 from your enemy hand

----------------------
Endless Nightmare (ilusion)(quick)
(common)(6 recruits)
Atack 1
Enemy stock -1
replace 1 random card from your hand and enemy hand
with Endless Nightmare
-----------------------

Real great Dreams(ilusion)
(uncommon)
+2 stock for each Ilusion card in game
lord Alex on 21:34, 13. Mar, 2009
It’s possible to include cards which you can’t pick in your deck:
My idea is a better necromancy

immolation (1G 1R)
2 non-undead cards with the lowest rarety are discarded. Next cards will be cadaver
Cadarver zero common(impossible to pick)

Necromancer scholar (5R 3G) common
Discard all Cadarver cards. Next cards will be common undead cards

Necromancer apprentice (10R 13G)
Discard all Cadarver cards. Next cards will be uncommon undead cards

Hunt (3R 1G)(common)
4 non-undead cards (with keyword) with the lowest rarety are discarded. Next cards will be cardaver

Slave Necromancer (rare 15R 10G)
Discard all Corps cards. Per discarded card stock +5

So necromancy is much more realistic (threre are much more things which you could include)

Endovior on 13:07, 14. Mar, 2009
Mojko mentioned that it's possible to implement cards that use the 'new card' flag as a conditional. Brainstormed a few possibilities for that one.

Perfect Shot (Common)
Cost: 5R
If this card is a new card, Enemy Tower -8
Else, Attack 4

New Development (Common)
Cost: 10B
If this card is a new card, Tower +10, Bricks +5
Else, Tower +7

Rush (Uncommon, Charge)
Cost: 10R
Attack 10
Wall -5
If this card is a new card, +10 Attack, Charge 5

Power Surge (Uncommon)
Cost: 1G
Tower -8
If this card is a new card, Magic +1
Else, Gems +15

Treacherous Agent (Uncommon, Brigand, Quick)
Cost: 10/10/10
This card will replace one of your opponent's cards, chosen at random.
If this card is a new card, Stock +15.
Mojko on 13:34, 14. Mar, 2009
Nice suggestions, but please note that we don't support conditional keywords.

So something like if (something) then Charge(5) is a problem.
kakerlake on 14:03, 14. Mar, 2009
then change the if charge (5) into:
if new & if enemy wall=0 attack 5
Endovior on 19:35, 15. Mar, 2009
Hmm. I was thinking that Rush would count as a Charge card regardless, but that it'd be considered 'Charge 0' unless the effect triggered.

Bad syntax, that's what it is. Try this:

Rush (Uncommon, Charge (X))
Cost: 10R
Attack 10
Wall -5
If this card is a new card, +10 Attack, X=5
Else, X=0

While I'm thinking about new cards... if 'new card' becomes a normal game play mechanic (as opposed to a theoretically supported one), I'd appreciate it if starting hands were considered 'new cards'.
Xenogeist on 08:57, 16. Mar, 2009
Hurricane (Nature)(Quick)(Rare)
Cost: 20 gems
Enemy Wall: -10
Enemy Stock: -10
Discard both players hands and replace them with cards not from their deck.

Chrone on 21:34, 16. Mar, 2009
Overturn (illusion) (10/10/10) (rare)

Switches resources with enemy.



Sell a card (4/4/4) (uncommon)

Choose a card. Discard it and receive 1/2 of it's cost.



Omnilight (holy) (1 brick, 1 recruit) (common)

+1 Tower
+1 Wall
+1 Gems
-1 Enemy wall
-1 Enemy tower
-1 Enemy gems