MArcomage

Free multiplayer on-line fantasy card game

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DPsycho on 18:07, 8. May, 2009
Should "if one is found" be added to each line of that? I assume it will only perform each discard if an appropriate card exists.

I like it.
Myschly on 16:48, 11. May, 2009
Dunno if it's possible to do this, but it could be a cool thing if possible (Petkeeper doesn't have to be part of it):


Petkeeper (Uncommon) 16BGR
Mage, Alliance
Discard a common Mage or Alliance card chosen at random.
If none found: Stock -3
Mode 1: Next card received will be Gargoyle
Mode 2: Next card received will be Thunderbird
Mode 3: Next card received will be Griffon

(Maybe add "If last card played was Petkeeper, Attack = N*2 or something?)

Gargoyle (Rare) NB
Legend
Attack: N+10
Stock -5
Mode 1: N = 20
Mode 2: N = 35
Mode 3: N = 50
Mode 4: N = 70


Thunderbird (Rare) NG
Legend
Attack: N+10
Stock -5
Mode 1: N = 20
Mode 2: N = 35
Mode 3: N = 50
Mode 4: N = 70


Griffon (Rare) NR
Legend
Attack: N+10
Stock -5
Mode 1: N = 20
Mode 2: N = 35
Mode 3: N = 50
Mode 4: N = 70
Mojko on 19:20, 11. May, 2009
I'm afraid variable card cost is not supported.
Chrone on 19:30, 11. May, 2009
Vampire bats (uncommon) 20R

-1 magic
-1 quarry
40 attack
Chrone on 19:53, 11. May, 2009
Black nest (uncommon) (10b 10g)

Mode1:
+5 stock
Discard up to 3 random cards of lowest quality from your hand

Mode2:
Replace 3 random cards in your hand with Vampire bats
Chrone on 19:53, 11. May, 2009
Black nest (uncommon) (10b 10g)

Mode1:
+5 stock
Discard up to 3 random cards of lowest quality from your hand

Mode2:
Replace 3 random cards in your hand with Vampire bats
JimmyMethod on 23:20, 11. May, 2009
"JM: This might give some balance issues considering how easy it is to get 2 of the same common (think Hungry dead issues, only less op). The suggestions are funny though. This is something to keep in mind."

Even if you had multiple of these cards, you could play each one only once per turn (cards are still listed as 'New' until the end of your opponents next turn). Besides, if you have a bunch of these cards in your hand, you seriously limit your options in terms of card play.

The only issue I could see would be that you could burn through a bunch of turns and get a time elapsed victory more quickly than you should normally be able to.
DPsycho on 03:14, 12. May, 2009
Accumulation (Uncommon) Free

If you have three or more identical cards in hand, discard them and gain 8N wall and 4N tower. N is the number of cards discarded this way.


(Aside from adding a new and different strategy, this would also be very useful after Flare attack or Cleansing)
JimmyMethod on 04:27, 18. May, 2009
Orphaned Cub
Common
1R
Beast
Replace random non-rare card in enemy's hand with a common beast.

Battle Fatigue
Uncommon
Free
-N/2 Enemy recruits
N=damage dealt last turn
marsrover21 on 16:59, 19. May, 2009
How about a summon spell that summons anything? It would be powerful, so probably expensive: 20RGB sound reasonable?

It sounds difficult to do, but I was thinking we could assign a static number to the cards in the "deck" screen based on position. Then for the card have a large drop down for those numbers. Simply pick the number and next card you draw will be that.

Myschly on 17:59, 22. May, 2009
I highly doubt that's possible to do with the way the site's set up.
marsrover21 on 19:04, 22. May, 2009
Isn't a similar system already used for picking a card from hand? It would just require a larger number matrix.
Mojko on 19:27, 22. May, 2009
Actually, it isn't a problem to implement such a card. Card modes can be used to select the card position in the deck, since they are numbered from 1 to 15 for each card rarity. But how will you select the card rarity?

On the other hand, I really don't know if this is a good card idea. It's really out of the concept @_@

EDIT: I checked the code and card modes are limited from 0 to 8.
DPsycho on 22:05, 22. May, 2009
Anticipation (Rare) 3/3/3

Stock is reduced to 0
Production x0
Select a card from hand. Gain resources equal to the cost of that card.
JimmyMethod on 05:51, 23. May, 2009
Anticipation is interesting, for sure, but 3/3/3 is DAMN low for the ability to play any card the next turn.
DPsycho on 06:03, 23. May, 2009
The cost doesn't really matter, since the effective cost is all of your resources. I just figured there should be some threshold to prevent or delay its use. A good brigand deck or any other assortment of -stock cards could successfully keep the player from playing the selected card afterward, possibly for multiple turns. I'd expect that it would see a lot of use in pooling resources and then playing less expensive cards for the following turn(s) rather than the one selected, unless of course if it guarantees a win.

That all being said, the cost is certainly negotiable. Maybe something in the 10/10/10 or 15/15/15 range is more appropriate.
Chrone on 06:39, 23. May, 2009
I think, anticipation is supposed to be quick to prevent -stock combo break
DPsycho on 17:53, 23. May, 2009
I gave it that weakness on purpose. Otherwise it truly is too powerful. The opponent should have the chance to reduce stock or force its discard.

Having given it more thought, I believe that the cost does have to be increased to prevent it being played on the first round. It should be no less than nine each.
Myschly on 15:16, 24. May, 2009
Anticipation should obviously have the "If new, this card has no effect"-line in it. Maybe add on "Wall = 0" or something to keep the low cost? What are the odds of getting 2 rare cards in start-hand?
Mojko on 15:27, 24. May, 2009
"What are the odds of getting 2 rare cards in start-hand?"

Zero. Since you can't get rare cards on your starting hand.