MArcomage

Free multiplayer on-line fantasy card game

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Myschly on 17:21, 24. May, 2009
Well then, that settles it! XD
JimmyMethod on 02:11, 25. May, 2009
You can't get two rares on your first turn, but you can get a rare and Orc Regiment quite easily on your second turn...
Myschly on 08:43, 25. May, 2009
Preemptive Strike (Common) 3B5R
Attack: N*3
If N < 3, card has no effect.
N = # of cards in enemy hand that have attack.
Progressor on 14:52, 25. May, 2009
Rush reinforcements (C, 0)
If new:
Recruits -8
Wall +12

Else:
Bricks -7
Wall +10
Myschly on 21:44, 25. May, 2009
Sorcerers strike (Rare) 25G
If N > 25 then enemy tower is lowered by N*2
Else: Gems +75
N = # of Gems


(only your own gems)
Endovior on 00:04, 28. May, 2009
That'd be overpowered even if it weren't for the alternate massive gem gain. Easiest way to attack the enemy tower ever.
DPsycho on 02:04, 28. May, 2009
Play Sorcerers strike, get 75 gems plus production.
Play Restoration, spend 8 gems, gain production, receive Sorcerers strike.
Play Sorcerers strike, reduce enemy's tower by some value greater than 90, likely more than 100.

To better balance it, I would say it should cost at least 60 gems and then reduce tower by the amount of remaining gems, not 2x, and not have a gem-gaining option. Since it doesn't require having other gem-costing cards on hand (Mage, Legend, Undead), gathering so many gems in any other keyword deck shouldn't be terribly difficult.

If not a higher cost, it needs a maximum amount of damage that it can deal. The fact that every turn of accumulation makes it reduce the tower by a greater amount is what makes it out of line against existing cards. Only Battalion of fear comes close, and that card -consumes- those recruits while causing attack rather than tower reduction.
Myschly on 10:49, 29. May, 2009
Well yes it definitely needs balancing, I just threw out the idea. I was a bit tired and just wrote it out, to see what people thought and hoping for a good balanced version of it :P
marsrover21 on 16:01, 2. Jun, 2009
How about some zero cost cards w/ forward-looking effects?

Human shield: negates effect of opponents next round of damage to your tower.

Blue/Red/Green shield: opponent may not use gems/bricks/recruits next round. This one I was thinking three separate zero-cost cards, but one cheap card encompassing all three could work. Mode 1: Bricks for the green shield, Mode 2: gems for the red shield, Mode 3: recruits for the blue shield.
Myschly on 23:06, 2. Jun, 2009
I think Mojko's got to make it very clear somehow... It's impossible to effect any turn but your own.
Mojko on 15:12, 3. Jun, 2009
That's true - cards with continuous effects are not supported. But still, people try to suggest such cards. Maybe I should write down some metacard template, i.e. list of all things a card can effect, so people would know what are the constraints, when creating new card.
JimmyMethod on 15:44, 3. Jun, 2009
Roulette
Common
5/5/5/
Opponent discards all rares in their hand and receive random rares from their deck.
JimmyMethod on 15:49, 3. Jun, 2009
Prometheus
Uncommon
15R 10G
Burning
Discard all burning cards from both players' hands. For ever non-Searing Fire card discarded this way, deal 12 damage to the owner.
JimmyMethod on 16:11, 3. Jun, 2009
Defile
10 G
uncommon
Replace all Holy cards in both players hands with Unholy Alter


Unholy Alter
3 B
Uncommon
Quick
+4 Wall
-1 (Your own) tower for every holy card in your hand
marsrover21 on 16:30, 3. Jun, 2009
I like defile and unholy alter, but both seem a little strong for their costs. Keeping with the undead theme, I think defile should maybe be multicoloered. Unholy Alter appears to do too much (bricks, wall, quick) for a zero cost.
JimmyMethod on 19:39, 3. Jun, 2009
Unholy alter -costs- 3 bricks.

Also: Defile costs more than Cleansing, yet does less (gives the holy deck a card they can at least get rid of quickly and up their wall, instead of a mostly worthless card).
marsrover21 on 20:30, 3. Jun, 2009
"unholy costs 3 bricks"

i def read that wrong then.
Myschly on 23:25, 4. Jun, 2009
Adapt (Common) 2/2/2
Quick
Next card received will be
Mode 1: Basic Wall
Mode 2: Foundations
Mode 3: Merchant
Mode 4: Militia
Myschly on 01:31, 6. Jun, 2009
Trojan Builders (Rare) 18B18R
Attack N*2
Enemy wall +N*2
If N>25, won't lower enemy tower below 1
N = Enemy Wall
JimmyMethod on 04:52, 6. Jun, 2009
What's N?