MArcomage

Free multiplayer on-line fantasy card game

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Zaton on 08:20, 15. Jan, 2016
What's a(n) Unassin? I searched for the term in google and only found pictures of painted nails from websites the language of which I'm not sure of.


Is this an army of sentient Peruvian nail extensions?
MeCho on 11:10, 15. Jan, 2016
Well my english is far from perfect but i beleave it has a meaning of removing troops from duty.Assign is when you give something like order to some task or duty adding the un does the opposite

So we unassign the army so they turn back to peasants and thus take productive activity at the Facilities
DPsycho on 00:24, 16. Jan, 2016
"Decommissioned" would be the proper term for a disbanded part of a military.

"Unassigned" means that they simply have yet to be given orders and are likely on standby, ready to take on a mission at a moment's notice. Which is not at all what you seem to be going for here.
MeCho on 00:38, 16. Jan, 2016
Ok thx
NG_Beholder on 20:27, 17. Jan, 2016
Decommissioned Army, Rare, 35R

Quarry +2
Magic +2

I'd say it would be significantly underpowered compared to Crystal caverns (which can be nerfed a little bit by raisinh its cost, but that's another story). First of all, Crystal caverns have 7.5 resources per facility cost, while this one have 8.75.
Moreover, this card would be much harder to play than Crystal caverns because of somewhat high recruits cost. Because of that it wouldn't be used much. Maybe Unliving and Mage/Swift decks could find a slot for that, or turtling resource accumulation decks could use it, but that's all.
I'm suggesting you to rework this one like that:

Decommissioned Army, Rare, 5R

Quarry: +2
Magic: +2
Dungeon: -1
Recruits: -20

Done. Now it can be used from start but also has some considerable backfire.
antichroust on 22:42, 17. Jan, 2016


Decommissioned Army, Rare, 35R
Quarry +2
Magic +2


what about exploiting total amount of recruits?
not sure about numbers but something like this:

cost: 20 Recruits
Quarry: +N/25
Magic: +N/25
N = recruits
Recruits: 0

and maybe also this:
if Dungeon > 3
Dungeon: -1
MeCho on 11:35, 18. Jan, 2016
Dont know im kinda OK with how it is
Zaton on 16:41, 18. Jan, 2016
MeCho wrote:
Dont know im kinda OK with how it is


Hm. I'm too, but NG_Beholder's suggestion makes me think... Considering, as he said, Unliving, Mage/Swift and defensive decks would use this:



Decommissioned Army, Rare, 20R

Quarry: +2
Magic: +2
Recruits: -20

It's a bit higher Recruits cost on the face of it, but you can play it with 20 when you have only that many, so it helps when you are in a bind, and doesn't matter when you aren't. Thus, while you can at times pay more, it would be a far better card due to the reduced starting cost, since the latter cost just focuses down the card to decks where Recruits aren't used much - it doesn't actually cost them anything past the initial 20.

And part of a decommissioned army would be in other industries than heavy production and magic, right? It makes sense for some of them not to be fed directly into the infrastructure when it can't take them in, so this actually makes more sense.

I'd pitch my voice in for this to get into the next patch, if you did that. This card would be Amazing.
MeCho on 20:29, 18. Jan, 2016
As NG_Beholder said thats where i was aiming the card to be used at in the first place and no i dont think it is under powered too much compared to Crystal cavern even though i do think that crystal cavern is a strong card and should cost about 17/17/17 but the thing is when you are increasing your Facilities with it you are ALWAYS paying at least 1 resource that you are using a lot of often 2 where with my concept you could increase your important Facilities without paying your precious resource(s) when i think about this concept King's elite guard comes into mind and its a popular card for build decks because it raises Tower with resource that you can afford to spend and i dont think that 35 Recruit cost is overwhelming for such decks
Zaton on 23:15, 18. Jan, 2016
MeCho wrote:
As NG_Beholder said thats where i was aiming the card to be used at in the first place and no i dont think it is under powered too much compared to Crystal cavern even though i do think that crystal cavern is a strong card and should cost about 17/17/17 but the thing is when you are increasing your Facilities with it you are ALWAYS paying at least 1 resource that you are using a lot of often 2 where with my concept you could increase your important Facilities without paying your precious resource(s) when i think about this concept King's elite guard comes into mind and its a popular card for build decks because it raises Tower with resource that you can afford to spend and i dont think that 35 Recruit cost is overwhelming for such decks


You are absolutely right! (I am so glad I got to say this to you!)

At the same time, the point is not to make it 'not overwhelming'. It's to make it really really good, a top pick card still within the rules of the game. It's not power creep as much as it's making it on par with our current higher grade cards. Tower builds don't have much options in the regard(Magic Academy is more of a Magic deck card, really). If you did that change, this could be the very first Tower Builder's card in the top ten! Since it would be nothing to sneeze at for a Resource Accumulation deck either, it would see some use in many decks, but that change would put a crown on. White shrine would have nothing on it.

It would change the entire meta. Dragon decks, Mage decks, Destruction decks and Rare Legends would lose a little of their traction. That slight advantage offensive decks have would be even slighter. It would improve the game from the ground up. That's why I say you should try! None of my card ideas had such a potential before! What do you say?