MArcomage

Free multiplayer on-line fantasy card game

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dindon on 17:39, 24. Oct, 2009
I agree that the wording is really unclear for both.

Here's the code for magic sanctuary:
<code><![CDATA[if (($mydata->Gems + 2) <= $hisdata->Gems) $mydata->Gems+= 8; if (($hisdata->Gems + 2) <= $mydata->Gems) $hisdata->Gems+= 8;]]></code>
So I think it should read something like "If enemy gems - gems is at least 2, gems + 8. If gems - enemy gems is at least 2, enemy gems + 8". Or you could say "If the difference between your gems and enemy gems is 2 or more, player with fewer gems gets gems + 8".

Here's the code for magic portal:
<code><![CDATA[if ($mode != $cardpos) { $nextcard = $mydata->Hand[$mode]; $mydata->Hand[$mode] = $this->DrawCard($mydata->Deck, $mydata->Hand, $cardpos, 'DrawCard_norare'); $mydata->NewCards[$mode] = 1; }]]></code>
I'm not familiar enough with the code base to understand exactly what this means though. My best guess is that you select a position in your hand, and the card in that position takes the place of magic portal, and is itself replaced by some new card from your hand (but not a rare). Anyone want to test this out?
Mojko on 19:15, 24. Oct, 2009
Good points there DPsycho and dindon. Since English is not my native language, I sometimes produce weird formulations without noticing. I adjusted both cards - https://netvor.sk/trac/arcomage/changeset/682

Magic sanctuary now works only for the player, not his opponent, since it doesn't make much sense of playing it when it increases only opponent's gems (maybe for Mana burn?). The card cannot be used to increase gems of both players, since the conditions exclude each other.

Magic portal was reworded the way DPsycho suggested. Note that the card that is drawn in place of the selected card cannot be a Rare, since Magic portal is a Quick card. Naturally newcard flags are added to both cards.
Xenogeist on 05:32, 25. Oct, 2009
I think most people who've seen it in action would agree: Trigger trap is too powerful.
Fithz Hood on 08:43, 26. Oct, 2009
I love this update.
"Magic portal" is perfect in combo with the new "matching position" cards.
"renewal" works as a "magic portal" but with no swapping, so it's a bit useless (the original concept worked the same as magic portal).
"trigger trap" is indeed too powerful to be common; also is very good in combo with "wind witch". I have 2 zerocost decks (not so good but funny), so I will use "moon shrine" a lot.
Best card: "Strive for height".
I love also the new pictures of the old cards.
Sundancer on 12:24, 26. Oct, 2009
I think Moonshrine is way to powerfull.
Of course it's use is limited to zero cost decks but if you are the opponent of such a deck it's like a rare card for 1 gem. If I'm lucky I have about 2 zero cost cards on my hand when Moonshrin is played against me and that means I loose 8!! Stock, while a zero cost deck might just get that much added. It work's like thievery but It's about 2 times more powerfull and 14 times cheaper and both are uncommon...
Mojko on 12:35, 26. Oct, 2009
Note that the played card does not count, so Moon shrine can only add 14 stock to the player (who played it). Second, it's use is limited to zero cost decks and not only that. It's fairly common to use few zero cost cards in decks and note that each zero cost card in hand reduced the amount of stock decrease (for example if you have 3 zero cost cards on hand your stock is reduced only by 4). I think the limited use compensates for it's power.
Progressor on 12:43, 26. Oct, 2009
I've used it in action. It's quite awesome to cripple your opponents stock by 14-ish. I mostly use it to postpone a threat.