MArcomage

Free multiplayer on-line fantasy card game

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DPsycho on 17:58, 16. Oct, 2009
For the amount of damage this can deal, it should probably be Uncommon. As Common, someone can realistically start the match with two or three of these on hand, and the opponent would have no way to prevent the incoming damage.

Alternately, it could be given a cost in addition to the stock reduction, enough at least to more than offset standard production overall.
Sundancer on 14:17, 17. Oct, 2009
I added a note saying that it souldn't go up over mode 3 or maybe 4.
I made it common because because I can't think of enough usefull common cards to fill a deck with them... I stll pic most of my common cards thinking about which of them is the lesser evil...
DPsycho on 14:26, 17. Oct, 2009
Yes, I did read your note. My response is considering the ability to deal 16 damage with zero cost, that lack of cost meaning that the opponent cannot prevent its use (stock reduction being irrelevant).
It's too powerful to be Common.
Noak on 21:17, 19. Oct, 2009
maybe adding stock reduction equal to damage dealth to force you to use another 0 cost card if used early? and also something like "discards any measured strike cards on hadn"
Progressor on 13:25, 20. Oct, 2009
Still, even 16 dmg for 4/4/4 is awesome far a common. Maybe make it 3N, and make it cost 1/1/1 or something.
Noak on 14:50, 20. Oct, 2009
was thinking more of a stock reduction of 16 if you wanted 16 damage, hence you would be drained early and unable to combo it
Sundancer on 17:24, 20. Oct, 2009
Well Berserker costs 6R and does about 10 dmg and Light infantry also does 10 dmg for 5R ( even though it has a malus )
What about chainging the -stock into -production?
That way it would be a little like DIre Wolfes but with more flexibility and multi-ressource costs.
DPsycho on 17:41, 20. Oct, 2009
The only way I can think to really make this work, a card with a selectable choice of cost and damage, would be to have a no-cost quick card that summons the selected choice. Mode 1 draws a 1/1/1 Attack=4, Mode 2 draws a 2/2/2 Attack=8, etc. Adding a card classification such that it cannot be chosen for a deck but only drawn by card effect has been discussed before.

As already discussed, simple stock reduction doesn't work because you could (and, in effect, are encouraged to) play it when you have less stock than the effect would alter. Having it halt production doesn't change this, and it still leaves the opponent without a way to prevent or dissuade its play.
Noak on 22:12, 20. Oct, 2009
wouldn't that be the point? maybe add so that i leaves you with no resources and discards all 0 cost card to make you have to waste the next turn/use it as finisher