MArcomage

Free multiplayer on-line fantasy card game

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DPsycho on 14:55, 19. Nov, 2009
With Attack 4 and Enduring 10, a cost of only 4 recruits, and a mechanic to stay on hand, this seems like too much potential damage for a Common. Someone with a mere ten recruits and the standard 3 dungeons could play it seven times in a row for 14 damage each time after the first, all the while accumulating bricks and gems and freely discarding unwanted cards from hand.

I'd suggest either lowering the Enduring value to 2 or adding Production x0 to balance it as a Common. Removing the element to replace another card with Strangling vines would alternately work.
DPsycho on 18:35, 19. Nov, 2009
Now that it lacks the hand-cleaning aspect in favor of drawing itself if there is a Rare Nature card on hand, it seems better balanced.
Fithz Hood on 08:15, 20. Nov, 2009
but what's up if is played after a non common nature? I suppose next card will be a rare nature. anyway i like this concept.
jbryant3 on 14:42, 20. Nov, 2009
Yeah, I guess the keyword effect overrides the card effect? If not, that's still interesting because the vines "strangle" you from getting that rare for the additional 10 damage.
Noak on 01:33, 22. Nov, 2009
definatley to strong considering how easy it is to obtain a rare nature card, i'd remove the 4 base damage and add maybe 1-2 more to the enduring.
DPsycho on 04:05, 22. Nov, 2009
I didn't recall that drawing a Rare Nature card was the Nature trigger effect.