MArcomage

Free multiplayer on-line fantasy card game

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Lord Ornlu on 17:14, 9. Jan, 2010
This card already exists
FilipeSilva on 18:12, 9. Jan, 2010
change the name :-)
Lord Ornlu on 18:13, 9. Jan, 2010
Not only the name, the same effect exists and it takes up 1 resource of each
DPsycho on 18:13, 9. Jan, 2010
This one has higher payout for a higher rarity.
Noak on 21:09, 9. Jan, 2010
Does this exist already? as another concept i've missed then? If you refer to merchant this is nothing like it, this card is quick and durable meaning you can play it many times in a row but at a cost, you gain 4 resources at the cost of 3 of the others
Lord Ornlu on 21:11, 9. Jan, 2010
The card's name I have in mind is either Market or Merchant and it gives 5 bricks or 5 gems or 5 recruits and costs 1 resource each
Noak on 21:27, 9. Jan, 2010
As i said, this is not the same as merchant, you actually lose resources from playing this but you pay from the ones you dont need at the moment and gain those you do need. This card gives you the opportunity to trade resources but costs a slot and bad trade rates.
Lord Ornlu on 21:31, 9. Jan, 2010
hmm yeah I see now :) well though if it's quick and durable then it means u can keep playing it 40-50 times in one turn and then play a dragon card. as it's durable it will keep reapearing and because it's quick u can play it without the other player being able to react. you can just mass up resources (e.g. the first time u add recruits then add gems then bricks then recruits again etc)
Noak on 21:35, 9. Jan, 2010
You're missing someting here.. it costs 6 resources and you gain 4.
Lord_Earthfire on 21:35, 9. Jan, 2010
Such Cards are devestating, combined with Concepts that add effeckts on the amount of played Cards like elecktric Charge
Lord Ornlu on 21:37, 9. Jan, 2010
it costs 3 resources and u gain 4-5. don't think the quick round as losing resources. u just don't gain resources. all u need is 9 recruits, 9 gems, 9 bricks and u can keep playing this, each time increasing one resource type.
Lord Ornlu on 21:39, 9. Jan, 2010
my proposal, remove one of the 2 keywords (prefferably the Quick), lower its cost and increase the resource gain
e.g.
cost=2/2/2
gain=10/9/9 (mode dependant)
keywords: Durable
Noak on 21:40, 9. Jan, 2010
Maybe but i don't intend to balance around cards that are not in use unless they are announced to be included in the game. And this is countered badly by using "Don't be hasty" common zero cost card.
Lord Ornlu on 21:52, 9. Jan, 2010
Only if one has it in his/her deck
Lord_Earthfire on 07:48, 10. Jan, 2010
When you play don't be hasty, it only cost the enemy 1 recources for the market and he drops this Card. I wouldn't say that this is a great counter.
Mojko on 08:52, 10. Jan, 2010
Quick + Durable + Uncommon + Resource control = Not implement

Quick + Durable + Uncommon combination can be balanced, but the main problem of this card is the resource control. It really ruins the game concept of having 3 types of resources. This card isn't overpowered, it's beyond that. Resource management is one of the key areas present in the deck building. This card allows you to completely focus on one type of resource, which makes the whole resource management obsolete and therefore takes away one layer of game strategy.

Maybe limiting the number of times this card can be played in a row could help.
Progressor on 12:47, 10. Jan, 2010
Not if new would limit it significantly.