MArcomage

Free multiplayer on-line fantasy card game

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Sundancer on 18:17, 1. Feb, 2010
I really like it, even though it's probably a little too cheap for all it's advantages
Noak on 20:54, 1. Feb, 2010
tweaked it a little, consider it being rare to be able to gain both wall and attack and hopefully someone finds a way of shortening the text
dindon on 00:32, 2. Feb, 2010
This makes me miss DPsycho's Mimic card idea. I still wish that could have been implemented :/
DPsycho on 01:04, 2. Feb, 2010
Yeah. I was wondering if the forum would auto-merge the discussions since they shared the name, but it seems they properly get their own.
Lord Ornlu on 01:12, 2. Feb, 2010
If enemy wall increased N last round then wall +N (max.7)

If wall decreased by N last round then attack = N (max.6)
DPsycho on 05:28, 2. Feb, 2010
No, you wouldn't want to use N for both variables since this card can have both effects occur simultaneously. You'd want separate variables N and M. (Consider what the effect should be if played after Petrified minotaur or Crystal golem.)

However, I think using variables wouldn't make the card read any better than it does now. I'd just reword it to "attack for that amount (max 6)"
Noak on 16:02, 2. Feb, 2010
yes it is indeed cost efficient against cards such as minotaur even thou its not providing really strong offence/defence at that points but i think its made up for buy its weak spots that are, if the enemies use cards with just attack/defence, if the enemy uses cards with -tower and the fact that while your enemies are offensive you are better off being defensive and vice versa.
Lord Ornlu on 22:23, 2. Feb, 2010
then use Else conditions, or even better Mode conditions (here the player will set manually what happened the last round, but the system will check it either way. if the player set to increase wall but there was no attack on his wall, then nothing will happen)
DPsycho on 23:48, 2. Feb, 2010
Why would he use modes or Else conditions? It's -supposed- to do both when applicable.