MArcomage

Free multiplayer on-line fantasy card game

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Lord Ornlu on 23:56, 7. Mar, 2010
Too strong to be a common. Usually the same commons appear over and over again in a hand. In a matter of 10-15 turns one can have 8 rare Unliving in hand
Lord_Earthfire on 15:26, 8. Mar, 2010
Its a conditional Card, since it needs a mage to upgrade the rarity of one Unliving, and, compared to necromancy amplifier, it has only a too low cost.

I could increase the cost and make the Condition to: #Mage Cards on Hand >1

Or i could add the effect, that the lowest rarity Unliving will be upgraded, i have to decide between which one i choose.

Edit: I have increased the cost and let this Card upgrade the lowest rarity Unliving Card.
Progressor on 17:40, 8. Mar, 2010
Lord wrote:
Too strong to be a common. Usually the same commons appear over and over again in a hand. In a matter of 10-15 turns one can have 8 rare Unliving in hand

This sounds highly unusual to me.

I disagree, this card is fine. It forces you to use a slot for a Mage in an Unliving deck, probably a common one. This card doesn't make it rare, it's rarity +1.
Lord Ornlu on 23:15, 8. Mar, 2010
true, but like I said, commons usually appear over and over again. Just observe any game you play without summoning keywords and cards and you'll see that as soon as you play a common it will reappear in 1-3 rounds again. Therefore it would be easy to upgrade almost all cards in your hand in no time, especially if your opponent doesn't employ a fast strategy. Using a Mage slot would be fine with me if I could have almost all my hand as rares and uncommons. Besides don't forget that cards like Chaos Wizard, Conjurer and Druid can prove very useful as they allow you to discard cards you don't want and gain an extra small bonus (i.e. Attack 5 or Gems +6;Wall +3)

Besides common cards don't matter much to an Unliving deck, as long as you have a few Unliving to help with conditions (i.e. "if # of Unliving hands in hand then...)

EDIT: My opinion is that this would be a good card if it was an Uncommon and would increase the rarity of a random card in your hand, while giving your opponent a stock gain.
e.g.
If there is a non-rare Unliving card # of Mage cards in hand >1 then increase the rarity of a random card in your hand. Enemy stock increase depending on the rarity upgrade (U=3,R=6)
DPsycho on 23:49, 8. Mar, 2010
I don't think giving the opponent stock would make this a better card. At the cost of 9 gems and with the Mage on hand requirement, this card is not going to give you a hand full of better cards with ease.

Besides, take a look at the Unliving Rares. Both of them. You only want one to discard with Reuse the Rubble, and the other one's not going to do you any good if you're blowing your resources upgrading cards.

Even for the (much more useful) Uncommon choices, the better ones have higher costs that you want to play when triggering your token effect, meaning you want to be playing one or two of the cheaper Commons to get your token amount where you want it first. Most of the rest require gems.

I just don't see why we're discussing limiting this card further. It's already something I wouldn't use.
Lord Ornlu on 01:11, 9. Mar, 2010
I tend to disagree, as Unliving decks are the easiest to play. The highest cost an uncommon Unliving has is about 20 bricks and those are very easily accumulated if you have the proper +brick cards. Imagine getting Rock Elemental 3 times. You can win in no time. This card just makes it easier to draw it. And this is just an example
DPsycho on 03:06, 9. Mar, 2010
Or you draw Earth Eater and it sits on hand until the end. Or you draw Titan cards you can't play because you've spent all your gems drawing it. No thanks, I'll stick to regular draw and use that Common slot for another resource-increasing card.

And I'm certainly not making room for it if I'm rewarding my opponent in the act of using it. Just saying.
Lord_Earthfire on 18:12, 9. Mar, 2010
DPsycho got actually the point. Its very uncommon to get this Card 3-4 times, and even then, its more ineffective than chaos mage or dark flame, because they got a lower cost and got extra effects, even if the chance to gain an uncommon is lower.
And besides, cards like mage guild got no conditions and can summon a rare for even lower cost and extra effects. Compared to this Card, Artificial Enchantment is for this Cost pretty useless, since you spend too much gems for Cards like Titans or Water Elemental. I chanbge the cost to 6.