MArcomage

Free multiplayer on-line fantasy card game

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Mojko on 07:32, 23. Feb, 2012
The card text is too long. I would simply remove the tower gain completely and keep current cost. This card wasn't meant to be used in dedicated tower building decks.
NG_Beholder on 08:32, 23. Feb, 2012
Then slightly rescale wall gain - say, to 3/7/13.
Damalycus on 10:12, 23. Feb, 2012
I love this card as it is now, why change? It's not that powerful. Once you run out of rares/uncommons it's almost useless, besides it is easy to discard.
wolfheart on 10:33, 23. Feb, 2012
lol i would say this is most opest powerful card in tower building decks atm
Damalycus on 10:51, 23. Feb, 2012
make it +2 tower always and 3 8 18 wall
jubekoll on 13:51, 11. Apr, 2012
i would say this card got overnerfed it lost almost 3x its effectness.
I would say give double wall if u dont give no tower. Since wall is cheaper and easier to destory.

Now its kind of usless to even play it vs wall damage 3 recruits for 4 wall
and no damage 2 wall gain with common card.

At least raise wall gain common 4-5 to be keep it deck.
Mojko on 13:55, 11. Apr, 2012
Let's compare this card with Gate.

Gate gives 7 wall for 3 bricks.

Chaos dwarf costs 3 recruits and gives:

- 2 wall as minimum
- 16 and 2 tower as maximum

Also, it's persistent. I actually think of lowering the wall gain back to 2/5/10 or raising cost.

EDIT: corrected minimal wall gain.
jubekoll on 15:06, 11. Apr, 2012
u are wrong 2 wall minimum if not attacked
Mojko on 15:50, 11. Apr, 2012
Yes, it's 2, my mistake. Still, I don't think this card is underpowered.
Lord_Earthfire on 16:31, 11. Apr, 2012
I think it is fine as it is now. It gives a good opportunity to make use of useless cards and its effect is compareable to other wall increasers.