MArcomage

Free multiplayer on-line fantasy card game

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dindon on 20:57, 2. Feb, 2011
This seems like a weird card to me. It's kind of like a recruits version of Vampire, but I wouldn't want to take it in a rush deck (too weak - I can do 10-12 damage with my commons). It has the brigand keyword, but it doesn't really work with the brigand strategy, and the only reason to take it would be to proc the keyword. Banish is a cool plus I suppose, but there are much more useful uncommons with the keyword (like black unicorn)
Lord Ornlu on 23:45, 2. Feb, 2011
It's an old card, perhaps we can reduce either the cost or the rarity?
Burninator on 05:20, 3. Feb, 2011
I'm all for making this card better, but I always saw the point as being Brigands are great for stalling, but they have low attack power. So having a high attacking Brigand was going to cost you. Start making Brigands hurt more or cost less and things get ugly.
dindon on 05:45, 3. Feb, 2011
Burninator wrote:
I'm all for making this card better, but I always saw the point as being Brigands are great for stalling, but they have low attack power. So having a high attacking Brigand was going to cost you. Start making Brigands hurt more or cost less and things get ugly.

It's not like you have to take only brigands though. If I was using a brigand deck and wanted to convert my extra resources to damage, I'd take good generic attack cards (among uncommons, you've got a couple of good unicorns, dwarven guard, sea monster, ent, locust swarm, undead cavalry, etc.).
Mojko on 11:08, 10. Feb, 2011
After some analysis I decided to change this card to this form:

Mercenaries 0/Uncommon

Production x0
Attack: 10
Deals 8 bonus damage for each facility that was lowered below 3

The code:

$bricks_production = 0; $gems_production = 0; $recruits_production = 0; $tmp = max(0, 3 - $mydata->Quarry) + max(0, 3 - $mydata->Magic) + max(0, 3 - $mydata->Dungeons); $this->Attack(10 + 8*$tmp, $hisdata->Tower, $hisdata->Wall);

I'm including the card code, because I'm having a little problem to find good wording for the card effect text. Any suggestions are welcome.
dindon on 13:55, 10. Feb, 2011
I really like the proposed new effect. People may complain that it will make Plague decks overpowered, but... Plague decks need help.
Noak on 15:04, 10. Feb, 2011
especially the plague card itself, its kinda expensive considering you're mutually destroying econ

edit: this might have done better as a comment on the plague card, feel free to move it if you like.
dimitris on 15:18, 10. Feb, 2011
Actually it is kinda overpowered. 58 attack for a zero cost uncommon? Maybe reduce it's bonus attack to 5-6 for each facility below 3.
dindon on 15:54, 10. Feb, 2011
dimitris wrote:
Actually it is kinda overpowered. 58 attack for a zero cost uncommon? Maybe reduce it's bonus attack to 5-6 for each facility below 3.

Yeah, but you have to play a lot of plague cards to get there. It only works in a very specialized deck, in a very specific situation.

I think it could be overpowered, but we won't know for sure until it's put into action. For now, my guess is that it's just powerful enough to make low-facilities a viable (but not overpowered) technique. Maybe that and a cost reduction for plague.
dimitris on 16:06, 10. Feb, 2011
dindon wrote:

Yeah, but you have to play a lot of plague cards to get there. It only works in a very specialized deck, in a very specific situation.


I don't think so. It could be combined with other cards also. For example some decks that are focused on attacking by mostly using recruits/dungeon use Overseer, or Glacial Temple.

I generally agree that desolator decks need some kind of boost.


EDIT: Also, note that it's a double edge knife. You say that it will help Plague, but the way I see it it's more of a defense against Plague :)
dindon on 16:48, 10. Feb, 2011
Packing a card as a defense against plague decks is pretty silly. You're probably going to face that deck type <1% of the time, so there's no point wasting an uncommon slot to counter it.

As for synergy with Overseer/Glacial Temple... maybe. Overseer is, I find, mostly used in rush decks though. Using this card in a rush deck has its pros (cheap, high damage), and its cons (it takes several turns to bring your facilities down enough to make the card powerful). If you're only getting 8-16 bonus damage, the card becomes a fair bit less powerful. It really calls for an "all-in" strategy.

I think maybe the best nerf for this card would be to reduce the base damage (to something very low like 3 or something), and keep the coefficient the same.
dindon on 06:34, 14. Feb, 2011
*sigh* the implemented version is quite disappointing compared to the proposed concept :(

I packed it in my deck right away, without even seeing that it was different. Then I played it just now... crushing. Seems like the new version is only useful in hardcore plague decks. I was really hoping for something that would have some synergy with decks that just dabble in facility sacrifice with cards like quarry and vampire.
Mojko on 20:41, 14. Feb, 2011
Well, I didn't really want to boost rush decks, so I decided to change the effect to current one.
Lord Ornlu on 01:13, 15. Feb, 2011
Why not make it:
Attack 5
If at least one facility is below 3 then:
Attack 10 for each facility below 3
Production x0

It would be useful in and Plague decks as well as against them and against Destruction
dimitris on 09:34, 29. Apr, 2011
The text of this card is misleading.
Right now it seems like it takes into account the enemy's facilities too, but that's not the case.

It should be "for each own facility that was lowered to 1".
Mojko on 11:10, 29. Apr, 2011
Facility means your facility. If a card wants to specify all facilities in game it needs to use "facilities in game". The default is always "your" game attribute. For more information see the card terminology.
Djinn on 01:35, 16. Jun, 2014
I came here just to agree that it's confusing anyway; almost like it's a poor standard.