MArcomage

Free multiplayer on-line fantasy card game

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Lord_Earthfire on 12:45, 29. Mar, 2011
The Way it is now, i think that its quite balanced with the opponents stock loss (Say if you think it is not). If we would add the "If mage tokens are set" condition, it can be, in some cases, a useless rare (For example someone didn´t set mage tokens and summon it with illusion cards or something like this, which can be quite annoying). To prevent this, i have added the stock loss for the opponent.

And tokens are one of the values which does not change the game drastically by setting them on a concrete value and let them increase/decrease by everytime you played them, and because mage is one of the most used tokens, i have chosen them to be a timer.
Lord Ornlu on 13:21, 29. Mar, 2011
Υes but like that, the concept of the card is completely lost. So what you are saying, someone can use the Clock of the Apocalypse, without a thread for an Apocalypse. For me, this card sounded really interesting, but what you just said means, that I can make a deck without Mage keyword and use the card forever so that I can keep my opponents production at 0 indefinitely. You put the Mage token thing there so as not to be useful to people summoning the card, but rather the card to be taken up in decks that don't use Mage keyword??

In my mind, this card should have a more constant "clock" and the Apocalypse should be an undesired effect (the one that exists right now is quite good) but it should also be inevitable if you keep playing the card over and over
Lord_Earthfire on 13:55, 29. Mar, 2011
How about this, probalby it needs now more timing from your enemy:

Clock of Apocalypse

Durable

If last card was not this card:
Tower = 7
If Tower = 1:
Both Towers = 0
Always:
Enemys Stock: -3
Tower: -1
NG_Beholder on 14:00, 29. Mar, 2011
And you will be wasted by your opponent with one common Stone gargoyle. Or any other card with direct tower damage over 7.
Lord_Earthfire on 16:59, 29. Mar, 2011
Seems like i need really to add the "If mage tokens are set" condition.
Lord Ornlu on 17:55, 29. Mar, 2011
I agree with NG, you'll be wasted real easy
HivedOne on 01:17, 11. Apr, 2011
Lord_Earthfire wrote:
How about this, probalby it needs now more timing from your enemy:

Clock of Apocalypse

Durable

If last card was not this card:
Tower = 7
If Tower = 1:
Both Towers = 0
Always:
Enemys Stock: -3
Tower: -1


Same but with 10 more tower... would also allow only 5 legal steps (so starting at 15, ending with 11...) should be "killable" (even with tower crushing cards... catapult, watchtower...) or "standard" uncommon attackers, when wall down.

That way, a tower crusher can even interrupt the countdown, by decreasing tower beneath 10. In that case, the clock would have to start from new...

The main problem is imo that you can drain your opponent with just a pause of one turn... so in this form, you could also create a timer of 3... from 13 tower to 11 tower... if enemy matches to decrease your tower in turn 2, the clock has to "wait" and continue next turn... you know what I mean???

Greetz, Hived... it's already late in Germany ;-)
Lord_Earthfire on 16:04, 16. May, 2011
Since the history module was changed, i have could use it for this card ;)
Lord_Earthfire on 12:23, 15. Jul, 2015
Since the implementation of the effect was akward, i remade the card completely