MArcomage

Free multiplayer on-line fantasy card game

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Damalycus on 20:10, 21. Jul, 2011
Black market - make it uncommon. Samurai -make it also a production x0.
Coolis on 16:27, 23. Jul, 2011
Damalycus wrote:
Black market - make it uncommon. Samurai -make it also a production x0.

instead of making black market uncommon, i would give it production x0 or some stock loss
Mojko on 09:27, 11. Sep, 2011
I finally got some time to work on the upcoming update (which was unfortunately delayed). Here is updated preview of the balance changes. I'll be working on the new cards next week, so I'll post a new cards preview later as well.
Unexpected on 09:44, 11. Sep, 2011
How about to reduce cost of Zealot and Guardian angel ?
Both cards are really weakened :(
dindon on 14:38, 11. Sep, 2011
Chaos gargoyle still sucks.

Basilisk change is... weird. It's still good in rush decks, but people are going to start taking it in their unliving and construction decks too now. I guess I don't have a problem with that.

Nerfs to Divine intervention, Black market, and Death wave are fair. Nerfs to Magic portal, Harvest fairy, and Zealot seem unnecessary though.
NG_Beholder on 16:20, 11. Sep, 2011
Raised cost for Magic portal? Why?

Zealot should be nerfed - it's very cheap 40-46 damage with all these Holy/Soldier cards, plus Heresy and Death before dishonor can easily summon 3-4 Zealots. But max N = 6 is overnerf. Either raise it to 8 or reduce multiplier to 2 and don't set N cap. Or yeah, reduce its cost.
EDIT: in fact, I think that reduced multiplier would be the optimal nerf with a little bit weaker effect than you suggested. With N=11 (average for Holy/Soldier decks) and x2 multiplier it would be 32 attack (at par with Siege breakes), now with N=6 it's 28.

Harvest fairy nerf will make Wheat farm mechanism near to useless. Make it uncommon and cluster-replacing, like Conscript army.
Fithz Hood on 16:41, 11. Sep, 2011
For harvest fairy I propose to add the following line: "if wheat farms in hand<2 summons wheat farm"
DPsycho on 00:37, 12. Sep, 2011
I've already commented on Death wave, but I'll repeat it now. It used to be that both players took 20-4N damage where N was the #Undead in that player's hand. Then, probably because it was too wordy, it was changed to the current 4N damage where N is the player's #Undead (max 5). The player still wants to play it with the optimal 5+ Undead like before, but now the opponent has no means to defend against it.

This proposed change, 4N damage where N = (player's #Undead - opponent's #Undead) (max 5) is returning to the opponent the possibility to reduce the damage by keeping some Undead in hand, but since N is capped AFTER the subtraction, the defender could have two Undead on hand and still receive the full 20 damage. This is highly unlikely unless both players are chiefly using Undead. In the end, the card is going to function the same as it does now in... I'm going to estimate 98% of uses. This is a useless change!

I propose that you go further to bring it back toward its original state. Either cap the damage sooner:
Attack 4N, N = player's #Undead (max 5) - opponent's #Undead

...or let the player take damage like he used to but in a different way:
Attack 4N, N = #Undead in hand (max 5)
Player receives 4M damage, M = #Undead in opponent's hand (max 5)

...or maybe this, to make it more interesting:
Attack 4N, N = #Undead in hand (max 5)
Player receives 4M damage, M = #Holy in opponent's hand (max 5)

I figure that non-Holy decks are more likely to have a random Holy in hand than non-Undead decks having a random Undead, and this is a way that those Holy can be put to work without choosing the underwhelming Holy token counter. And this is said by someone who uses an Undead deck rather often of late. Nerf this harder!
DPsycho on 00:57, 12. Sep, 2011
Now for other cards...

Still looking forward to this change to Rogue for the reasons I cited on the first page.

Removing Holy from Divine intervention is an excellent move. I've been abusing it in a deck with no other Holy cards in non-hidden (and occasionally risky hidden) games, and I'm sure I wasn't alone.

So Chaos gargoyle is reworked to a card that you would only use in a deck without other Unliving, reducing it to a trap draw from Golem messenger. It might not be a bad addition to offensive decks to get some more mileage from bricks while still drawing a new card despite being Durable, but I can't speak to that.

Capping Crypt sentry is probably a good move. It's still just as good to follow with Eternal guardian, anyway.

Shouldn't "Drowner" be "Drowned" instead? Drowned is the correct name for such a zombie.

Damalycus on 01:11, 12. Sep, 2011
I fail to see changes to the "Return to the beginning".

As per drowner thing - :) It's more common for slavic people to use that word, it's kinda sounds cooler :)

Also - gotta love this new doppelganger
DPsycho on 01:50, 12. Sep, 2011
Return to the beginning has a grammatical correction in its text. The effect is the same.
Mojko on 07:24, 12. Sep, 2011
How about this?

Attack: 4N
N = #Undead in hand - #Holy in opponent's hand (max 5)

or

Attack: 4N
N = #Undead in hand (max 5) - #Holy in opponent's hand

Drowner is not a typo. I was inspired by a creature from the Witcher ;-)
dimitris on 08:48, 12. Sep, 2011
I've never had problem with Chaos Gargoyle as it is now. Maybe a small reduction in its cost would suffice.

I think Zealot should have max 8 and maybe 11/13 cost.

Good change for Harvest fairy but I think it should be Quick and maybe cost little more (1/1/1 ?)

I never understood why people asked the change for the Atlantis. Is it supposed to be a nerf? Anyway I like the change... I think it will have a great 4x and maybe 5x combo which makes it the best hand replacing card (maybe along with Mountain of faith).

Other cards might need rebalancing too (Call of the Wilds, Lady Elena)

I'll wait for new cards because I'm always more fond of them :))
NG_Beholder on 09:17, 12. Sep, 2011
dimitris wrote:
I never understood why people asked the change for the Atlantis. Is it supposed to be a nerf? Anyway I like the change... I think it will have a great 4x and maybe 5x combo which makes it the best hand replacing card (maybe along with Mountain of faith).

This card is Leviathan summoner now. You play it, then in 8 of 10 cases you play Leviathan right after it, and in other 2 cases, if game isn't finished - Ocean queen after Leviathan. Other cards are deadweight you don't need. That's boring. With Water dragon it will be more like Reunion of tribes or Mountain of faith - more cards will be involved in play.
dimitris on 09:34, 12. Sep, 2011
I don't agree with this. 8 out of 10 times I played this card for the Sea gate+Sea lord+Ocean queen(+Kraken) combo. I always thought Leviathan to be a burden in this because it's expensive and certainly I've NEVER got to play Leviathan+Ocean Queen combo.... Now that there's a cheaper and stock giving rare (water dragon) it could fit in the chain somewhere between Sea lord and Ocean Queen making the Queen stronger... so as far as it affects me I consider it a buff.
NG_Beholder on 09:46, 12. Sep, 2011
I guess it depends on deck specifics. I use Atlantis in my Restoration deck, so I almost always have enough resources to play Leviathan at least.
Coolis on 11:12, 12. Sep, 2011
If you're changing goblin into goblin flanker, you must also change all cards summoning goblins , like Goblin regiment or Dark horde.
Mojko on 11:24, 12. Sep, 2011
Of course. But I won't list such rename changes in balance.
Damalycus on 10:10, 16. Sep, 2011
How about a little tuning for the black market?

Switch selected card with non rare card. So you can trade your rares to the enemy. I often get in such situations.
Mojko on 11:52, 17. Sep, 2011
Here is a preview for the new cards of the upcoming update. If everything goes well, update should be out on the next weekend.