MArcomage

Free multiplayer on-line fantasy card game

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Fithz Hood on 18:51, 13. Nov, 2012
a little wall gain for darwen forge? or lowest resource: +6
Ayrton on 18:57, 26. Nov, 2012
Why is Revolt better than similar rare cards? The one that summons random Soldiers costs like 25 green and doesn't give any recruits. Many of them are rubbish yet they're rare and cost more than revolt and don't give any resource. Nice. Even the Barbarian one raises the Enemy wall by 150. Lol. Revolt! OP
NG_Beholder on 20:54, 26. Nov, 2012
It was toned down a bit along with Divine guidance. Now it's not THAT powerful because a) it's random, b) even those uncommons have about 1,1-1,2 attack/cost ratio.
And you're wrong about replacing rares without resource gain. Dark Horde: 40R, +80R. General's army: 20R, +35R. Reunion of tribes: 1R, x2R.
12R is minimal resource gain for this card. Everything below that would make it too weak.
Ayrton on 23:11, 4. Dec, 2012
Revolt = OP
Coolis on 13:40, 5. Dec, 2012
NO.
Ayrton on 22:24, 6. Dec, 2012
Coolis just butthurt cuz it's the only way he beats me.

Hey guys:

I'm pretty much outta here.

No more days grinding Arcomage at my shitty job.

I got a new job.

You should all be jealous. (Except Majko, who's godlike)

Be doing Data Forensics downtown here in San Francisco.

So kiss my ass.

No but seriously.

Thanks for the rivalries, good times. Don't get trolled so hard -- you know who you are.

Ta Ta
Damalycus on 23:12, 6. Dec, 2012
Too busy looking for important stuff amongst hdds with kiddie porn, dirty e-mails, and self-made jerking off videos? Good luck with that, dude.

Hope you stumble on some crazy cryptomaniac criminal :)
NG_Beholder on 23:15, 6. Dec, 2012
Coolis just answered adequately to your "REVOLT OP" post. Don't blame him.
Good luck. And maybe one day you'll return and play something different instead of the same deck with tweaks over and over again.
Mojko on 15:38, 9. Dec, 2012
Here is a preview of current build.

Changelog:

Academy - production x0 replaced with highest production x0
Battle rager - base attack raised to 15 from 10
Beast farm - wall gained raised to 13 from 5
Berserker - added Frenzy keyword
Chaos gargoyle - Runic keyword removed
Clay valley - bricks gain replaced with bricks production x15, Alliance keyword added
Completion ritual - secondary effect changed to token gain instead of Titan summoning
Conscript army - card replacing mechanic weakened
Cursed amulet - opponent's stock gains lowered to 1/2/5 from 1/3/8
Evolution - card replacing effect on player's hand is now conditional
Dark warrior - minimal damage removed, added Frenzy keyword
Dwarven forge - tower and wall gain added
Dwarven fortification - can no longer summon self
Fanatic - reworked
Ghoul - Charge (3) removed, Frenzy added
Giant spider - wall gain added
Lancer - attack raised to 15 from 10
Market week - cost changed to 0 from 5/5/5
Northern archer - reworked
Orc grunt - attack lowered to 8 from 9, Frenzy keyword added
Red dragon - wall damage effect takes place after the standard attack
Relic hunter - no longer discard Titan support cards
Shrine - divisibility condition changed to 5 from 10
Temple of light - cost changed to 6B from 3/3/3, tower gain raised to 4 from 3, removed Far sight keyword
Wolf raiders - Frenzy keyword removed, Horde keyword added

Charge keyword - no longer wastes resource reductions on empty stock

Frenzy keyword - changed to: "if there is another Frenzy card in hand, opponent receives bonus damage (recruits cost of the played card * N/3, N based on played card rarity (Common - 1, Uncommon - 2, Rare - 3))."

Titan keyword - base token gain lowered to 19 from 24, now summons Titan not present in hand

The Christmas update will be as usual divided into two parts - one on the December 24th (balance changes and new features) and one on the January 1st (new cards).
NG_Beholder on 14:19, 13. Dec, 2012
The only thing I don't really like is Northern archer rework.
And Frenzy, despite its nerf, can be primary keyword for a deck now.
Mojko on 15:06, 13. Dec, 2012
What about Pegasus? Isn't it too powerful now? I could also look at Legend keyword and change it similar way as Frenzy, so it could have common cards.
jbryant3 on 15:08, 13. Dec, 2012
Mojko wrote:
What about Pegasus? Isn't it too powerful now?
I really like it the way it is and only use it in one of my decks. It's fun to use it to cycle cards, but I can't say it's worth much else.

This may be a little off topic, but I generally believe that the core of any deck is in the uncommons and to replace one uncommon that synergizes better with a deck with Pegasus just isn't worth it in most cases.
Fithz Hood on 18:18, 25. Dec, 2012
I like this update, I hope it's useful for beginners.
Anyway I'm waiting for new years cards before updating my decks

P.S: Merry Christmas yo everyone
Bebop on 22:05, 28. Dec, 2012
Because of the Fanatic rework, don't you think Heresy should be changed as well?
Because Fanatic isn't holy anymore it seems pointless at the moment.

I kind of like the idea to be able to summon a common frenzy, but it should be reworded atleast.
Mojko on 10:22, 29. Dec, 2012
New cards preview is ready. Feedback is much appreciated :)
Fithz Hood on 13:39, 29. Dec, 2012
Overlord castle should have some malus or it will be too powerful in Horde decks; I suggest to add Quarry-N/4.
Maybe Barbz hideout is too cheap, it should cost 25 or even 30 bricks.
You should add Stone dragon to Duroth's deck as an uncommon.
Einzbern castle is a wonderful name.
Mojko on 14:27, 29. Dec, 2012
Note: Barbz hideout doesn't count itself in its effect.

I'll update Duroth's deck, but I will lower his starting tower and wall back to former values. I don't want to add Mountain dragon in his deck (he may still be able to get it via summoning).
Fithz Hood on 14:42, 29. Dec, 2012
But every card counts itself. Like Banshee, northern archer, rock elemental...
Why Barbz's hideout is an exception?
Mojko on 14:46, 29. Dec, 2012
Not really. It's general rule that keyword counting counts the played card, but card effects ignore the played card. If you search '$i != $cardpos' in the card effect codes, you will see plenty of instances. This piece of code does exactly that - ignores the played card towards the card effect.
DPsycho on 14:56, 29. Dec, 2012
Reading Barbz hideout, I would expect it to count itself with current wording. Could be fixed by changing "each Rare" to "each other Rare"