MArcomage

Free multiplayer on-line fantasy card game

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Arcturus on 15:54, 27. Aug, 2017
Seems an annoying one. How do you guys get rid of this once it is inserted into your hand?

I tried Petrify - it doesn't work as discard is negated.
I think Scepter of Summoning does the trick for these zero cost cards? (ashes as well)
What about Wish?

Are there any other recommended ways?
antichroust on 17:11, 27. Aug, 2017
Arcturus wrote:
How do you guys get rid of this once it is inserted into your hand?


since it has Cursed keyword, there is no other way, than play it or leave it in hand

I must admit that this change makes Burning keyword much more pain (for those who are being burned...)
Arcturus on 10:49, 3. Sep, 2017
antichroust wrote:
Arcturus wrote:
How do you guys get rid of this once it is inserted into your hand?


since it has Cursed keyword, there is no other way, than play it or leave it in hand

I must admit that this change makes Burning keyword much more pain (for those who are being burned...)


I hate to say this, as I don't want to cause strife, but burn decks are now far too strong.

As I've said elsewhere, every time you get one of these put into your hand, your deck effectiveness is reduced by 1/8th down to zero. It is simply an overpowered dynamic. It needs to be corrected, ASAP, via the new dynamic that Mojko mentioned elsewhere: discard for cursed cards. Otherwise the game is just not reasonable for non-burn players.
Coolis on 13:09, 3. Sep, 2017
Mb la little too strong, but deifnitely frustrating and anti-fun for a regular decks. STh like brigand and destruction.
Djinn on 10:24, 27. Aug, 2018
I played my old Burning deck a few times now, and I have to agree with people here; the Burning token counter feels like the Titan token counter, because they both slowly guarantee your victory, one card at a time. Except of course Titan clutters up your own hand with cards you don't want to play, and your Titan cards can be discarded, whereas neither is true for Burning.

I had a conversation with ViperaEvanesco in a game lately where zhe was under the impression that the changes to Burning were a nerf; I suspect they hadn't really gotten a chance to try them out!
3of0 on 20:22, 27. Aug, 2018
I've not had a problem with searing fire. I'm actually liking the added difficulty of it. I try to use them as quickly as I can as, yes, it does put a damper on what's usable when they're in there.
antichroust on 15:04, 7. Nov, 2018
As i returned to playing after longer pause, I feel urge to say that Searing fire really changes the whole Burning decks or specific cards operating with this card (Phoenix) and I cant help myself, but its really antifun now, and Im saying that as both, opponent of burning decks and also as a player of burning deck, this is related to the whole concept of Cursed keyword, which I find very interesting, but also very powerful in sense of stopping the dynamics of the game and thus all the fun...
Djinn on 15:13, 7. Nov, 2018
I think I can agree with that, antichroust; there are some parallels to how Brigand/Destruction used to be, where you can make it more like only one person is playing the game, because the other doesn't really have any options.

Seems like something that will need to be considered when something is added or changed to counter Cursed cards.
antichroust on 15:49, 7. Nov, 2018
Djinn wrote:
I think I can agree with that, antichroust; there are some parallels to how Brigand/Destruction used to be, where you can make it more like only one person is playing the game, because the other doesn't really have any options.

Seems like something that will need to be considered when something is added or changed to counter Cursed cards.


In my opinion now when the Restoration keyword was optimized (no more necessary trigger for playing combo: non-common+another restoration), playing against Brigand/Destruction is fine and can be even fun, but Cursed keyword really gives you no choice but play that card to get rid of it.

example: I just played Pheonix and halve of the opponent hand become searing fire... well what can he do? for the next lets say four turns he is playing these cards (if im not rich enought to play phoenix again next turn)... not fun
its ok when you occasionally get one cursed card... well not much happens, there should be plenty of other playable cards in your hand, this is just what happens when you are cursed (but you still know, you cant get rid of that card other way than playing it, but maybe you dont mind if the other cards are ok - just handicap from being cursed = its fine)

so i see main problem in number of cursed
my solution would be something like this:
lets say Banish, or Restoration, or another cards incorporate discarding of Cursed cards in some extent:
common - if more than one Cursed in hand, discard one common Cursed keyword card
uncommon - discard up to three Cursed keyword cards of lower rarity or one of same rarity
rare - discard all Cursed keyword cards in hand, cant discard rare Cursed card

but watch out for the posibility of discarding "positive" cursed cards (Ice qeen, Gate guardian, Ancient Ruins,...) from your hand...
Djinn on 16:18, 7. Nov, 2018
This kind of balance change for Banish would also have the advantage of making Common Banish cards better; right now they (and similarily Common Skirmisher) are kinda bad because of how often they can improve the opponent's hand, since most common/uncommon durable cards aren't very good.

Also, discarding the Cursed cards people regularly use can be good too, since if you're having trouble getting enough resources they can clutter up your hand. (I have won three games due to the opponent's hand getting cluttered with Ancient Castle and Blood Shrine so far.)


I do wonder if it makes sense to simply attach the effect to keywords, though: uncommon Banish is already shoehorned into a lot of decks, and with this change it would be shoehorned into almost all decks; Restoration really doesn't need another buff at this point, and most people use it already anyway; Holy already has enough different things going for it, primary-Holy decks are strong enough, and I wouldn't want to see common/uncommon Holy cards shoved into every deck.

Seems like the mechanic should have a more interesting, general change than simply adding anti-Cursed to some keywords; perhaps something where triggering keywords in general has a chance to remove cursed cards? Hm, but that would leave non-keyword decks unfairly still vulnerable to Cursed.

I wonder if it could use a set of new themed cards that each get rid of cursed cards, but have some other weird thing going for them so you'd want to add them to decks for reasons other than anti-Curse.


Edit: I had a separate idea! Make it so that the cards you can draw from discarding cursed get better with the rarity of the card doing the discarding; a common anti-curse card will only draw a common to the cursed cards position from your deck, and uncommon allows for the normal chance of uncommon from your deck and so on.
Mojko on 03:13, 8. Nov, 2018
Interesting discussion and nice ideas. What about lowering the chance of a card with Cursed keyword coming back based on number of Cursed cards already in hand? Basically we could make it like this:

1 - 2 cursed cards - they are returned to hand 100% chance
3 - 4 cursed cards - they are returned to hand 75% chance
5 cursed cards - they are returned to hand 50% chance
6 cursed cards - they are returned to hand 25% chance
7 - 8 cursed cards - they are returned to hand 0% chance

Or make a formula based on N where N is number of cursed cards in hand.
ViperaEvanesco on 03:36, 8. Nov, 2018
Vote for Mojko's proposal! Really good idea.
Djinn on 05:16, 8. Nov, 2018
That idea is eminently sensible for the game balance, but I wonder about the theme; it seems like someone being more heavily cursed wouldn't make those curses weaker, which in turn makes this mechanic a little unintuitive, but that pattern is exactly what would make it more fun in the games it's used heavily in.

Also, that formula would be "(#Cursed - 2) / 4" for approximately the chances you suggested? Or perhaps 5 or 6 instead of 4, since otherwise the odds a single hand-discard would completely clear all the cursed cards instead of simply chipping away at them is a bit high.
3of0 on 15:31, 8. Nov, 2018
I like the idea of a chance of sucessful discard based on number of existing cursed cards in hand. I might lower the numbers a bit, I was playing with the cursed amulet, and I actually duplicated them a couple of times (swap with opponents card), and decided keeping 3 in their hand was painful enough.
Maybe at 3 there's a 50% chance? For making things complicated, diminishing returns on having more curse cards, so instead of 75% at 4, maybe 70%, and 80% at 5, 87% at 6, etc... *shrug* throwing ideas out there.
Maybe another thread for amulets as they can be devastating. if played cruelly like I did a couple of times. >.<