MArcomage

Free multiplayer on-line fantasy card game

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Endovior on 18:53, 1. Jan, 2009
I think the change makes Tubular Bells overpowered... even if you have to pay the penalty, -15 resources is a trifling cost for +1 to all facilities, and you may not even have to pay that. I understand that it is a rare card... but it seems a little excessive to give that kind of thing away for free.

At the very least, make the penalty condition 'greater then or equal to'; otherwise you could very well start with it for epic awesomeness.
Progressor on 18:56, 1. Jan, 2009
I agree it's cooler then it can handle right now. Maybe it should have -5 stock otherwise, instead of no cast at all.
Xenogeist on 20:42, 1. Jan, 2009
Its really not that powerful for a rare in my opinion
Endovior on 16:01, 2. Jan, 2009
How so? Even the other rare cards that improve facilities have costs associated with them... while this one effectively gives them away for free. It's so good, that there's no reason not to take it. Regardless of the deck you're using, you should take and use it.

As was proven with Militia, that's TOO good. (Militia was, of course, nerfed; and more 'cleaning' type abilities added to other cards... but the concept remains)
JimmyMethod on 18:21, 2. Jan, 2009
I agree, Tubular Bells is very very powerful.
Xenogeist on 21:57, 2. Jan, 2009
It isn't a bad card, but in most decks it isn't a (very very powerful) card either. Of course I'd put it in most decks if I had the space, but usually I don't. Other rares are just more useful most of the time.

If I was creating a resource accumulation deck or a low cost deck I might put this in for those strategies, but most of the time if your deck is having problems keeping up with resources, relying on a rare for resources is just a bad strategy in my opinion.
Progressor on 23:54, 2. Jan, 2009
That's a good point...
Endovior on 13:19, 3. Jan, 2009
Feh, what 'relying'? Of course, you'll also have some other source of resources kicking around... you have to. But Tubular Bells is the absolute best facility-getting card in the whole game, bar none. Everything else has some serious cost to it that makes it less worthy, whether it be adding the same amount of facilities to your opponent (like most comparable rares, making the 'powerful' effect a double-edged sword, and only useful to particular strategies), or a high cost associated with the secondary effects (like most of the other rares that grant facilities, which also tend to be tied to keywords, and thus useful only in certain decks). Tubular Bells, on the other hand, is completely one-sided. There's no drawback, just pure win. Even if you had to pay the cost, it's still far cheaper then any other source of facilities, and you may not even have to do that.

The only conceivable 'drawback' you might envision is that it's not quite as awesome for single-color decks. Seeing as how changes in game mechanics now place far more emphasis on keywords, most of which do require the aid of multiple colors, this is hardly a problem. Even if you are playing with a deck like Mage or Unliving, there's plenty of things you can do to take advantage of extra resources of the color you're not using.

Of course, I'm playing Alliance at the moment, so I'm in a position to really appreciate the awesome of Tubular Bells. I'm just saying that that's more awesome then exists anywhere else... so if there are no changes, then this is a card that will be in all of my decks. If you only play single-color decks, then your opinions may differ.
satshanti on 16:17, 14. Mar, 2009
I just discovered this site recently and have started building decks the last days. I had made a list of cards that I would want in all my decks and Tubular Bells was on top of that list.

On the other hand, after having played a handful of games now, I noticed that the facility-increasing cards are not that important in MArcomage as how important they were in the original Arcomage. I remember from the many games I played from within M&M that raising one's facilities was paramount to victory.

My impression that here this is not so, probably because of the themed keywords that can create decks that can lead a player to victory in as little as 20 turns, before his opponent has had a chance to even raise one of his facilities, let alone wait for the 1 out of 15 rare Tubular Bells.

To make a long story short, I thought at first this card was the most powerful for a bargain price, but have started to doubt that because of the faster gameplay due to specialised decks.
wolfheart on 09:39, 15. Mar, 2009
lol i dont never used that card:D
Endovior on 12:12, 15. Mar, 2009
Depends. If you're talking about a fast victory, you're most likely taking about a destruction deck. A well-made destruction deck, when faced with another destruction deck, can best it's opposite pretty quickly if the right cards come up. It's got a lot less chance of doing this against a more defensive setup, like builder or resource; because there's all kinds of cards that can put defenses together faster then the destruction deck can tear them down, Mountain Sentry being a prime example.

That's why when I'm playing seriously (as opposed to experimenting with new layouts) I usually play Alliance; it's a solid, well-rounded foundation that doesn't leave much to chance. I don't have a 20-turn window in which I either get the right few cards or I lose; I raise facilities, put up defenses, build up my stocks, and generally play conservatively. Within that framework, I've got a number of possibilities that lead to victory; the only question is which of them will come up first. Whatever the strategy, the appearance of Tubular Bells is always beneficial; as opposed to the appearance of a win condition card (All-Elemental Attack, Residence of Gods, Redesign, Battalion of Fear, or Bank), which may or may not be helpful, depending on whether or not I'm ready to win with it, or am in a position to eventually win with it. Other supporting Rares might also show up and prove useful; but I find that they tend to be situationally useful, whereas Tubular Bells is inevitably useful.

The trick is; unlike Uncommons, there aren't enough generally good Rare cards out there. Most of the Rares are really only worthwhile if they happen to fit into your strategy; having high costs, mutual benefit/malifice, or specific keyword requirements. Many of them, when they come up in your hand, won't be immediately useful; so they'll just sit there, and you'll wish you'd gotten something else. You might build up to it over a period, and eventually find some use for it... but in that time, you could have been doing other, better things, making the decision suspect. By contrast, there are a lot of generally good Uncommons, and you'll need to carefully balance these against those Uncommons which compose your main strategy... but as for the Rares, the decisions are a lot more obvious. I'll restate my original point here; unless you're running a single-color deck, Tubular Bells is a no-brainer. That's a little too good, if you ask me, but there you have it.

Oh, and lest I forget; it's entirely possible to win in less then 20 turns even with a slower deck, like Alliance. This usually happens when I fight one of those fast-paced Destruction decks you're talking about; if their cards aren't perfectly aligned, they won't immediately beat me with their modest starting resources, won't be able to put up a defense after running dry, and then I'll take them out quickly with my own modest offensive power as they founder.
wolfheart on 15:18, 17. Mar, 2009
i usually win around 12 turn mark if right cards fall in my way
Endovior on 15:28, 17. Mar, 2009
...

Not much to say to that one but 'put your army where your mouth is'.

:P
Myschly on 11:02, 7. Apr, 2009
It's an awesome card (I love it), but it's not overpowered. While I'm drawing Tubular Bells, the other dude might be drawing Devil or a Dragon or Castle Beyond the Looking Glass that just ends the game right then and there.

There's been a couple of games when I get Tubular Bells early, and they give me a HUGE advantage. Other times, I could be sitting with 70+ of each resource, and I'll play a Scepter of Summoning, just to get Tubular Bells, which doesn't help at all.

It's a card that kicks ass, as long as the game isn't near the end, and then, it pretty much sucks.

So IMO it's balanced.
Endovior on 20:12, 13. Apr, 2009
And by the same deal, the other guy could have his Devil and his Dragon and his Castle early in the game, and be unable to use them. 'Nuff said.
Myschly on 13:04, 14. Apr, 2009
So why don't we just remove all Rares, have Mode 1, Mode 2, Mode 3 = 1-Tubular, 2-Devil, 3-Evolution? ;P

Dragon Squadron in opening hand sucks, Tubular Bells when the guy has 0 wall 99 tower sucks. That's life.
Endovior on 20:00, 14. Apr, 2009
Exactly. You may recall that my original argument was to make the Tubular Bells condition 'greater then or equal to'. As of this update, this has been done. That's all the balance it needs, really; just a slight detraction from that opening hand awesomeness.
DPsycho on 22:56, 14. Apr, 2009
And still vastly preferable to the 100% destruction of the player's resources it did originally. =D
Progressor on 11:59, 15. Apr, 2009
Good to hear everybody being happy :-)