MArcomage

Free multiplayer on-line fantasy card game

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KingPirux on 14:34, 11. Jan, 2009
i don't know, but i think is a quite powerfull card... soldier, charge(9!) and 15 attack only for 15 recruits? it's more powerfull than white crocodile or a lot of other rare cards, i think this opne should be rare or more expensive
Progressor on 14:40, 11. Jan, 2009
By accident, I saw acomparison today underlining this: Keywordfilter on Charge at uncommon. Next to light cavallery: Nightmare. Does 5 more damage, 1 more charge. But nightmare cost almost as much recruits as Light Cav (1 less), but asside that it costs 14 additional gems (!).

Stronger comparison then the Croq, since that one is a lot cheaper and can be discarded for 42 Dmg.
Seelenfeuer on 14:41, 11. Jan, 2009
for me valkyrie (or basilisk)seems more "overpowered" ....chargecards are quite situational in their use...
Progressor on 14:44, 11. Jan, 2009
Valkiry is also a charge card.
As for those 2 examples: They have a downside (-quarry +enewall, +enedungeon)
Seelenfeuer on 14:49, 11. Jan, 2009
if your deck is dedicated to a rrecruit heavy play thzere is no downside to valkyrie cause it should benefit you more than your op.., basilisk is a great finisher... a superb brickshutdown and a good green wallcard all in one and damn cheap
Progressor on 14:56, 11. Jan, 2009
Some point there, I guess it comes down to this:
"It's conditional"
:-P
KingPirux on 15:29, 11. Jan, 2009
valkirie i think it's just fine... because it gives to the opponent 1 dungeon, but 1 dungeon to you, plus his charge and attack... i think it should cost a litle more...

basilisk i don't see that is overpowered because it has his bad points, it's not a card that you play at the beginging or even at the end of a game if you think it's a just enough win (you can misscalculate and give your opponent a wall...)

so, valkirie should cost more (like 25recruits at least!!) but light cavalry has no bad points, it has a tremendous atack, charge at a low price and is a soldier! (soldiers have a lot of combos and cards to help them)...
Endovior on 13:54, 13. Jan, 2009
The way I see it, Light Cavalry is fine. Nightmare is the next step up from Light Cavalry; being more powerful and expensive... with Dragon Knights towering above, being still more powerful and expensive. Fallen Knight and Valkyrie are specialized cards, who are less powerful then their cost might indicate because they have an additional effect (cleaning and +Dungeon). There's also Pegasus at the low end, which is an anomaly; and Heavy Cavalry at the high end, which requires a lot of planning.

That's it for Uncommon charge cards. Light Cavalry is certainly the most efficient of the lot... but I note that it only possesses such efficiency IF it's condition is met. Like all charge cards, if it doesn't take out the enemies wall, all you get is rather unimpressive damage for the cost.

I'd say that's balanced.
KingPirux on 15:54, 13. Jan, 2009
are you kiding me? o.O

all the examples you give are just the perfect reason that light cavalry is overpowered, all the examples you show are "MORE EXPENSIVE" and obviusly more powerfull but first of all "more expensive" in relation to it's atack. valkirie and the other one has it's bad point ( like giving dungeons to your opponent). Light Cavalry is a uncomon card that with it's 16 atack for only 15 recruits breaks all wall cards (that cost 15 or less anything),so...

if for 15 recruits you make 16 damage and if for 15 or a litle more resources you don't get 16 wall then light cavalry is overpowered: because with 2 of it (easy to have) and 30 recruits you make 32 damage + 18 with no other condition, now, if you give me 2 uncomon card that gives you 30 wall and 18 tower at the same time (if you like the 18 tower can be other thing, like resources or a condition to discard cards or anithing...) then, maybe, just maybe the light cavalry could be fine...
DPsycho on 16:01, 13. Jan, 2009
An opponent having two of -any- Uncommon card (as well as the resources to play it twice) is going to spell trouble for anyone. Though again, as was said before, only if the conditions are met.
kakerlake on 16:11, 13. Jan, 2009
@ kingpirux:
you wanted some cards that give more wall than light cavalery damage? here are some:
- Reserve forces (1 card!) 17r, 17b (easyer to get than 32r) gives wall +33 or attack 30.
- fortification (10b) wall +21 so charge doesn't even come to its price.
- mud & rock elemental
- battle formations (in a soldierdeck) +15 wall, 32 att for just 18r

... well, i just realized i could pick about any uncommon card. about all of them are overpowered. thats why they are uncommon -.-
Endovior on 19:31, 13. Jan, 2009
Hah! I play Alliance. Mountain Sentry; +5 wall PER alliance card, for a max of 40. Costs 8 of each, so a bit more expensive... but it also gives +3 recruits per alliance card, so it's really just converting resources to recruits. It's also Durable, so you get multiple uses of it... and it's also also a Skirmisher, so it discards your charge cards incidentally.

Light Cavalry doesn't even compare.
Progressor on 19:37, 13. Jan, 2009
Not even incidentally, only if there are more it randomizes which Charger it discards, but it always will.
KingPirux on 14:50, 15. Jan, 2009
u... but for light cavalry you only need 15 recruits... no mater if your deck is an alliance deck, unliving, undead, holy, or whatever you want... it hits you with 16 atack in one hit, and if you destroy it's wall you make 9 more damage to his tower... so... it's a lot more cheaper and powerfull than any card you showed, because it only need 15 recruits and nothing else that's my point, 16 atack, 9 charge, and soldier only for 15 recruits and the best: just uncommon soldier
Endovior on 21:50, 16. Jan, 2009
Okay... if you want a more direct comparison, try Hectic Offensive. It costs 2 less recruits then Light Cavalry, and does the same amount of damage, when it works. It works when your wall is less then the opponent, as opposed to when the opponent has 16 or less wall, so it's trigger condition is somewhat easier to arrange. When it doesn't work, it does 3 less damage then Light Cavalry, but even so, it's an all-round better card, ignoring keywords.

As an example in the other direction, try Locust Swarm. It costs 1 more recruit then Light Cavalry, and does 10 more damage, when it works. It works only when your opponent has no wall, so it's trigger condition is somewhat harder to arrange. When it doesn't work, it does 5 less damage then Light Cavalry... so it's more situational, but still quite effective.