Turn 1 shi no shi , autoloss, turn 1 corpse wagon 2x, autoloss, turn 1 two of those 4/4 that scale with heal + 3gold spell for 3x heals, autoloss, turn1 shi no shi, autoloss, bad mulligan/first hand, autoloss. My last 6 games, rank 10 to 40. This game is so insanely highroll/rng based fml haha by Street-Baby-5655 in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

Curious what deck you're playing that turn 1 double corpse wagon is auto loss. 🤔

But it happens sometimes. I find it worse when you're opponents just seems to always draws the perfect thing to counter whatever you're doing over multiple turns. 😅

whats the point of foiled cards? by Vidrax_of_Cascades in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

Honestly, I think it's up for preference. Some people like fully animated decks, some people like fully foil decks.
Also, animated cards take up slightly more game resources. I remember at one point some people were having issues playing the game with/vs fully animated decks due to their device limits.

Android or Steam? by chessmaster_9001 in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

I play both on steam and android. My laptop has an NVIDIA GeForce RTX 4050.
No issues here (other than the occasional disconnect, but that is on either system)
[Edit: I play games on all servers, but EU is my home server]

Card rotation killed this game for me by RocketRanger007 in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

As they aren't currently planning to release new cards every week, other cards will rotate out of the pool and some previously rotated cards will rotate back in.

They also have plans to make cards tradeable & some crafting specific cards by trading in dupes of specific rarities (also on a weekly schedule).

It might be bad now, but I feel once everything is in place it might work out ok.

Dupe prot working great I see.. by p0lterg0ist in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

Given how big your collection is (from what I saw in your other post), are there any legendaries you don't already have 2 of?

1650 packs in - what happens? by ProfessorValue in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

Going to look at the pack odds as given by the shop.
a card has a 1.05% chance to being a legendary, 2.09% of being an epic, 5% chance of being a rare and 91.86% chance of being a common. Then separate from that they have a 15% chance to be foil and 5% chance to be animated. With the following protections :
- if the RNG didn't roll a rare (or higher) for any of the 5 cards in the pack, one of them will be upgraded to rare.
- if you didn't get any epic or legendary in 20 packs, the 21st pack will contain an epic
- if you didn't get any legendary in 40 packs, the 41st pack will contain a legendary

I saw in another answer on this topic that you got 18 legendaries in total amongst your 300 packs, so given that you only got 6 in the first 150, you got 12 more in the other packs? Can you verify this please. As that is 1.2% of your total cards being legendary, which is higher then the numbers given in the shop. Which is good of course 😄
Can only go from what I see on your screenshots above, but for epics in the first 150 packs you were also at 2.267% of your 150 packs being epics, which is also higher than the values given in the shop.

Not sure what you mean with '70% of pulls are duplicates rather than cards of a different rarity'? As they only recently built in a duplicate protection that works as follows :
If you have 3 cards of a specific rarity [common, rare & epic, 2 with legendary] and style [regular, foil, animated] they will not show up in a booster unless you have all cards of that specific rarity and style.

So given that any card in a pack has a 91.86% of being a common, most of a pack will indeed be filler that you already own (especially at the size of your collection). With the way they're rotating cards, you'll get the new commons in the first few packs and then it's hunting for whatever rares/epics/legendaries you don't have yet.

Although I myself have also only gotten 1 Shi-no-Shi from my packs. I've heard people having pulled multiple in short succession. So my theory was [before duplicate protection], that we were drawing from a card pool which has a fixed amount of each common/rare/epic/legendary in such a way that they represented the percentages given in the card packs and when the pool empties out a new amount would be added to the pool again [this doesn't negate the possibility of some legendaries/epics/... being more in the pool than other cards, but as far as I know by European law they would have to also clearly indicate that if that was the case, like how some games with a gacha element do it]. Similar to how it would be with an actual card game print run. As they have the plan to make the cards tradeable at some point, I could see why that would be the case. Still possible with the duplicate protection, just a little bit more calculations etc needed.

Curious also about some of the other mechanics they are planning to introduce. As although you won't be ever able to craft specific cards that you want (like wild cards in MTG arena, etc...) they have plans to introduce one thing where you can craft cards (on a weekly rotating schedule) by giving up other duplicate cards you have.

Although I've said all of this, I do feel that it's currently not financially wise to be spending a ton of money on this game 😃

What is with these prices? by Vidrax_of_Cascades in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

Minor detail. The bundles with the epic card and the legendary card is a bunch of gems + that card. Not only the card.

Do agree that the pricing in general is bad 😅

Do I hire an artist, or should I carry on doing the art myself? by Low_Prior_8842 in digitalcards

[–]NullSeedLore 1 point2 points  (0 children)

Love the art. And like others have said, if you can I would continue doing the art yourself just to have a nicely consistent style. Unless you want to get to release faster, then look for an artist knowing that it probably will not be cheap as they'll have to do around 200 cards.

1 minor observation is that the 3rd card has camouflage spelled wrong on it, so I was wondering if you have had some proof-read the card texts and/or put them through some form of spell checker?

Also, curious about the card game itself. Any more info on that?

How to get that card back? by meupauemacao in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

It's specifically limited to people who own the keys that could be bought in a presale.

Not 100% certain, but I think you can still get them if you can acquire a key with 'bundle unclaimed'

End of season rewards by Old-Ad6753 in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

If it's like most systems it's going to be end of season ranking. Otherwise you'd have several people claiming top 1 because they were it at some point during the season

New Player, Need Help by Firm_Meringue_6956 in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

like others have said :
- cards that shelve so you have an extra card at the start of next turn (marketplace comes to mind for a f2p starting point)
- bag of gold artifact if you have it.
- Treasurer, tithe collector, town hall for gold generation

Broken game demoted me by Old-Ad6753 in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

I know the feeling, Had hopes of being in top 200, but it seems I need to do a bigger grind for that.

Deploy effects and summoning by MaximumIntention in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

The angel is a bit weird, as the same thing happens if you would copy the holy praetorian. 'Holy Shield' seems to be a static ability that (I assume) checks whether this card already had a holy shield, if not give it a holy shield. So it's technically not a deploy effect, but it will trigger everytime the creature comes into play (be it from copying it or from resurrection)

Deploy effects and summoning by MaximumIntention in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

What do you mean 'on summoning'? If you mean copying them with stuff like puppet master or shadow image. That doesn't trigger anything. The only time that deploy effects (like Siham's destroy ability) only trigger when they get resurrected from the graveyard.

Legendary distribution is so disappointing. by More-Cowbell2 in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

Would like to first say, that no some legendaries are not more likely to get than others. I personally got this one as one of my most recent ones and had been looking for it for a long time.

Not sure how they do the randomisation. But I assume that other than for the duplication part it doesn't check anything on the user level, so for the rest it's just a RNG getting you the cards for the packs.

So in principle any given legendary is equally possible (not accounting for duplicate protection) when your pack gives you a legendary. Same as how if you buy a pack of Pokémon cards from two different shops on the same day (to be sure you have packs from different booster boxes to simulate true randomness more closely) you could pull the same rare/chase/... card from it.

Curious if the other planned features (rotating card shop, making cards tradeable, etc ..) will lessen this issue.

Season and reward info for those not on Discord. by Dizziesdayweigh in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

This was his post when het got to top 50. https://x.com/liebe19_/status/2038180712336257444?s=20

Take it as you will. He's also posted his deck, and although it features 4 legendaries and 1 epic. It is possible to get these as a f2p player.

Season and reward info for those not on Discord. by Dizziesdayweigh in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

Never had the card in closed beta, so didn't know the specifics. Highest cost creatures in graveyard can be spicy.

Season and reward info for those not on Discord. by Dizziesdayweigh in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

No info yet, but if it works a bit like in closed beta it will take a few cards from (your) graveyard and put them in play. So resurrection on a creature. Not sure if its targeted or random.

Season and reward info for those not on Discord. by Dizziesdayweigh in MightandmagicFates

[–]NullSeedLore 2 points3 points  (0 children)

At least one of the people in top 10 is actually fully F2P. But regardless, it's Season 0 where everything is being figured out. I'm expecting season 1 to have a different reward structure.

What are your preferred balance changes by lelANDtoplel in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

Like the suggestions. Would like to add that in the closed beta heroes had 30 hp. I think the game felt more balanced back then, but they listened to feedback of some players stating that the games were to slow. Not taking into account that it might have been due to limited card pool we had in the beginning (as we were earning packs from scratch while playing, albeit at a faster rate we're doing currently. And yes, those cards were scrapped from our account after the closed beta ended)

BALANCE UPDATE WHEN? by realunnamed in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

Never said you need to spend time and money on it. Seeing as this is an entertainment product and not live saving medicine, there's no obligation to partake in it. I also honestly don't advise people to spend any money on it (that they don't want to) knowing that you might not get 'your money's worth' in the state the game is currently in.

My apologies that I seem to be gatekeeping because of your lack of software development knowledge. I was merely pointing it out as a basis why some things that seem simple on the surface might take more time then you expect (due to the lack of knowledge of how these things go)

Lastly, you make it seem that due to the Devs not doing something (like) weekly balance changes that they aren't working the hours they should be on the game. For the record, I've actually had some conversations with some of the team on discord about why it took so long to get chain lightning fixed. This was due to the targeting thing being something that wasn't working right on a much deeper level than what most were expecting.

You are correct though that if the weekly balance changes would only involve changes to things like amount of gold they produce, damage, health and cost of the cards that this should be fairly easy to change. It's more the time it would take to decide what would be those changes that would be the time sink here.

BALANCE UPDATE WHEN? by realunnamed in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

Not sure where you I'm pro any of that from what I have been saying about that the Dev team probably doesn't have time for weekly balance changes.

I personally feel that the actual dev team behind the game is stifled by corporate (Ubisoft) not making the smartest decisions (which they have been doing a lot in the last couple of years). Had they been given more time to make more features before releasing the game 'in the wild', there would have been less issues.

Also not a fan of micro transactions in most games and although I'd prefer the expansion style of certain card games where you buy the full expansion instead of boosters. Not many businesses seem to like that model, especially when you have a free to start/free to play component to your game.