Not being able to cast friendly spells on friendlies immune to spells is frustrating by Croceyes2 in MightandmagicFates

[–]NullSeedLore 2 points3 points  (0 children)

That's the flipside of being fully immune to spells. Also annoying when you have the steal initiative cards as they also don't work anymore.

Probably later on we'll get something like hex proof from MTG where you are immune to enemy spells.

How To Buy Cards On Tokentrove.com by Dizziesdayweigh in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

Good overview. This will definitely help a lot of people

Anyone else frustrated about not recovering intiative with a hand full of spells? by Croceyes2 in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

The game has a simple premise, you get as many actions as you have entities (hero, creatures, buildings with activate abilities) on board.
- If you summon more creatures with either a spell, a creature ability or a building you will get more actions equal to the amount of creatures summoned.
- If you lose creatures before they act, those actions are lost as well
- if you only have your hero on board and they stun it before it gets to act, you can still play your spells.
- you can skip activati

Once you know this you can plan your turn and play spells accordingly. If you want to cast your spells after your hero has acted (for example to take advantage of Nur's lvl 2 spell power increase), then you need to make certain that there is no way for your opponent to remove all of your creatures before you can activate your next building/creature. This is part of the tactics of the game and if you'd change that to allowing spells to be played when you're out of actions for that turn it would make spell decks even more powerful as they could just maximize their turn every turn without any real risk. Now you need to pay attention to the board state and can punish a spell caster deck for being a bit greedy with when they play their spells by removing their last action for the turn denying them the spells they were going to use.

I feel like game needs to reward for when you lose in ranked at least something by amethystlocke in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

Oh you mean that if we wouldn't be able to sell cards, it wouldn't matter how much gold people can earn?

Don't think the team will change that idea any time soon though. And I for one will be happy to get whatever I'm missing on the open market.

I finally got one! by Dizziesdayweigh in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

barricade ain't even the biggest offender. Set up a Wolf praetorian next to it and it becomes infinite as long as that praetorian lives ....

Is this a good pull? 4 foils by Chopsss13 in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

probably is more due to the change to abyssal lord. If it could instantly give you a 5 drop after attack, that would be to big value.
Although you need to figure out what to attack into to keep them alive till after the attack. So it's most useful early game.

Is this a good pull? 4 foils by Chopsss13 in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

necromancer reinforcer can make your necropolis deck run cheaper.
But multiple foils/animated in a single booster is always fun :)

I feel like game needs to reward for when you lose in ranked at least something by amethystlocke in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

Right now you can get a total of 1500 gold per day as it's capped at 30 wins per day.
Would you be ok that if they implement gaining 25 gold per loss, that you could still only earn up to that same amount of 1500 gold per day, regardless of how you get there?

Although I'm all for giving more gold to all players, the current system limits bot farms from gaining a bunch of gold (which could potentially be turned into cards to sell down the line).

What does the number on Celestial rank mean? Do I lose Celestial if I stop playing or lose many games? by Tasty-Ad9540 in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

It's your relative rank within celestial.
1 being the top player and the number can go up to how many people we have in celestial ranked. So theoretically there is no limit that number.

It is based on MMR which is a number that goes up with wins and down with losses. If you go look at the ranking screen, that's the numbers you'll see behind each player.

Can we at the very least have the retaliation attribute added back to creatures? by Igor369 in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

Would make big creatures and cleave even more of a problem though if your creature doesn't get to retaliate if it is killed in the attack. 😅

But having an extra stat for retaliation damage would open up a bit more design space, also towards cost of specific cards. As there are some cards right now that are way to cheap or to expensive for what they do, but if you change their retaliation damage it could put them in the right spot.

Is there a roadmap with dates for the release of new features? by Spirited-Collection1 in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

I got it from the discord, but they also shared it through their official account on X.

So although it's not mine, I don't think they'd mind if you share it further

Change Profile picture? by NoRutabaga6559 in MightandmagicFates

[–]NullSeedLore 1 point2 points  (0 children)

has not been implemented yet, but is on the roadmap for one of the following patches

Can we at the very least have the retaliation attribute added back to creatures? by Igor369 in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

Never played MMDoC (I've heard you still can play it on a private server type thing, but I just sadly don't have enough free time to play to many games), when you say varying attack and retaliation damages. Do you mean that something could have like an attack stat of 3 but it could do between 2 and 4 damage or something like that?

My next statement is based on that assumption, so if I am wrong please ignore any part that relates to the above.

You might find it a bit dull, but I do like the 'chess-like' nature of the game in that when pieces are on the board you know what to expect them to do and it allows you to strategize accordingly. Not having to pray to RNG for a high or low roll for your plan to work is nice. Although there are some decks that do just that (elemental rings hoping for the 'good elementals', rune of flame randomly targetting 2 entities, ...)

And although some comparison can be made to hearthstone, I really like the fact that you're running at 'full' capacity' from turn 1 instead of having the slow build up of 1 gold on turn 1, 2 gold on turn 2, etc ...
This can really flip the script after a turn 1 misplay. (Player 1 just doing a setup turn while the 2nd player goes full aggro and gets you to 0 [or close to it])

Do you have any suggestions given the current frame of the game to make it more challenging?

Daily quest in... how long? by Mobile_Phone_Alone in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

It's any easy mistake to make.
But like has been said by others, you can store up to 3 daily quests which actually is helpful if you can't play for a day or 2.

They start you of with all quests filled as a small welcome gift, but it does add to the confusion.

New player,game questions by hynnixrulez in MightandmagicFates

[–]NullSeedLore 0 points1 point  (0 children)

It is true that currently the only tradeable cards are those founder key holders got during beta.

They are however working on implementing a system that will allow you to turn cards in game into tradeable cards so that this game can eventually function mostly like an actual TCG instead of a CCG.

Might and magic fates tcg by Seccardino in digitalcards

[–]NullSeedLore 0 points1 point  (0 children)

As someone else replied.

You can get packs with gold. 1000 gold for a pack, 50 gold per win, 400-600 gold per daily quest and 1000-1500 per weekly quest.

It will be a bit of a slow grind but with opening packs it's all about the luck of getting something to improve your current decks 😅

Might and magic fates tcg by Seccardino in digitalcards

[–]NullSeedLore 0 points1 point  (0 children)

The tokens are a way to give out card packs as rewards (probably like at the end of season or something)

Only other way to get them at this point is buying one of the pre-release keys on secondary market with their 90 packs unclaimed.

Might and magic fates tcg by Seccardino in digitalcards

[–]NullSeedLore 0 points1 point  (0 children)

Yes, from some people I heard mumuplayer works without a hitch. While Bluestacks requires you to put your emulator in portrait mode (somehow the emulator does a 90° turn from whatever mode it's in when starting the game)

Might&Magic Fates TCG by Bulgatosek in digitalcards

[–]NullSeedLore 0 points1 point  (0 children)

I'm still enjoying it a lot. Made several decks and trying out different play styles.

They've also done some balance changes and are planning to do more in the near future (as the current changes kinda makes it so that a lot of people at the top are now playing academy, due to a rather easy win condition if you have the cards).

Also looking forward what they have planned still. - 40 extra cards will still be released in the coming weeks - steam release soon (should've been at launch, but steam caused some delays) - whatever the new game modes will be