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Treasure Cards are Too Easy to Make

AuthorMessage
Survivor
May 11, 2009
24
The method I am referring to is using a Treasure Card like Tough, Keen Eyes and their kin to alter a regular card, and then creating a situation where it's likely to fizzle, thus sending the altered card to your 'sideboard'.

This method of creation allows for "in-school" spells to be freely traded between players. Dedicated groups of players can then manufacture cards and trade them between each other. The ramifications of this are felt time and again in the Arena; currently Wild Bolt is the most infamous offender as it can be turned into a significantly more accurate version of itself and traded between schools. By its nature it is the perfect Treasure Card; when it fizzles you know exactly where to find it and are immediately able to cast it again.

Forget Wild Bolt and PvP for a minute. Was it an intended function of the game that players would be trading their fizzled, School Specific spells to other players? Without citing examples on a case-by-case basis, one of the prevailing themes of Wizard101 is that each school gains unique effects that other schools are incapable of replicating. The fewer unique effects in the game, the closer it approaches a singularity where one school is clearly the best, and that really should be avoided at all costs.

My proposed solution is fairly simple and straightforward; in the case of altered cards upon fizzling, let the two cards 'separate' and return where they belong. So, if Wild Bolt is augmented with Tough and it fails, the 'Wild Bolt half' goes to the discard pile and the 'Tough half' goes back to the Treasure Card portion of the deck.

Survivor
Jun 20, 2009
3
Its not necessary to fizzle toughened cards--they'll return to your treasure card pile if you just don't cast them, or even discard them after creating them.

They are still of most benefit to the school that can cast them naturally, though, because only that school can use power pips with them.

Explorer
Jan 07, 2009
96
Yes, but you have to spend gold on cards to make them treasure cards, plus players would be irritated if they had to waste mana making cards.

Defender
May 29, 2009
196
how exactly do you create a situation where a card fizzles? The card comes with a certain percentage accuracy. Nothing you can do to affect that (except increase its accuracy with the right gear).

Man, if you thought your "fizzle" method was easy, try this. Just apply tough or keen eyes and discard the new card.

But back to the main subject, using non-primary school spells comes with a penalty (no use of power pips). But I do see what you mean about taking away the strategic advantage of each school. Maybe not allowing enhanced treasure cards in the PVP arena is a possible solution. The W101 game seems to know the difference between these treasure cards and others since you cannot seem to sell self-made treasure cards at the bazaar.

Defender
Aug 02, 2008
176
Resetti123 wrote:
Yes, but you have to spend gold on cards to make them treasure cards, plus players would be irritated if they had to waste mana making cards.


AND the IMO stupid idea of you need a treasure card to craft a treasure card! plus 3 to 5 times as much gold spent on the other regiments
and wasted time sitting around waiting for it to cool down! just for 1 lousy
judgment card for example.