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I was wondering if anyone knew the game well enough to answer this question:

If you have a lead in Magic that is significant and you get the card "all players magic are equal" card,
Does it pay to hold onto the card to keep the other side from getting it or does the chances of the opposition getting the card remain the same whether I keep the card or not?

I was fooling around in M&M VII with alternate parties and Rangers and Druids still suck.
my understanding is that each player has their own deck
so you holding on to the card wont affect their chances of drawing it

though this is just my own impression in playing the minigame so i freely admit that i could be wrong
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macAilpin: I was wondering if anyone knew the game well enough to answer this question:

If you have a lead in Magic that is significant and you get the card "all players magic are equal" card,
Does it pay to hold onto the card to keep the other side from getting it or does the chances of the opposition getting the card remain the same whether I keep the card or not?

I was fooling around in M&M VII with alternate parties and Rangers and Druids still suck.
I believe each player's deck functions independently, so the magic parity card is good discard fodder if you are ahead in magic generation. It is hard to be entirely sure, considering the number of possible cards and that your hand can hold multiples of at least some of the cards.

Druids provide good stand-in coverage for Elemental and Spirit magic if you don't have a Cleric or Sorcerer. I like them, and I would have killed to replace any slot of my Knight-Monk-Ranger-Archer run with one.

Rangers are pretty terrible, unless you very specifically want to hit something in the face with an Axe. I guess they do combine decent melee, bow, and minor magic skills into one slot, but the party size allows for much better specialization.
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Vyraexii: my understanding is that each player has their own deck
so you holding on to the card wont affect their chances of drawing it

though this is just my own impression in playing the minigame so i freely admit that i could be wrong
I'll mark the thread closed and solved.
If they have their own "deck" then probabilities of the card don't change for the opposition.
Thanks.
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macAilpin: I was wondering if anyone knew the game well enough to answer this question:

If you have a lead in Magic that is significant and you get the card "all players magic are equal" card,
Does it pay to hold onto the card to keep the other side from getting it or does the chances of the opposition getting the card remain the same whether I keep the card or not?

I was fooling around in M&M VII with alternate parties and Rangers and Druids still suck.
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Bookwyrm627: I believe each player's deck functions independently, so the magic parity card is good discard fodder if you are ahead in magic generation. It is hard to be entirely sure, considering the number of possible cards and that your hand can hold multiples of at least some of the cards.

Druids provide good stand-in coverage for Elemental and Spirit magic if you don't have a Cleric or Sorcerer. I like them, and I would have killed to replace any slot of my Knight-Monk-Ranger-Archer run with one.

Rangers are pretty terrible, unless you very specifically want to hit something in the face with an Axe. I guess they do combine decent melee, bow, and minor magic skills into one slot, but the party size allows for much better specialization.
Maybe because i remember what power houses Druid in VI they were. But I don't like either.
But since I never played through with the ranger, I'll see what happens. But they can't even get GM in Bow. They are Rangers! (Baldur's Gate fan obviously)

As I said, I'll consider the question solved. Thanks.
Post edited May 08, 2018 by macAilpin
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macAilpin: But since I never played through with the ranger, I'll see what happens. But they can't even get GM in Bow. They are Rangers! (Baldur's Gate fan obviously)
Rangers are a decent-to-okay back up for most combat or magic functions. They are solid in melee with an axe, they can Master bows so they can shoot two arrows each action in ranged combat, and they can (eventually) get up to Expert in self and elemental magics. They just don't really excel at anything in particular, so they aren't really anything more than a back up for more specialized classes, and this game tends to reward specialists with vastly superior effectiveness.