Balancing Combinations in Aethermancer
With almost any card game, the game immediately devolves to people finding the best combinations of cards to put in the deck, resulting in a very stale meta. This would seem to be even more true in Aethermancer, where the entire deck is available?
First of all, hidden information is quite valuable in Aethermancer. In other games, sometimes you would see a card and instantly know three quarters of their deck. This style of deckbuilding is not great in Aethermancer.
As one player complained, "3 aether cards and 1 forced passive isn't a lot". This is the point. With careful deck construction, you can build a deck that can cover a decent variety of situations, but you cannot cover all situations. If your opponent could see your deck, they would know what holes you have. This discourages netdecking.
Let's talk about the second thing that leads to meta decks. Combos. If you have a strong enough combo, then your opponent wouldn't be able to beat it even if they kept it in check.
Combos can be divided in three types.
Base + Base
Base + Base combos exist, such as Dragon + Burst Lightning. However, the base set has been extensively playtested, and no combo is gamebreakingly powerful, with the exception of Meditation Stone Rain, which has been banned. (No player can get both.)
Base + Aether
Base + Aether comboes can be specifically targetted with bans. For example, a player running Weakness cannot draw Acidic Rain.
Aether + Aether
This, on paper, is the scary part. Since you bring an a deck with you, you're guaranteed to always have whatever combo you bring. However, this is self-balanced by the fact that same-element comboes are weaker than cross-element comboes, since they tax the same resource. See for example W1 E9 being banned, but W1 W8 not being banned.
For example, Cursed Fog is destroys your ice golems. Playing an ice golem, then following it up with cursed fog, would simply be too strong an early aggressive start. Cursed Fog, however, doesn't destroy your steel golems. This is because if you play a Steel Golem at 5 mana, your opponent has 2 turns to play a blocker without fear of Cursed Fog. If you wait until 7 mana, sure, the combo is powerful, but other aether cards at that value already do similarly powerful things.
Either / Or combos.
But what about 'or' combos, where both cards don't need to be played? A famous example is F9/F11 - it's very hard to play around both. This is where class levels come in. If you know your opponent has Mindstealer and Cannonade, it's hard to play around both, but they have to pay a significant amount of life to bring both cards in.
More Creative Solutions
In some cases, class levels don't solve it. For example, consider Drain Souls. This card is too oppressive at 7 or 8 mana, as any big creature played could lead into an unstoppable drain souls a few turns after. It's not even possible to pin, due to the fact that the entire board is cleared and a large amount of life is gained!
Note that it's equally oppressive, if not more so, if ramped out with Overclock. And Overclock being neutral makes the game more fun. How do I solve this?
I've created a new 0, Dark Ritual, which gains life when Drain Souls is cast. I've also removed most of Drain Soul's life gain to compensate for that. Since a deck cannot run two 0s, a player cannot run both Dark Ritual and Overclock.
Get Aethermancer
Aethermancer
Status | In development |
Author | MasN3 |
Genre | Card Game |
Tags | Multiplayer |
Languages | English |
More posts
- v0.8.3 patch notes11 hours ago
- v0.8.2 patch notes22 hours ago
- The Roadmap for v0.71 day ago
- A change in the base set1 day ago
- Prototype pvp_main.exe2 days ago
- The Challenge of Balancing Vampires2 days ago
- Update v0.6.32 days ago
- Update v0.6.22 days ago
- Improving the AI in aethermancer2 days ago
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