Aethermancer Card Notes
This article is here to answer all rules ambiguities.
Ticks
Ticks are the aethermancer equivalent to state-based actions in other games. They are checked once at the end of every phase, and once after any creature attacks.
A game tick has three steps:
- Check if a player has won.
- Tick the active player.
- Tick the nonactive player.
A player tick has three steps:
- If a player has less than 0 mana at any type, set it to 0. (And lose life in case of Dying Flame.)
- For each of the player's creatures, if it has 0 or less life, mark it as dead.
- Clean up dead creatures (and resolve death triggers).
Note that ticks are not looped. This means, that in rare circumstances, a tick can put the game in an "illegal" state, which will get cleaned up in the next tick.
Start of Turn Order:
Start of turn triggers are resolved from left to right. You are considered to the left of all of your creatures. Your own triggers are gaining 1 of each mana, as well as any trigger from your core. Note that ticks are not checked between start of turn triggers.
Spell Attack
A spell's attack is applied by the following steps.
- Take the base attack.
- Apply the elemental ability.
- Apply the effect of any A1s.
- Apply the effect of any F12s. If there are multiple, do not round between them.
- If the final answer is not an integer, round up.
Basic Cards
F1: Each neighbor refers to your creatures in the lanes immediately adjacent to it.
F5: Damage is only considered taken if at least 1 damage is taken.
F9: The damage dealt to a primary target is a single hit. (So usually 11 damage, not 7, then 4.)
W5: Combat damage is damage dealt as a creature attacks. This includes creatures attacking when they normally would not, such as E4 and E6.
W6: The damage you take is rounded up. For example, if you would take 3 damage, you instead take 2. This effect stacks multiplicatively.
W7: If a creature would take negative damage, it does not take any damage.
W12: This triggers after all of your opponent's start of turn abilities.
A7: More accurately, if this would be marked as destroyed during a tick while you have 9 or more fire, instead pay 1 fire and set its life to max. Fire is not wasted if this is already marked as destroyed.
A10: This directly marks a creature as destroyed. It's life is not modified.
E2: The maximum life for a creature is the life it started with. The maximum life for a player is infinity.
E11: All allies includes you. You can be healed above your starting life total.
Cores and Aether Cards
"Auto Trigger": This is cast without spending an action at the start of your production phase. You can cast it again manually by spending an action.
"banned with": If you have this card in your deck, you will not be dealt the mentioned basic card.
Skeleton (1): This card has a printing error. It should say "Cannot be targeted by you." This means you cannot use "Target ally" spells on it.
Ulamog (10): This card cannot be destroyed for any reason!
Emrakul (11): You can not use "Target ally" spells on it, and your opponent cannot use "Target enemy" spells on it. Anything else is fair game, even including a Fireball!
Call to Spirits [43]: You will take the damage even if the enemy fails to take damage for some reason.
Monument to Rage (4): If a creature's first attack destroys your monument, it will not attack a second time.
Poisonous Cloud (5): Despite doing damage, this spell does not benefit from A1 or F12.
Trig (12): This always triggers after W12.
Wall of Reflection (5): If both player's life totals are reduced to 0 at the same time, the more negative player loses.
Mindstealer (7): A ! will hit you and all of your creature except Mindstealer. It will also hit itself.
Bolas (9): A ! will hit the opponent only.
Crusade [46]: Anything before "to" is a cost. If it cannot be paid, the effect after will not be performed.
Call to Dorlak (4): I have no clue what casting this on Ulamog would do. It might crash the game. Why would you want to do that anyways?
Consume Essence (3): The overkill is determined by the negative life total the creature has after the damage. Even if it fails to kill, it can gain Aether if the creature's reduced to negative life. This might be changed at some point in the future.
"Bloodcost": Pay 2 life for each aether.
Justicar (5): The multiplication is applied before damage reduction. The addition is applied before W6.
Vampire Elder (7): This applies to all Initiates, not just the ones created by this specific Vampire Elder.
Get Aethermancer
Aethermancer
Status | In development |
Author | MasN3 |
Genre | Card Game |
Tags | Deck Building, Multiplayer, Turn-based |
Languages | English |
More posts
- v1.1.7: Chess Battles3 days ago
- v1.1.6: Deluxe Deluxe Edition?8 days ago
- v1.1.5: Deluxe Edition11 days ago
- v1.1.4: Spell 'Damage' does what now?13 days ago
- v1.1.3: More Ranked Spells14 days ago
- v1.1.2: The Class Update16 days ago
- Bot Update18 days ago
- v1.1.1 - 1 life for 1 mana for p119 days ago
- v1.1.0: Circling Back Around24 days ago
- v1.0.9: Cleaning Things Up27 days ago
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