v1.0.6: Moving Forward


Cleaning up the Rules

The game is now only ticked:

- After the start phase.

- After the action phase.

- Immediately after any creature attacks.

Furthermore, the amount of attacks a creature will make is now "locked in" right before it makes its first attack. Monument to Rage hp 42 -> 39 to compensate for this.

Statistics and Base Set Update

F +018 -002 -024 +010 +026 +004 -005 -001 -010 -016 +009 -010 
W -033 +002 -009 +027 -004 +000 +002 +013 -004 +031 -005 -026 
A -008 -008 +022 +005 -005 -020 -011 +010 +009 +019 -003 -006 
E -007 +005 +014 -011 -012 +009 -017 +003 +026 +034 -014 -023 
First Player: 868/1697 (51.1%)
Games / Basic: 2278.9375
σ: 0.01047378843031704
Average (RMS):  1.36σ
Water Element: +3.05σ
Meditate, Bas: -2.56σ
Astral       : -2.56σ
Hydra        : -2.28σ
Disciple     : -2.26σ
Earth Element: +2.18σ
Arc Lightning: +2.16σ
Stone Rain, B: +2.06σ
Elder        : +2.02σ
Berserker    : +1.88σ
Bolt Strike  : -1.88σ
Giant Spider : -1.69σ
Goblin Berser: +1.68σ
Tornado, Basi: +1.68σ
Fire Elementa: -1.67σ
Rejuvenate   : +1.35σ
Master Healer: -1.34σ
Deluge, Basic: +1.29σ
Hermit       : -1.22σ
Forest Sprite: -1.13σ
Phoenix      : -1.10σ
Dragon       : -1.08σ
Inferno      : -1.07σ
Drake        : +1.01σ
Burst Lightni: +0.98σ
Armageddon   : +0.90σ
Apostate     : -0.86σ
Natural Fury : +0.86σ
Cloud        : +0.85σ
Griffin      : -0.80σ
Apprentice   : -0.79σ
Healer       : -0.70σ
Titan        : -0.60σ
Master       : -0.50σ
Commander    : -0.49σ
Sage         : +0.49σ
Fence        : -0.47σ
Golem        : -0.42σ
Healing Circl: +0.41σ
Overlord     : -0.40σ
Flame Wave, B: +0.36σ
Troll        : +0.29σ
Air Elemental: -0.29σ
Turtle       : +0.23σ
Wall of Fire : -0.19σ
Spiked Starfi: +0.18σ
Balrog       : -0.07σ
Guard        : +0.03σ

Finally, I think there is enough evidence to warrant a nerf to W10. It now gains 4 life when played, down from 5.

In addition, I'm starting to test out a Freeze Mechanic in the base set. For now, W6 has been replaced with

Blizzard (W6)
Attack all enemy creatures. Your opponent skips their next combat phase.
(In the future: Freeze and attack all enemy creatures.)
2

If this card turns out successful, expect a replacement for W5 and some aether cards that freeze, plus some new UI to match.

Aether Card Balance

Queen hp 16->14

This doesn't really change the balance when the opponent does have Stone Rain, but makes it significantly less oppressive when they don't.

Free Cards Update

All the preexisting free cards have been buffed by 1hp. A few new ones are available:

F3: 38hp

W3: 42hp

A3: 43hp

Rituals Update

As charged passives feel better for gameplay than true passives, Siphon, Arcane Power, and Here I Stand have been removed for the game.

On the design perspective, moving forwards, some rituals will cost basic elements and some not, for balance reasons. The target starting life total for rituals will be 40-47, ideally 44-46, to avoid polarized gameplay.

Also, there was a pretty unfun combo involving Ritual of the Healer B and Darksteel7. Lesson learned to be careful with aether cards that don't cost any aether.

Also, many of the rituals needed rebalancing. Here are the new versions:

Ritual of the Healer [46]
! Gain 1 life. Spend 1 aether to gain a charge.
Start of Turn: +1 life/charge.
Ritual of the Healer, Greater [46]
! Spend 3 aether to gain two charges.
Start of Turn: +1 life/charge.
Ritual of the Apprentice [44]
! Spend 1 aether to gain a charge.
Your spells have +1 attack/charge.
Ritual of the Dragon [43]
! Spend 5 aether and 1 fire to gain a charge.
Your spells have +1 dragon/charge.

A cycle of rituals that permanently increase mana generation have been added. They are [45]s that cost 1 aether and 2 of their element.

Get Aethermancer

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