v1.1.4: Spell 'Damage' does what now?
More ranked spells
Triosurge (Neutral Ranked)
! (some life total adjustment for balance fine-tuning)
@ ally. +X Fire/Water/Air/Earth, except its element.
Cannot target Aether creatures.
Rank | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Power | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 0+ |
Life | +2 | 0 | -2 | -3 | -3 | -2 | -1 | -2 |
Turns out I suck at balancing. That's why we have playtesting.
Rank | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
Power | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 0+ |
Life | 0 | -4 | -7 | -8 | -7 | -5 | -3 | -4 |
Falling Water / Rising Water (Abjurer Splitline)
Rank | Effect | |
[45] | Falling Water ! Opponent loses X water. 2 | |
1 | 4 | |
2 | 6 | |
3 | 5+ | |
4 | Rising Water ! Opponent loses 2 of each mana. +X water. 0 | |
5 | 2 | |
6 | 4 | |
7 | ||
8 |
Rising Fire (Banisher Ranked)
! +X Fire. Attack enemy creatures. (Some life total adjustment for fine-tuning.)
Rank | 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
Power | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 1+ |
Life | 0 | -1 | -2 | -3 | -4 |
Rising Air (Evoker Ranked)
! +X Air. Attack all enemies. (Some life total adjustment for fine-tuning.)
Rank | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
Power | 2 | 3 | 4 | 5 | 6 | 7 | 0+ |
Life | +1 | -1 | -3 | -5 | -6 | -6 | -5 |
Magic Missiles / Deterministic Bombardment (Illusionist Splitline)
Rank | Effect | |
[44] | Magic Missiles, Rank 0 ! 1 damage to toughest enemy, X times. (highest health, leftmost if tied) 4 | |
1 | 6 | |
2 | 8 | |
3 | 7+ | |
4 | Deterministic Bombardment, Rank 4 ! Attack the toughest enemy. Repeat this with 1 less power. (highest health, leftmost if tied.) 5 | |
5 | 6 | |
6 | 7 | |
7 | 8 | |
8 | 1+ |
Cannon (Banisher 6) has been moved to Illusionist.
Q&A
How do you determine when to stop the line and add a +?
Card Development is more an art than a science, but generally speaking:
- I generally try to design ranked spells to go up to Rank 8. I go up to Rank 9 if Rank 9 can do something interesting, and I might stop at Rank 7 if there's nothing great to do at Rank 8. If I have to stop earlier, I try to make a split-line.
- The last rank of a spell should have a +, if possible.
- Negative numbers with a + look incredibly ugly in the UI. I will go up to Rank 9 to avoid them.
- In most cases, cards with a + should be perfectly castable at base cost. While on occasion I have reasons to make exceptions (A6 and E3 most notably), in general I wait to add a + to a card until the burden of having to store an extra aether approximately matches an extra +1 in the effect. For example, with Rising Fire, the value of the 8th Aether is 4.2 credits, and the value of the 1st aether is 2 credits. As such, the burden of having to store the 8th aether is 2.2 credits, which approximately matches the benefit from the +. If I put a + in the effect any earlier, then waiting would be almost always superior.
Why no Rising Earth?
For balance reasons, since the effect is so granular, these cards need a life total adjustment to properly balance.
However, an effect for Rising Earth would probably be to increase your life total, so adding a life total adjustment on top of that looks particularly ugly.
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?7 days ago
- v1.1.5: Deluxe Edition10 days ago
- v1.1.3: More Ranked Spells13 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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