Mechanical Color Pie May 2025
I'm having some trouble in the design for the next patch, so here's a blog post to say where the color pie is at and to gather my thoughts.
First, every classes characteristic as it currently is as of v1.2.1, regardless of what it 'should be':
Restorer
Limitations: Every card except one (Wall of Protection) in the card set contains "heal all allies" in its text somewhere. If all allies are at full health, then value is lost.
Monopolies:
Only restorer can heal its creatures.
While life gain is available to all classes, only restorer can heal very large amounts of life to itself in a quick burst.
Abjurer
Limitations: Every card with a few exceptions (Falling Water, Trig) contains "! opponent loses 1 of each mana" somewhere. If the enemy fully spends mana, value is lost.
Monopolies:
Only abjurer can remove opponent's mana.
Only abjurer can suppress opponent's normal mana gain.
Chronomancer
Limitations: Every card either buffs allies, grants them extra attacks, or freezes enemies. Chronomancer cannot accomplish much from an empty board.
Monopolies:
Only chronomancer has AoE freeze.
Only chronomancer can freeze a player.
Only chronomancer can grant extra attacks.
Only chronomancer can have very large (20+) amounts of reach, conditional on having a board.
Evoker
Limitations: Every card does face damage somehow. If opponent has way more life than they need, you're giving them value.
Monopolies:
Only Evoker can give opponent negative regeneration.
Only Evoker can do "sustained direct life pressure", whatever that means.
Only Evoker can have large (8+) amounts of reach, even without having a board.
Illusionist
Limitations: Every card requires a high value creature on the enemy side. Against a skeleton army, every illusionist card is bad value.
Monopolies:
With two exceptions (ice spirit, Glacius), only illusionist has single target freeze.
Only illusionist can force enemy creatures to attack something they're not supposed to.
With one exception (Doomstar), only illusionist has access to "destroy".
Banisher
Limitations: With a few exceptions (Glaives, Wall of Reverberation, Priestess of Vengeance), every evoker card has "! damage all enemy creatures" in its text somewhere. You're never getting great value against a board of only a single creature.
Monopolies:
Only Banisher has "excellent-rate sweepers", whatever that means.
With this color pie in mind, I wanted to go over some ideas I have, especially regarding the planned poison mechanic.
First of all, I think it would be nice if every class had a mechanic, that did a different but related thing on creatures and players, such as restorer's heal and chronomancer's freeze.
First of all, it's not clear whether it's even feasible to complete a cycle. My attempts have not been promising:
Fracture - On a creature: Destroys it. - On a player: Marks them with fracture. When the player next plays a basic spell from an element in which they have 10 or more mana, they instead skip their turn and lose 10 mana from its element. | ||
(Illusionist 6) @ lane. Fracture enemy there or opponent. |
For example, this design kind of gives illusionist too much coverage in its effect, with fracturing the opponent being great support to a F7 push to stop sweepers.
Anyways, for the poison mechanic. Obviously, on a player, it would give it negative regeneration. But what should it do on a creature?
- Give 1 negative regeneration. This is the obvious answer. But it has a few problems. First of all, it requires another counter. Secondly, it would make poisonous creatures problematic to balance.
This is because giving a player negative regeneration (which lasts the whole game) is much better than giving a creature negative regeneration.
Ideally, poison should be a mechanic that can be used on both players and creatures, otherwise there's no point making it a keyword. See Glacius for an example of a card that can be used as either a player freeze or a creature freeze.
- Give two negative regeneration. This is unintutive. Also, it requires a counter.
- Mark a creature to die in 3 turns. This requires a counter, but is pretty alright otherwise. It makes sense with what you expect poison to do, and is a very reasonable-looking pairing with the player effect.
- Force a creature to attack 3 times immediately, then destroy it. This option avoids the counter, but steps into illusionist color pie, especially against creatures whose main use isn't its attack (eg. W11).
- Deal 5 damage. This makes one wonder why not just do 5 damage to a creature or player, and skip the mechanic.
- Give -1 attack. Same problem with being weaker against creatures. Also, we're kind of in evoker color pie for player poison, and illusionist color pie for creature poison.
- Give -2 attack. Now we're running into a problem with wasting part of the effect against 1 attack creatures. This problem already exists some due to walls.
- Give -1/-4. The -4 part looks arbitrary.
- Give -1 attack and make its owner lose 3 life. This falls squarely in evoker color pie, but the -3 part still looks ugly, and it makes dubious sense thematically.
This is the design I'm closest to printing at the moment:
Poison Dart (2) @ lane. Attack enemy there or opponent. Poisonous. (Modify creatures hit by this with -1 attack. Modify players hit by this with -1 regeneration, but in lieu of doing damage.) 6 | ||
Scorpion (6) Poisonous. I ignore blockers with 0 attack. 6/22 |
Still, I want to do a bit more design work before pushing the new mechanic.
Get Aethermancer
Aethermancer
Status | In development |
Author | MasN3 |
Genre | Card Game |
Tags | Deck Building, Multiplayer, Turn-based |
Languages | English |
More posts
- v1.2.2: Debuffing16 hours ago
- v1.2.1: Ignition3 days ago
- v1.2.0: Regeneration5 days ago
- v1.1.9: Moving Clockwise8 days ago
- v1.1.8: Lens of Truth12 days ago
- v1.1.7: Chess Battles18 days ago
- v1.1.6: Deluxe Deluxe Edition?22 days ago
- v1.1.5: Deluxe Edition25 days ago
- v1.1.4: Spell 'Damage' does what now?27 days ago
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