v1.2.4: Second Chances
Fix some bugs where a starting deck contains cards that no longer exists.
New Mechanic: Life Multiplier
Some units now have two lives. This means you need to kill them twice to get them out of the game.
I was searching for a mechanic to make big units Tornado-Resistant for some time now, and I think I've hit upon a pretty good one. As a bonus, the Dragon + Healing Circle combo was sometimes frustrating to play against, as in some cases the Dragon would feel unkillable. While having the health be split into two lives is usually a bonus, it does make it work less well with healing.
Dragon no longer has temp hexproof. Health 26 -> 12 x2
Priestess of Mirrors no longer has temp hexproof. Health 15 -> 7 x2
Hydra no longer has haste. Health 29 -> 17 x2
Phantom Warrior no longer has "can only take 1 damage at a time". Health 4 -> 1 x4
Consider this a test. If it works out well, more units may use this lives mechanic, and perhaps in greater amounts.
New Unit: Jormungandr
Ever since I've introduced the mechanics, I wanted to see + and ! on the same card. Alas, the first attempt, the 6-cost Aether Hydra turned out ridiculously broken. It turns out that 1 extra ! attack is worth so much that its worth banking up aether for.
So, it got replaced with the Magic Hydra. But that design stopped working as soon as the purge rule was introduced.
However, if there's anything rank 9 spells have taught me, its that holding up aether past 9 is a very severe cost, perhaps one steep enough to justify extra ! power. So the aether hydra would have to be a 9, maybe an 8.
But that creates another problem. How do you make it so that it's not hard countered by Tornado? I believe we finally have our answer.
Jormunandr (9)
0+!/17 x2
Dart Adjustments
Ice Darts: Now Chronomancer, as originally intended. Rank 8 buffed from 8 to 0+ power. Rank 9 removed.
Weakening Darts: Slightly reworked:
Weakening Darts, Rank [?]
! [?] life. Darts hitting creatures give -2/-0.
@ lane. Shoot X darts there. Darts miss creatures with less than 2 attack.
Each dart that misses reduces each enemy non-aether mana by 1.
[?]
| Rank | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| Life | +3 | 0 | -3 | -5 | -6 | -5 | -3 | -5 |
| Power | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 0+ |
Other Aether Cards
Rising Earth, Rank 5 is overperforming.
As such:
Rising Earth, Rank 5 is being nerfed from 1+ power to 6 power.
A new Rising Earth, Rank 6 is being added with 1+ power.
Rising Troll (Rank 6 and Rank 7) are being removed from the game.
Rifleman is underperforming. Health 11 -> 12
Basic Cards
Tornado, Basic is overperforming. The new lives mechanic should nerf it.
Earth Elemental: Health 28 -> 27.
Cloud: Health 17 -> 18.
Get Aethermancer
Aethermancer
| Status | In development |
| Author | MasN3 |
| Genre | Card Game |
| Tags | Deck Building, Multiplayer, Turn-based |
| Languages | English |
More posts
- v1.6.5: The settings file6 days ago
- v1.6.4: Adjustable Costs9 days ago
- v1.6.3: No new keyword this patch15 days ago
- What's on my mind right now15 days ago
- v1.6.2se: Oh hey another special edition16 days ago
- v1.6.2: Indestructible18 days ago
- v1.6.1: This one is for the Illusionists out there18 days ago
- v1.6.0: The Keyword Update23 days ago
- v1.5.7: Another Balance Patch27 days ago
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