v1.2.5: Age of the Multiplier


The multiplier mechanic was pretty successful. To make it so that there's less mechanics to learn, Indestructible is no longer a keyword. Formerly Indestructible creatures now have 99 lives.


New Cards

Astral Drake (Neutral 5)

Attack equal to your lowest mana. Playing your core has no effect.

0! / 20


Dev comment: Blanking your core was needed because otherwise the strongest thing to do with it by a mile is spam Rising Aether or Fractured Time.

It was originally tested at 6 cost, but was losing too many games, to Tornado (it's far more vulnerable to Tornado than its cost would indicate, since it requires setting up your mana in a very specific way), as well as getting outscaled in the lategame by the likes of Ritual of the Hydromancer, Ulamog, and Trig.

Over testing, it went from (6) 0/20 -> (6) 0/22 -> (6) 0/24 -> (6) 0/26 -> (5) 0/20 -> (5) 0/18 -> (5) 0/19 -> (5) 0/20


Supreme Elemental (Neutral 8)

Attack equal to your highest mana.

0 / 14 x2

I underestimated this, because it doesn't give mana. Don't underestimate it; starting with 10 attack is a really big deal!

Over testing, it went from (8) 0/20 -> (9) 0/20 -> (8) 0/15 -> (8) 0/14


Great Oak (Neutral 8)

Before your combat phase: Summon (E4) into your leftmost empty slot.

0 / 16

I thought this would be quite OP, as E4 is not a bad unit to summon. That said, 8 Aether is a very significant investment, and due to getting killed or running out of board space, it's rare to get more than four of them.

Over testing, it went from (8) 0/18 -> (8) 0/16


Overheal [Restorer 44]

Your creatures can be healed past their starting health.

Nope, the interaction with Priestess of Circles was quite broken.


Overheal [Restorer 44]

Your non-aether creatures can be healed past their starting health.

Nope, healing circles are still just too good.


Ritual of Overheal [Restorer 44]

! Spend 1 aether to charge.

Charged: Your creatures can be healed past their starting health.

Too weak. I can make its hp go up to 46 without making pass look silly.


Ritual of Overheal [Restorer 46]

! Spend 1 aether to charge.

Charged: Your creatures can be healed past their starting health.

Ahh! Still too weak!


Overheal [Restorer 36 35]

Your non-aether creatures can be healed past their starting health.


Okay, looks like we finally got there.


Ritual of the Commander [Neutral 33]

! Spend 3 aether to gain 1 charge and modify allies with +1 attack.

Ally is summoned: Modify it with +1 attack / charge.

(2) [44] -> (3) [44] -> (4) [44] -> (3) [34] -> (3) [33]

Balance Changes

Just one this patch.

Meditate (W1): Life gain 3 -> 4

I personally do not think it's weak, but the stats say it's doing 47.5% win rate. This is a barely noticeable difference, and I in fact have been barely noticing I'm losing a bit more games with it. The sample size is large enough that we're statistically confident (to 3 sigma) that it's been underperforming.

Get Aethermancer

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