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
Aethermancer
Status | In development |
Author | MasN3 |
Genre | Card Game |
Tags | Deck Building, Multiplayer, Turn-based |
Languages | English |
More posts
- Status Update14 hours ago
- v1.2.4: Second Chances15 days ago
- v1.2.3: Darts28 days ago
- v1.2.2: Debuffing32 days ago
- Mechanical Color Pie May 202533 days ago
- v1.2.1: Ignition35 days ago
- v1.2.0: Regeneration37 days ago
- v1.1.9: Moving Clockwise40 days ago
- v1.1.8: Lens of Truth44 days ago
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