v1.2.6: Artifacts of History


Changes

Fire Darts, Rank 2 and Blazing Darts, (All ranks) are no longer available.

Chain Darts, Rank 0 and 1 are no longer available.

The remaining Fire and Chain Darts have been merged into one splitline.


New Cards

Phoenix Hydra (Illusionist 9)

I have +1 attack per health bar I have lost.

1! / 10 x99

Teased in the previous update. It felt strong so I increased the health slightly (this is a nerf!) but then it felt weak, so I reverted it.


Stone Rain, Rank 0 ([43], 4) and Stone Rain, Rank 1 ((1), 6) are now available.


Spirit of Air (Banisher 6)

I have +1 attack per enemy creature.

0! / 24

Teased in the previous update. Even I didn't guess it would go past playtesting with no balance changes.

One idea I had was a unit that modified its own blueprint, making future uses of it stronger.

While implementable, I decided to first try to accomplish it within existing mechanics. In this update, there will be cores that get stronger or weaker with each use. Exhibit A:


The Factorial Core [39]

! Spend 6 aether to multiply your life by charges, then add 1 charge.

<2>


Artifacts of History

This patch will feature artifacts! If you know, you know.

Starting off strong, the most powerful artifact:


Annihilation [Banisher 41]

! Spend 1 aether per charge to destroy all creatures.

Requires a creature to use.


Like the artifact, this core requires 6 mana to wipe the board - an effect too good from its cost. However, it has a few things balancing it:

- You know it's available from the start of the game.

- Supplies are limited.

- If you try to get too greedy with it, your opponent can push you off the board entirely, preventing you from casting this.


Eclipse [Illusionist 30]

! Spend 6 aether to deal 3 damage to an enemy per charge. (Target selection is left to right, wrapping around.)

Start of turn: Deal 1 damage to the leftmost enemy and gain a charge.

<1>

Another very powerful core, to join the likes of Fractured Time. You'll be starting with the lowest hp yet, but the core passively gives you value every turn. Once it gets charged up, the active ability can be incredibly strong too!


Mystic Flare (Illusionist Ranked)

@ enemy. Deal 6*X damage divided evenly between it and its neighbors.

Ranked

Rank2345678
Power1234560+


Is it more important to preserve the 6 cost or the total damage? I couldn't decide.


Axe (5)

I take 2 less damage.

7/11

It's kind of like W7, but neutral, but with more damage.

While it's vulnerable to Stone Rain, it's quite good in conventional combat. Put it in as many combats as possible with this:

Berserker's Call (3)

@ ally. It fights enemy neighbors.


Time of Triumph [42]

! Spend 9 aether to modify all current and future allies with +2 attack.

Each cast also reduces damage dealt to allied creatures by 2.

Dev comment: This was tested at 8 aether for 4. You can guess how long that lasted.

(Ritual of the Commander is getting a wording update to match.)


Mist of Avernus [42]

! Spend 5 aether to gain a charge.

Start of Turn: Modify allied creatures with +1 per charge.

Dev comment: My initial guess was 5 aether, [39]. Pretty good guess.


Jasper Daggers (2)

@ ally. Reset its attack. Unfreeze it. Modify it with +2 attack.


Bolt of Damocles (Evoker 10)

! Attack opponent.

20


Emissary of the Quorum (Restorer 8)

! Modify allied creatures with +2 attack and heal them 2.

R: Modify allied creatures with +2 attack and heal them 2.

1/17

Get Aethermancer

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