Aethermancer Glossary


Find the rulebook here: https://masn3.itch.io/aethermancer/devlog/914831/the-aethermancer-game-rules-upd...

Very outdated card-specific notes here: https://masn3.itch.io/aethermancer/devlog/900683/aethermancer-card-notes

What you will find on a card

Top Center: Mana Cost

Top Right: Life Adjustment -  playing this card changes your life by this amount.

Bottom Left: Power/Attack

+: This Power is increased by 1 for each mana you have of its element.

!: This creature attacks all enemies. Attack modifications on this creature are purged after one attack.

(Blue): This creature is currently frozen.

Bottom Right: Health

x2: This creature has multiple health bars. If it's destroyed (by damage or a "destroy" effect) it will remain in play, with its health reset.

<#> These are charges. Charges are found only on cores, and the core text should make it clear what a charge does.

Text Boxes

! On-play effect.

@: Read as "target". "@ ally" and "@ enemy" cards can only be played if the target exists.

R: Triggers during your start of round phase.

If a spell does something (attack, heal...) but doesn't specify how much, use X, the spell's power.

Terminology


Base (card)/Basic: Fire, Water, Air, and Earth.

Base Attack: The card's attack, including modifications, but not other effects that increase attack (eg. F7, or +)

Core: Your top aether card, which determines your starting life total.

(Your spells have +1) Dragon: (F12). Multiplies your spell power by x1.5. Stacks multiplicatively.

Freeze: A frozen creature skips their next attack. A frozen player skips their next action phase, but never skips two in a row.

Heal: Increase the creature's health / player's life. Creature's max health is their starting max health. Players have no max life and win the game if they reach 1000.

Modify: Changes something permanently. 

Regeneration: Permanent marker on a player which changes their life during their start of turn phase.

X: This spell's power.

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