v1.1.8 AAE Patch Notes

Here is the balancing patch after a few playtests of some of the new decks. Keep in mind not all decks have been playtested yet and will require further balancing. I’m trying to get these out more often to expect more after each playtest!


Rules:
There are some new rules however they are not in the rule book as of yet because they require more testing… and i dont want to edit the rule book yet.

  • Cards in a zone gain benefits as if it were that card type.

    • When a card occupies a zone it is treated as that type and the card type specified on the card.

  • Needs to clarify of structures are disabled on disabled lands (see what makes the most sense)


Gods:

Silas, God of Destruction - Base effect was slightly confusing so it is now reworded.

  • When allocating UNT, you may move UNT off of a card, destroying that card.

Imtris, Goddess of Devotion - Unit effect was moved to base effect because it makes more sense.

Elian, Goddess of The Harvest - New wording to make her less confusing. Technically a slight nerf but makes the game flow better.

  • When you play a land: Gain 1 UNT for every 2 lands that players currently control on the played land.

Heroes:

Shape Shifter - Now works when played as well to work well with the creation deck.

  • When played and At the start of each turn, this Hero may mimic a Hero, Structure or Land in your hand. The effect ends if that card is played

Iron Sentinel - Was a bit lack luster and abilities didnt self synergize enough 

  • Base effect: When attacking a minion this Hero destroys it with 1 UNT regardless of number of stacks.

  • When This Hero Destroys a Minion: An allied card of your choice Gains UNT equal to the number of stacks of that minion.

Assassin - Was confusing and probably broken trying out another effect.

  • Unit gen

  • Triggered effects lose 5 units at the start of the OG turn. Can not go below 1 UNT from this effect.

King - Damage reduction was confusing so I put it in line with how other cards handle it.

  • Before this hero is damaged by a monster gain 1 UNT.

Mad scientist - more than 1 mad scientist did nothing so it was changed to 1 adjacent target instead. Should also be slightly more balanced. Still keeping an eye on it as it might be too powerful.

  • When a disabled minion is destroyed it disables 1 adjacent monster or minion of your choice.

Bard - Bard was confusing. Reworded to make more sense…. hopefully…

  • The PDE gained from this card’s ABL triggers at the start of your turn. This Hero may only have one PDE copied at a time.

  • Remove 10 UNT from this Hero: When this hero next attacks and destroys an OG card, it copies its PDE.

Whale Hunter - a new rule was made to make this card easier to understand and had some rewording to make it more clear.

  • Base effect - If the monster moved by this card's ABL is destroyed it’s NGDE does not trigger and always placed in the OG discard pile. If reenabled, return it to the OG board and trigger its NGDE.

  • Ability - Move a Monster with NGDE to the hero zone on your board. The monster is then Disabled and gains UNT equal to its PL.


Structures:

Witches hut - Now clarifies that this should only work with triggered effects.

Church of Dusk - Base effect was removed from the card as it was way too powerful. It may return at some point as a unit effect on another card.

Windmill - visual fix. Now has unit icon

Gladiator arena - Wording changed to follow the design philosophy of the game and now allows you to destroy ally cards.

  • Destroy one of your hero and move all of its UNT to any other hero.

Land:

Field - Main part of the base effect was removed as it was too powerful. Now only has the triggered effect. The effect also now specifies that units are placed on your god.

  • Base effect: When played, this land is disabled until the end of your next turn.

  • Triggered effect: Gain UNT on your GD equal to the number of land in play when this card is taken out of play.

Quick sand - Removed the ramping cost base effect. Along with much clearer wording.

  • After a monster or minion attacks a card. You may remove 1 UNT from this card to disable that monster or minion until the end of the OG next turn.

Beach - You could effectively play 5 cards, turn one which was way too much. Now is disabled when you use its ability.

  • Disable this card and Discard a Card: Draw a Card from the top of your deck and play it.

Sea - Reworded to be easier to think about.

  • At the start of your turn before you draw cards. Gain 1 UNT for every 2 cards you have in your hand.

Sky - Removed passive unit gen because it is already probably too powerful

Spells:

Catalyst - now says should say MAY activate, for cards like mermaid

  • You may Trigger as many cards TE 1 time for all players.

Scorched Earth - small clarification in reference to cards like void hollow and husk

  • When this Card Is played: The Destroyed Wasteland triggers all of Its Card Draw immediately.

Old God Cards:


Monsters:

Nether Muck - 

  • If this card is Destroyed for the first time, it is played again, reenabled if disabled, and now has 2 PL. 

Shardbrute - spelling fixes

Maw of the Forgotten - New mechanic was not implemented in the last patch. Should be fixed now.


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Patch 1.1.7