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Armies Against Entropy · Patch notes

v1.1.6

  • 12reworked
  • 23changed

Rule Changes

  • Side effects: Cost renamed to side effect to clarify that spells do not require the detriment to effect a card in order to play them, just that it is a side effect of the card being played.
  • Player turn order: Players may now choose which player goes at the start of each round. This way any synergies like goddess of harvest can be utilized correctly, along with players not having lackluster turns if the other player is doing all the work.
  • Terms: Some new terms have been added to the rule book, along with a few getting some rewording for clarification.
  • Minions: Minions now have new rules to reflect their new stacking mechanic (see below)
  • Order of operations: All effect types are now reflected in the order of operations. Along with including rules that state cards do not trigger from their own destruction, like in the case of Husk for Library being destroyed.
  • Wastelands: Wastelands are no longer disabled by default. Only specific cards, and are specified on the base effect of the card.

Old God Cards

Minions

  • Endling

  • Murkling

  • Dreadling

  • Voidling

  • Minions: There are 3 New minion types along with the Endling being reworked. Minions now stack when one of the same type is drawn. Their strength then combines and they attack as one card. This should help to prevent games from going too long with an excessive number of minions on the board.
    • Endling - When this minion reaches 3 or more stacks, When they attack they deal damage equal to double their PL.
    • Murkling - When this minion reaches 3 or more stacks they then prioritize Structures first.
    • Dreadling - When this minion reaches 3 or more stacks they then prioritize Weakest first.
    • Voidling - When this minion reaches 3 or more stacks, Draw an additional Minion at the start of the old god Draw phase.

Monsters

Reworked Monster

Maw of the Forgotten

Card reworked for clarity and the new minion stacking mechanic.

  • In order to attack this monster returns a single minion card placed on the previous turn of the player's choice to the top of the deck. When attacking, destroy the attacked card.

Reworked Monster

Riftspawner

Reworded for clarity

  • Draw 1 old god card per turn during the OG Draw Phase.

Reworked Monster

Shardbrute

Shardbrute needed rewording for clarity, hopefully this is better.

  • If this monster Destroys a Card any excess damage will be carried over to the next available non- GD Card in the column.
  • Also the Negative defeated effect now say PLAYER so it isn't confused as an effect to disable old god cards.

Changed Monster

Blightmite

Now has 3 strength

Ruins

Changed Ruins

Amplification Tower

To go along with the new minion changes Amp tower needed a change. Now minions attack with double damage instead.

Reworked Ruins

Chaos Gate

Reworded to make all players loose units as it was intended.

Changed Ruins

Null Sanctum

Excessive words removed

Changed Ruins

Abyssal Domain

Death effect lowered to 1 minion with minion changes

Changed Ruins · Wasteland

Void Rift · Void Hollow

Both these cards have an added exception for Curses as they would constantly redraw that same card.

Wastelands

Changed Wasteland

Abyss

Fixed typo

Changed Wasteland

Husk · Blighted Marsh

Base effects are no longer disabled on play.

Curses

Changed Curse

Desolation

No longer needs this phrase “Land can not be destroyed if there is a structure on them.” so it was removed

Changed Curse

Terrify

Added words to clarify you can move your units to any number of lands or structures.

Old Gods

Changed Old God

Umbra, Goddess of Oblivion

Now draws a card when minions reach 3 stacks.

Player cards

Land

Changed Land

Giant Turtle

Turtle was too strong in comparison to other lands so the passive unit Generation was removed

Changed Land

Graveyard

Ability cost reduced by 1 and can pull from any card, to hopefully make it more useful

Swamp, Necormancer, bucher. These cards have been way too strong for way too long. So now they are all nerfed.

Changed Land

Swamp

Swamp now only gains units on minion death.

Changed Hero

Lone Dark-Arts Necromancer

Necromancer now only gains units on Hero and monster death.

Changed Structure

Butcher

Now only gains 1 unit instead of 2

Heroes

Changed Hero

Paladin of The Last Dawn

Unit gen was changed from 4 to 3 as currently they feel too strong. Most monsters are around 3 strength so this felt about right.

Changed Hero

Lone Dark-Arts Necromancer

Necromancer also has a change to wording on base effect. Now states that the necromancer alter should be enabled to gain the effect.

Reworked Hero

Calmhand Archer

Has been reworded for clarity and consistency.

Changed Hero

Stone Golem

  • Now has a taunt instead of taking less damage. Hopefully this will make it more useful in more situations…. And not too over powered… maybe.
  • Now it will not become disabled when placed as a structure.

Lands

Changed Land

Desert

Removed the word additional as it made it seem like the card needed to gain units in the first place to be rewarded for the effect.

Reworked Land

Tundra

Reworked to lower the number of units gained as it was far too many. Now is 2 for the structure above it and 1 for all other structures.

Structures

Reworked Structure

Village

Reworded for clarity.

  • UNT Gain and effects that gain UNT are doubled for the Land this Structure is placed on.
  • The card was also just way too strong to have other effects so they were removed Passive unit gen removed. Treggered effect removed.

Changed Structure

Witches Hut

Removed the triggered effect as it didn’t really make sense or work as intended. Wording for base effect is now more clear.

Changed Structure

Embassy of the Grand Accord

The Embassy wasn’t being used enough so the cost to use its ability was dropped from 10 to 8 and now can be taken from any player card.

Spells

Changed Spell

Banish from Existence

Now says one of your heroes for the cost to discourage negatively affecting your ally. This is just something I feel like goes against the spirit of the game.

Reworked Spell

Demolish

Needed rewording due to typo

  • When this Card Is played: Play one less Card next turn.

Changed Spell

Divination

Divination's cost was too large for its benefit. It has been significantly reduced

  • When this Card Is played: Put 1 Cards of your choice from your hand to the top of your draw pile.

Reworked Spell

Desperate Mage's Shield

Reworded for clarity

Reworked Spell

Charm

Reworded for new minion interactions

Gods

Reworked God

Silas, God of Destruction

Reworded for clarity. Base effect now say “You may Allocate UNT to 0” Instead of “Past 1”

Reworked God

Ulruin, God of Altruism

Reworded for clarity. Effect cannot split the cost of units with another card.

Visuals

  • Icons: Icon size in text increased for better visibility.
  • Art: All the art in the game was given a once over for a bit of a cleaner look
  • Unit counters: TTS unit counters were changed to better reflect how they look on the cards. Before it could be confused with the hero icon.