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Armies Against Entropy · Patch notes

v1.2.0

  • 22new cards
  • 43changed

New Old God cards

Seventeen new cards for the Old God decks: 2 new Minions, 6 new Monsters, 5 new Ruins, 2 new Wastelands and 2 new Curses.

Minions

New Minion

Capling

Strength
1
Attack order
  • Minion
  • When the stack reaches 3 or more Minion, they prioritise Land first.

New Minion

Wraithling

Strength
3
Attack order
none
  • Minion
  • Stacked effect: When the stack reaches 3 or more Minion, all Monsters gain +1 STR.

Monsters

New Monster

Fathomless Collective

Strength
3
Attack order
  • Monster
  • This Monster gains 2 STR for every stacked Minion to the right of it.
  • PDE: Any one player card that can attack may attack immediately.

New Monster

Arcane Abomination

Strength
15
Attack order
  • Monster
  • The next played Curse is given to this Monster and is activated one time per turn when it attacks.
  • PDE: Each player may play any 1 Spell from deck and reshuffle, or from their discard pile.

New Monster

Scourge Vessel

Strength
2
Attack order
  • Monster
  • Attacks again when a Curse is played.
  • NGDE: The OG plays a Minion card and it attacks immediately.

New Monster

Burrow Blossom

Strength
3
Attack order
  • Monster
  • If the card being attacked by this Monster would be destroyed, it is left at 1 unit and disabled instead.
  • PDE: Enable a card of your choice.

New Monster

Immortal Visage

Strength
4
  • When the OG draws any card outside of its play phase, this card attacks immediately.
  • NGDE: Place this card into your deck and reshuffle. When drawn, place it in the Monster zone.

New Monster

Brinecross Slicer

Strength
4
Attack order
  • When attacking, this Monster attacks a second time against the second strongest for damage.
  • PDE: Reveal the top card of the OGD and place it back anywhere in the deck.

Ruins

New Ruins

Spite of the Fallen

Strength
10
  • All Minions gain the NGDE “If a card attacked this card, this Minion counterattacks before dying.”
  • PDE: A UE of your choice becomes active until the end of your next turn.

New Ruins

Vault of Effigies

Strength
7
  • Ruins
  • When a player plays a Spell with a CT, this Ruins captures its CT and triggers it for both players at the start of the player’s turn. This may only capture one CT at a time.
  • NDE: Remove 6 UNT from any number of cards.

New Ruins

Galleon of the Dead

Strength
10
  • Ruins
  • When a Curse is played, remove 1 UNT from each Land.
  • PDE: Reveal cards until you find a Land. Place it in your hand and reshuffle the rest.

New Ruins

Stage of the Eternal Silence

Strength
6
  • Ruins
  • As long as this Ruins is in play, PDE do not trigger.
  • NDE: Trigger the card with the lowest PL NGDE without destroying the card. If the cards have equal PL then the players choose.

New Ruins

Desecrated Tomb

Strength
4
  • If this card is in play, TE, UE and ABL can’t be used.
  • PDE: Triggers a PDE of your choice instantly without destroying the card. This does not work on the OG itself.

Wastelands

New Wasteland

Spectral Scar

Strength
8
  • Wasteland
  • When an OGD is drawn, also draw a Minion.
  • PDE: Place a Monster, Wasteland or Ruins of your choice back into the deck and reshuffle.

New Wasteland

Tainted Caverns

Strength
12
  • Wasteland
  • 1 Minion draw
  • Each player draws 1 card in their draw phase for each Minion at 3 or more stacks.
  • PDE: Place 2 Monster back onto the top of the deck.

Curses

New Curse

Infestation

  • Draw 3 Minion and place them in any number of player decks, then reshuffle. When those Minion are drawn they are placed in the Minion zone.

New Curse

Umbral Tempest

  • Reveal 3 Minion. If 2 are the same, activate all Minion stacked effects until the end of the turn and discard the revealed Minion. If none are the same, play those Minion.

New player cards

Five new cards for the players: 2 new Heroes, 1 new Structure and 2 new Spells.

Heroes

New Hero

Wandering Nomad

  • Any player may allocate to this Hero. It counts as each player’s card, triggering and benefiting from their effects. It may attack only on its controller’s turn.

New Hero

Diligent Farmer

  • If this Hero does not attack before the end of attack phase, all player Lands gain 1 unit.

Structures

New Structure

Grand Armory

  • Base effect: The Hero above this Structure gains 1 UNT per turn in unit phase.
  • UNT ≥ 10: This Structure is destroyed. Then each player draws 3 cards and every Hero gains 3 units.

Spells

New Spell

Stoic Resistance

  • Enable 3 disabled cards. If the card is a Structure without a Land, this only lasts until the end of the owner’s next turn.
  • Cost: Take 1 card from the top of your draw pile and put it in your discard pile.

New Spell

Gift of the Sea

  • Take a card from your playspace and place a new one of any type. The new card is given the old card’s units.

Wording and readability

Changes that affect a lot of cards at once rather than any single one.
All cards with unit effects now read UNT ≥ X: rather than “if this (card type) has X units on it”. It saves a lot of space and makes the cards more readable.
All cards that gain units in unit phase in their base text now use the unit gen icon with an asterisk in it, to remind players it should be gaining units. Affected cards:
  • Druid
  • Forest
  • Plains
  • Desert
  • Tundra
  • Hallowed Ground
  • Cave
  • Trading Post
  • Grand Armory
A new rule is being added to the rule book for how long disabling lasts when it isn’t specified: by default a disabled card is re-enabled at the end of the owner’s next turn. Cards that spelled this out before now just say disabled. Cards tweaked:
  • Crack Shot Musketeer
  • Quicksand
  • Field
  • The Church of Desolate Dusk
  • Banish from Existence
  • Desperate Mage’s Shield
  • Entangle
  • Hypnotic Melody
  • Militia
  • Shardbrute
  • Rotten Orchard
  • Amplification Tower
  • Infested Remnants

Minion stacking

All cards with Minion interactions have been checked for clarity so that stacking is accounted for. This has changed the power of some of them.

Changed Land

Swamp

  • When a Minion is destroyed: Gain 1 UNT, plus 1 more for each extra card in that stack.

Changed Land

Cave

  • Gain 4 UNT in unit phase. This number is reduced by 1 for each unique Minion in play. It cannot go below 0.

Changed Hero

Royal Knight

  • When this card is placed: Destroy a Minion stack.

Changed Hero

Iron Sentinel

  • When this Hero destroys a Minion: An allied card of your choice gains 1 UNT, plus 1 more for each extra card in that stack.

Changed Spell

Counter Offensive

  • Gain UNT equal to the number of cards in all Minion stacks. Split them among any number of player cards.

Maw

  • When this Monster attacks: Destroy all Minion to its left, then attack once for each card in those stacks. At the end of the OG turn, move this Monster to the rightmost end of the row.

Changed Monster

Ravager

  • Destroy a Minion stack controlled by the OG.

Changed Monster

Fathomless Collective

  • This Monster has 2 PL for each card in all Minion stacks to its right.

Changed Wasteland

Husk

  • Destroy a Minion stack controlled by the OG.

Changed Ruins

Abyssal Domain

  • Destroy a Minion stack controlled by the OG.

Old God changes

Changed Old God

Boagtet, God of Rot

  • Draw 1 Minion and 2 Old God cards.
  • Effect: If there is only 1 player, NGDE do not trigger and the OGD is shuffled, split, and half is removed.

Neth

  • Draws 1 additional OGD per 4 Hero cards in play.

Minion changes

Changed Minion

Grubling

  • This effect was a bit confusing at a glance, so it has been changed to make more sense.
  • At 3 stacks this Minion gains the NGDE “Disable the card that destroyed this Minion.”

Monster changes

Changed Monster

Endmother

  • Now attacks strongest instead of weakest, to synergise better with the Reaper Drone.

Changed Monster

Blightmite

  • Strength increased to 5, but it now only deals 1 damage when attacking.

Changed Monster

Shade

  • The defeated effect was confusing with cards like Whale Hunter, and I can’t remember why it even said “counter attack”, so it is simplified.
  • If a card attacked this card, destroy the attacker.

Changed Monster

Spell Siphoner

  • Renamed from Arcane Siphoner, to stop it overlapping with Arcane Abomination. Same card, same slot in Goz’lenha’s deck.

Wasteland changes

Changed Wasteland

Barrens

  • Reworded for clarity.
  • When one of your cards is destroyed: Trigger any 1 ABL for free, or gain any 1 TE benefits.

Changed Wasteland

Abyss

  • Losing your god’s effect when defeating this card was just not fun, so its defeated effect has changed.
  • Each player takes a card of their choice and places it back in their hand.

Land changes

Changed Land

Enchanted Grove

  • This is proving very powerful in the Mage deck. Design philosophy wise I like Lands having some consistency, but I’m removing the base unit gen from this card.
  • No longer has base unit gen of 1.

Changed Land

Quarry

  • Quarry is very powerful, but the cost of keeping it active generally felt not worth it, so that cost is reduced.
  • Unit effect now triggers at 3 units instead of 5.

Changed Land

Desert

  • Desert used to have less unit gen than Tundra because you can have more Heroes. But because units are Hero locked when placed on them, those units are much less versatile. Trying 2 units instead to see how it feels. It may need the same treatment as Tundra if this is too powerful.
  • All your Heroes gain 2 UNT in unit phase.

Changed Land

Sea

  • Now clarifies that you can only put your own cards back in your hand, so you are not stealing other players’ cards.

Changed Land

Plains

  • Now generates 1 unit normally and gains 2 extra if it has no Structure. This makes it more of a counterpart to Forest.

Changed Land

Frozen Woodland

  • Reworded for clarity, and the unit generation is removed because of how powerful it is.
  • When one of your cards is destroyed: Trigger any 1 ABL for free, or gain any 1 TE benefits.

Hero changes

Changed Hero

Reckless Spell Blade

  • Spell Blade is pretty awesome but definitely feels situational and under used. It needed a little something to feel complete. Not sure this is the right call, but we’re trying it.
  • Now has a base effect: This Hero gains 1 UNT for every 2 Spells in your discard pile during unit phase.

Priest of the Purifying Light

  • Priest is powerful, but the number of Monster death effects felt limiting. Now it works with any negative death effect.
  • Base effect now works on all OG card types.

Changed Hero

Indomitable King

  • The King was interesting but pretty confusing in an actual play session, so it is much simpler now and should help end the game faster.
  • Unit effect, UNT ≥ 10: When this Hero attacks it loses no units.

Changed Hero

Iron Sentinel

  • When this Hero destroys a Minion: An allied card of your choice gains 1 UNT, and an additional unit per stack.

Changed Hero

Deceptive Shapeshifter

  • This card brought up some weird interactions with cards like Village, so now it occupies the zone the card would be played in. It also synergises with the Goddess of Creation better than it did.
  • Base effect: When played, this Hero may mimic a Hero, Structure or Land in your hand and is placed in that zone. The effect ends if that card is played.
  • Ability: Discard a card. This card may be replayed and mimic a new card. All UNT are kept on this Hero.

Changed Hero

World-Studied Wizard

  • Slight wording fix to be consistent.
  • When this Hero defeats a Monster, Wasteland or Ruins: Draw a card.

Changed Hero

Crack Shot Musketeer

  • This ability was simplified because it was confusing.
  • Destroy a Monster or Minion: Disable this Hero.

Changed Spell

Send Reinforcements

  • In practice the old side effect was confusing, so it is simplified.
  • When this card is played: Discard a card.

Structure changes

Changed Structure

Qanikthar Airship

  • A really good effect, but it felt costly to use in most decks. The cost is reduced so it gets used more often.
  • 1 base unit gen.
  • Ability cost reduced to 2.

Changed Structure

Wastelock Fortress

  • This felt weak when first played compared to other Structures, so now you get a benefit the moment you play it. It also plays towards benefiting allies, which I want more of.
  • Base effect: All players’ cards gain 1 UNT before they attack.

Changed Structure

Trading Post

  • Unit requirement lowered to 4 and reworded for clarity.
  • Unit effect, UNT ≥ 4: Gain 1 UNT for every player Structure in play during unit phase.

Changed Structure

Witches Hut

  • Now says “player cards”, meaning units can be moved onto allies’ cards.
  • When UNT are generated by a TE, those UNT may be placed on any number of player cards instead.

Changed Structure

Butcher

  • This felt a little weak, so it is more powerful now, at a cost.
  • Base effect: When units are moved off this card, it is disabled.
  • Triggered effect: When any card is destroyed: Gain 1 UNT.

Changed Structure

Waste Haven

  • Powerful, but it felt lacklustre, so now it has a strong base effect.
  • When the Hero placed above this Structure is destroyed, this card gains UNT equal to half the UNT it had, rounded down.

God changes

Changed God

Abrial, Goddess of Creation

  • All Structures with an ABL may activate for free when placed, whether or not they have a Land underneath.

Premade decks

With the new additions the premade decks have changed slightly.

Changed God

Ulruin, God of Altruism

  • Musketeer replaced by Priest
  • Beast Tamer replaced by Mad Scientist
  • Divination replaced by Stoic Resistance

Changed God

Imtris, Goddess of Devotion

  • Priest replaced by Merchant
  • Paladin replaced by Beast Tamer

Changed God

Arlyn, God of Magic

  • Pyromancer replaced by Paladin

Changed God

Elian, Goddess of The Harvest

  • Merchant replaced by Farmer
  • Cognitive Enhancement replaced by Gift of the Sea

Changed God

Silas, God of Destruction

  • Assassin replaced by Musketeer

Changed God

Mal, God of War

  • Mad Scientist replaced by Nomad
  • Army Camp replaced by Armory