v1.1.2 AAE Patch Notes
| Player Deck Changes
Bridge: Bridge was still broken as per always. It was just too powerful and still broken as it in theory would trigger itself giving way too many units.
The unit effect was removed and will be put on a new card in the future.
The main effect was moved to a Unit effect again to keep it balanced.
Desperate mage’s shield: This was worded poorly a hero could tank infinite attacks on a turn. It was changed to allow a card to block a single instance of damage.
Goddess of harvest: She felt a bit weak when the cards weren't in her favor. So now she can additionally play more lands at the expense of other cards. This may be an over correction but I’ll keep an eye on it.
Lands:
Tundra: This got weaker with less structures. So it now gives 1 more unit.
Swamp: Passive unit regen was removed. It is already strong enough without it.
Unit Effect: changed unit effects to not all be 5 units. Some were clearly more powerful than the others. This was especially a problem because most of these were made before units were added on card placement. This should hopefully make it a bit more balanced.
Paladin: Paladin now has more unit gen and cannot attack. This gives them more of an identity and basically makes the first tank in the game. I may consider giving them a taunt as well but I want to see how it goes first.
Village: Its base effect was kinda confusing, especially because it already had base unit gen. There could have been issues with knowing what triggered first. The new effect now doubles the land unit gen it is placed on.
Clarity fixed: A few other cards were changed to make sure they could be easily understood and prevent confusion.
Gain units when attacking now says before attacking
Teleport now says moves units and Up to 3 cards
| Old God Deck Changes
Defeated Effects: All Death effects were looked at and revised to suit each card. Priority, Powerlevel, and overall strength were taken into account when considering new Defeated effects.
For context the philosophy here was making defeated effects for higher priority cards weaker (and vice versa) to help make lower priority cards more appealing to defeat first.
Rewards are now geared more towards both allies rather than the one that defeated them. Hopefully this should help players catch up if they are behind and not let one dominate the board while the other sits idly by.
The new effects are also geared towards things that are unrelated to the cards base effect. Some times it felt like you would instantly gain back what you had lost. This should help prevent that.
NEW CARD - Bightmite: A weak little guy with only a power level of 1 but it attacks lands directly which is something we didn't have before. Hopefully this should help with making the old god more of a threat.
Monsters:
Abyssal Horde: This card was getting too confusing, and to make work was going to need a lot of text. For now I removed the effect that allows minions to attack the same target, and in the future will likely be giving that to a new card.
Nether muck and Voidstalker: Strongest and weakest attack priority were swapped on this card. It just seemed to make more sense.
Shade: Shade has a new Base effect that destroys the card that defeats it. They should be much scarier now.
Structures:
Abyssal Domain and Chaos Gate: Neither of these were meant to kill cards so that is now added.
Null sanctum: For some reason this had the base effect of World enders defeated effect. This was changed back to what it should be.
Spells:
Nefarious Swap: this card kinda became bad after old god cards with powerful effects were given weaker power levels. New effect swaps a player's hand instead.
Wrath: Now also apply to minions
Card Draw Clarity: Old Gods lands now say “in draw phase” for card draw, as I could see some players getting confused about it instantly taking effect.
| Rules Clarity
Notes on minion and main deck discards for the old god.
Notes on Monster and minion order of attack. Cards attack in order of which they were drawn.