v1.1.5 AAE Patch Notes
| Rule Changes
Draw 2 Play 2: So now, Players draw 2 cards per turn and are allowed to play 2. These cards can be any type unlike how it was before.
One of the biggest problems with the game was that players would run out of cards and just be top decking for the rest of the game. This happened because a player would only draw one card but play up to 3.
Disabled Condition Added: A bunch of cards have the disabled tag now. This Condition prevents cards from attacking, using any effects. This includes gaining benefits from base effects, unit effects, triggered effects or using abilities. Units can still be allocated to and from disabled cards. To Indicate a card is disabled I recommend turning it 90 degrees.
Structures Can Be Placed Without Land: Structures can now be placed without a land underneath them. However, without one the card is disabled. Likewise if a land is destroyed under a structure then it will become disabled.
Wastelands are disabled when entering play: This was a better way to describe what was already happening in game now that we have the new term.
Deck Building: Deck building is now an option in the game. Guidelines are now in the back of the book.
| Player Deck Changes
New Cards: 7 new cards were added to the Player deck!
Stone Golem - Hero - A towering colossus, carved from the very heart of the earth and bound by ancient magic. Though its form is as unyielding as a mountain, its purpose is clear. To rise in defense of those in need.
Priest of Purifying Light - Hero - A beacon against the creeping corruption, the Priest of Purifying Light walks the battlefield, unraveling the dark afflictions that bind the Old Gods’ creations
Giant Turtle - Land - A colossal wanderer of the seas, its vast shell serves as a drifting sanctuary. Generations have built their homes upon its back, carried safely across the waves by the gentle giant.
Graveyard - Land - A sacred ground where the departed find new purpose. Here, the fallen are not lost—they rise once more, standing beside their allies to fight again.
Embassy of the Grand Accord - Structure - A symbol of unity and hope, the Embassy of the Grand Accord stands as neutral ground where alliances are forged and old rivalries set aside. Within its halls, the future is shaped by those who dare to seek peace.
Witches Hut - Structure - Deep in the swamp, the Witch's Hut stands as a place of secret knowledge and forbidden magic. Here, the old ways are practiced, and those who seek her wisdom find their power transformed.
Devonation - Spell - A spell of ancient origins, Devonation reaches into the threads of fate, revealing glimpses of the future. Those who wield it gain insight into what is to come, bending destiny to their will.
Gods:
God of abundance changed to devotion with a new effect: God of abundance was broken. I wanted the unit effect to be the main draw but instead it was the base effect. This was changed and now devotion helps make Unit effect be active much easier.
God of Destruction now has a base effect and a nerfed triggered effect
God of harvest changed to reflect card play rule change
Structures:
Trading post Changed: now a new Unit effect to help it gain units to synergize better with its base effect. The old ability was cool but became underwhelming with the new change and was outclassed by god of altruism.
Bridge changed again…. Now all effects apply to your allies' gods. I made a whole video about it go and watch it.
Mages tower nerfed to 3 units to prevent 1 turn wins.
Clarity fixes for a bunch of cards
Heroes:
Archer Reverted: the archer was reverted back to its old unit effect now with the bridge change. The ability was confusing and didn't really feel very good.
Cleric buff to 3 for protection effect from 1. They were too weak. Maybe too strong now but we will keep an eye on that.
Clarity fixes for a bunch of cards
Spells:
Spell Costs: Almost all spells have a cost now. This causes some detriment in exchange for the effect.
Spells were pretty brainless and were just played instantly. Now you really have to think about it before you play one.
This comes with a new art asset that is in the secondary effect slot.
Cognitive Enhancement change: the old version of this card was too powerful and always played right away. The new effect should be more balanced and comes at a cost the more you try to get from it.
| Old GodDeck Changes
New Cards: 6 new cards were added to the old god deck!
Maw of the Forgotten - Monster - A monster from the depths of the void devouring not just people but souls as well. A creature with power that rivals the World Ender
ShardBrute - Monster - A hulking creature capable of ramming through your defenses and hitting all the way to your back line.A massive creature with the ability to shatter your defenses and strike your entire back line.
Abyssal Overseer - Monster - The Abyssal Overseer does not merely command the horde—it creates it. Those it captures are twisted beyond recognition, their minds shattered, their bodies reshaped to serve the endless will of the abyss.
Void Hollow - Wasteland - A scar upon reality, from its depths, the dead armies of the Old Gods are pulled back into the fray, rising once more to fight and unmake all of existence.
Husk - Wasteland - Once a titan of the seas, its massive husk now serves as the birthplace of chaos. From its decaying form, creatures of pure entropy emerge, twisted by the remnants of what it once was.
Dark Ultimatum - Curse - A curse from the Old Gods, the Dark Ultimatum forces an impossible choice. One must decide which dark future awaits them.
General:
Power Level Changed to Strength: Power level was confusing as it wasn't actually indicative of the cards power so it was changed to strength. It was also given a new icon to go along with this change as well as differentiate it from the player attack icon.
Card Draw Icons Added: the old god and wastelands now have card draw icons in the same spot attack order icons are for monsters. This freed up space for Base effects on Gods and wastelands for more interesting effects.
Old Gods Now Have Base Effects: All the old gods have been reworked along with 3 additional ones. They all have new effects for varied game play and challenge level
New Old gods are “Null, God of Nothing”, “Umbra, Goddess of Oblivion”, and “Goz’lenha, God Chaos”
Monsters:
Blightmite now has no base effect with new rule changes around structure cards.
Chaos worm was nerfed slightly due to being way too powerful.
Wastelands:
Wasteland Card Count: All wastelands now have 2 copies in the deck rather than varying quantities. This should help make each game feel more unique.
Inferno and Volcanoes' positive defeated effects were removed. Inferno now has none while volcano has a negative one.
Barrens defeated effect was changed for clarity and better function. Now doesn't work with unit effects but works with all card types.
Curses:
Wrath reworked: This needed to be changed to work if it was drawn out of turn. The card now hangs around until it can work.
Terrify now doesn't kill cards.