(Not) Currently in trainer.
New cards:Final Breath|Final BreathSquid|OctopusByakko|ByakkoBalance:Half-Blood draw speed reduced to (an average of) 1.5
- Half bloods will now alternately draw 2 cards and then 1 card.
- The doubled cards in their decks will be randomly selected.
- Half-bloods will now have 2x mark.
Shard of Wisdom can now target all creatures, not just immaterial ones.
- The stats buff has been decreased to 1|1
- The stat buff when the target is immaterial is 4|0
- Shard of Wisdom still grants spell damage
Mirror shield mechanics are now changed:
- Mirror shield changed from a permanent to a spell
- If Mirror shield is used on an existing shield, the target shield becomes reflective and immaterial
- Cost is 3 | 2
- Emerald Shield | Jade Shield retain their existing effects (see below)
Flooding mechanics changed: the effects are now stackable in this fashion:
Number of Floodings | Unflooded Slots | Upkeep Cost(total) |
1 | 5 | 1 |
2 | 4 | 3 |
3 | 3 | 5 |
4 | 2 | 7 |
5 | 1 | 9 |
6+ | 0 | 2 more for each extra flooding |
- Airborne creatures are no longer killed by flooding; however, they will still die if they lose airborne.
- Shard of Patience buff to water creatures in flooded areas decreased to 3|3 per turn.
Shard of Focus rebalanced (again)
- hp cap to turn into a black hole has been reduced to 15.
- hp gain per accretion reduced to 10.
- quanta cost reduced to 6 | 5 rainbow:
Shard of Patience nerfed slightly:
- Shard of Patience buff to water creatures in flooded areas decreased to 3|3 per turn.
- Shard of Patience no longer affects immaterial or burrowed creatures.
Shard of Void now reduces current HP along with max hp
- Shard of Void may reduce current hp below 1 only if max hp is more than 1.
- In other words, you need to do some damage for Shard of Void to kill.
Thunderstorm buffed - Creatures hit by thunderstorm once are now shocked for 4 turns.
- Creatures hit by a thunderstorm are also unable to use skills for the next 2 turns.
- Shocked creatures that are hit by thunderstorm a second time take 2 extra damage on the second hit. (3 on second hit, 4 total)
Heal is now targettableAflatoxin now does 2 damage instantly when cast on a target in addition to the 2 poison counters.
Thorn carapace cost reduced by 1 for the unupgraded and upgraded versions
Emerald and Jade shields' cost reduced by 1
Bug fix:- PVP 1 is fixed (wouldn't that be nice?)
- Reflective shields now work properly with purify
- Casting multiple pieces of cc on a phoenix (and the resulting ash to kill it) now properly destroys the card.
- Fixed some bugs that were causing desyncs in general
- Supernova will now properly generate singularities when the player is under Shard of Sacrifice; AI updated to prevent the AI from recklessly generating singularities however.
UI:
- More art from community contributors (that would be nice too)
AI changes:- The AI will now no longer spam shields unless its hand is clogged.
- The AI may now play multiple copies of the same shield if its hand is getting clogged.
- Improved AI targetting regarding creatures with more dangerous abilities
- Improved AI targetting with regards to buffs, such as adrenaline
- The AI will now use free abilities whenever possible, unless its field is cluttered
- The AI will now always doublecheck for abilities that can end the game against players
- Miracle's deck updated with Shard of Divinity
- Ferox's deck updated with shard of Gratitude
The Trials - A new feature involving a series of tests
- The tests can be repeated if needed
- The trial will contain fixed decks
- The trial will be available in normal and hard mode.
- Normal mode will be meant for the average player
- Hard mode will feature restrictions on what can be used to complete the trial.
- Restrictions will change between each test of the trial.
- An example restriction would be: no more than half upgraded cards.
- Completion of the trial will allow you to gain extra quanta of your mark and 5 hp whenever a target card is played.
- Hard mode will be +1 quanta of your mark (on top of the normal mode amount) and 2 additional hp.
- This target card is chosen by you at the end of the trial.
- Pillars, Pendulums, and their upgraded versions cannot be targetted.
- nova, immolation, and other quanta generators are fair game.
- Completing the trials more than once will grant a moderate electrum reward as well as the chance to choose another target card.
- The onus will be on you to figure out the decks of the trials AI.
- Trials tests may have more than 1 possible deck that you will face.
- It will be a choice of whether or not you wish to completely counter one deck and leave yourself possibly vulnerable to another, or be more well-rounded.
- The decks you face in these tests may change if you decide to rechallenge.
Reverse mode- Will show up as an option when you have defeated a FG
- This mode will be in quests under Trials
- When activated, any cards that you have upgraded will become unupgraded and any cards that are unupgraded will become upgraded b
- Rewards will change based on how many upgraded cards you have in your deck (Fewer upgraded cards in your deck during reverse mode increase your rewards)
- There will be an unupgraded mode available for Reverse mode, where you can choose to have all your cards unupgraded.
- When activated, the AI decks change too
- False gods become the easiest decks to face, with the lowest reward for winning.
- False god decks become unupgraded, 1x mark, 50 hp
- Half blood decks become 25% upgraded, 2x mark, 100 hp
- AI 3 decks become 50% upgraded, 1.5 draw,(see half-blood changes) 2x mark, 150 hp
- AI 2 decks become 75% upgraded, double draw, 3x mark, 200 hp, 2 time use of a random piece of CC as a special ability for free
- The random cards in AI 2 decks will be randomized with bias toward the elements which have pillars, with Quantum pillars replacing some of the random cards for reliability
- AI 1 decks become 100% upgraded, double draw, 4x mark, 200 hp, 3 time use of a random piece of CC or PC as a special ability for free (special logic for usage)
- The random cards in AI 1 decks will be randomized with greater bias toward the elements which have pillars, with Quantum pillars replacing some of the random cards for reliability.
- Discards can be double that of normal if the hand is full.
- The randomized cards will guarantee at least some spells and creatures.
- AI 0 decks become 100% upgraded, triple draw, 5x mark, 250 hp, 5 time use of a random card as a special ability for free (special logic for usage)
- AI 0 start with +7 quanta of all elements. This quanta cannot be black holed, but will be used up first by the AI.
- The random cards in AI 0 decks will be randomized with almost complete bias toward the elements which have pillars, with the elements/pillars being generated first. Quantum pillars will be included for greater reliability.
- Discarding capacity will be double that of normal if the hand is full, maximum hand size will be 10
- Creatures and spells will be randomized at at minimum and maximum set rate to make sure there is damage and utility
- AI 0 will be resistant to deckout; when their decks are exhausted, the empty deck is refilled with a second copy of their deck.
- When the second copy of the deck is loaded, AI 0 max hp starts decaying at a rate of 4 per turn to make it easier to defeat.