Final Notice V0.2.6


Minor Update

Bit more than a minor one, but not quite a major one. Medium update? I dunno.

New Fire Domain Cards

Feed The Blaze

- Discards a random card with burning from the reaper's hand, the boss plays another card this turn.

Burn Mark

- Increases the reaper's mortis by 5 and burns a card in their hand.

Crackling Frenzy

- The reaper gains mortis equal to each card in their hand and burns a card.

The intended effect for the fire cards is to give the fire domain more synergy with it's own burning effects, allowing it to aggressively combo if you don't manage to keep a hand on the growing flame. Additionally, as it's aggro, this domain is intended to play the opposite of Earth, which seeks to grind you out.

New Decay Domain Cards

Exhume

- Banishes the top card of the reaper's deck and increases the reaper's mortis by 3

Fill The Graves

- Increases the reaper's mortis by 5 and shuffles two Dead Draws (cards that do nothing) into the reaper's discard pile.

Decay is really good at putting a lot of Dead Draws into your deck, but didn't do much with the discard pile. Since it has a card specifically built for cycling your discard pile back into your deck when it's at higher mortis values, this compounds the overall effect of it trying to slowly pollute your deck with reams of junk, but allows the player to use said reams of junk as discard/banish ammo for some card effects, as well as combo fuel for cards that care about "number of discarded cards" or "number of cards played".

New Wind Domain Cards

Backdraft

- Increases the reaper's mortis equal to the number of empty hand slots, shuffles one card in their hand into their deck and lets them draw a card in replacement.

Crosswinds

- The reaper discards a random card from their hand,  shuffles their hand into their deck, then draws cards equal to the number of cards shuffled.

Wind is already really good (perhaps too good) at starving your hand for resources, but the primary point of wind is to keep you from being able to combo off well due to it's disruption effects. Adding any more straight discards without at least some potential counterplay would've pushed wind over the line - even the discard on Crosswinds I'm liable to remove if it feels bad, but I think this is a nice way for wind to both ramp the reaper but keep the instability of the matchup in tact without just dumping the reaper's hand.

Also some UX changes!

Check the changelog for more in game!

Files

FinalNoticeV026.zip 56 MB
12 hours ago

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