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Welcome to Sky #4: Enchantments

Coulter L. Baker

Nov 12, 2019

In SkyWeaver, we have a unique system of attached Spells on characters. Units and Heroes can hold Spells that you can cast to gain their effects, enabling a wide range of powerful effects and combinations.

The inverse of such attached Spells are Enchantments, a form of attachment which generally have no effect when “played” by paying their cost, but rather, have ongoing passive effects on the character they become attached to. When you pay to "play" an attached Enchantment, you are actually paying to remove the Enchantment, and free the Enchanted character from its effects.

Note that any attachment on a character, whether a Spell or Enchantment, will be overwritten by any new Spell or Enchantment that becomes attached to that character.


Enchantments

We have a number of unique Enchantments in SkyWeaver. There is at least one for each of the eight elements in the game (Air, Water, Fire, Earth, Mind, Metal, Light, Dark), with Light, Dark, Earth, Air, Fire, and Metal having two Enchants each. Enchants can be positive or negative, and eventually, each element will have both a positive and negative Enchantment.

Roots

Our negative earth-based Enchantment Roots costs 3 Mana to remove and prevents the character it is attached to from attacking. This limits that character's ability to be used to fight back against enemy Units. Using Mana to remove Roots will slow down a player's game plan, limiting how they can use their Mana for other plays, but until they do, their Unit will largely remain dead weight. Roots is less effective when used against Units with Guard, because players are already forced to attack and destroy those Units if they want to reach their opponent’s Hero.  

Flames

Our negative fire-based Enchantment Flames costs 2 Mana to remove, and deals 2 Wither damage to the character it is attached to at the start of that character’s turn. As a result, even if you are able to remove Flames, it will often have already damaged the character it is attached to, potentially giving it up to -2/-2 thanks to Wither. As a result of this, it's often not worth saving a Unit with Flames on it, because it may already have been damaged too badly. When attached to a Hero, Flames becomes a recurring drain on your health turn after turn, and typically needs to be dealt with, though it can be worth staying on fire for a few turns if you have better plays you need to make with your mana so as not to fall behind.  

Frozen

Our negative water-based Enchantment Frozen costs 4 Mana to remove. A character with Frozen will take 2 additional damage whenever it would take any damage. If a Frozen Unit takes 2 damage, it will take 4 damage instead. If it takes 1 Wither damage, it will take 3 Wither damage instead, giving it -3/-3, and so on. Frozen and Armor apply on the same layer—that is to say, if an Armor Unit has Frozen, and would take 1 damage, it will take 2 damage, rather than 3 or 0. Because of Frozen’s high-impact effect, Units that are Frozen are often destroyed before their user has a chance to counteract Frozen.

Hex

Our negative dark-based Enchantment Hex costs 6 Mana to remove. A character with Hex attached will take 6 damage at the end of its owner’s turn, after which point the Hex will disappear. Because of the extremely high cost to remove Hex, and the fact that it triggers at the end of one’s own turn, it is often advisable to try to use a Hexed Unit to trade with and destroy an enemy Unit or attack the enemy Hero, then allow it to be destroyed, rather than spend 6 Mana to save it. Likewise, if a Hex is on your Hero, it can often be better to take 6 damage, rather than pay 6 to remove the Hex, to avoid losing tempo.

Chains

Our negative metal-based Enchantment Chains cannot be removed by paying Mana, but can be overwritten by other Spells/Enchantments, as all Enchantments and Spells can be. A character with Chains attached to it will lose all its combat keywords, and will be unable to gain or have keywords for as long as it has chains - see our Blogpost on Keywords for more info! Even if its Chains is removed/replaced, the character chains was attached to will not regain any keywords that it had before Chains was attached to it, though it can gain new keywords afterward. Chains is awesome for cutting defensive Units down to size by depriving them of their Armor, exposing Stealth Units, and clearing Guard Units out of the way of your attacks on the enemy Hero.

Daze

Our negative mind-based Enchantment Daze costs 1 mana to remove. At the start of its owner’s turn, a character with Daze will be put to sleep, causing it to miss its attack that turn (even if Daze is later removed). Daze is hard to counter entirely, since it will almost always have applied its put-to-sleep effect before you have a chance to remove it, but on the other hand, it is easier to remove than something like Roots, so it tends not to be too dangerous overall.

Blind

Our negative air-based Enchantment Blind costs 7 mana to remove. A character with Blind can only attack its rightmost enemy, which will always be either the enemy hero, or their most recently summoned Unit with Guard, making Blind Units less useful at destroying enemy Units, since they have only one option as to what they can attack. However, Blind is typically not as detrimental as a more dangerous Enchant like Flames, since it does not immediately harm the Unit it is attached to.

Silence

Our negative light-based Enchantment Silence costs 8 mana to remove. A character with Silence cannot activate any of its triggered abilities/keywords, such as Death, Glory, Inspire, etc. this makes Silence a great play before destroying enemy Units with Death triggers, making it almost like a dusting effect, but it can also be used to suppress nasty Inspire or Glory abilities. It can also negate Play and Summon effects, though you'll need a way to get it onto a Unit before it gets played - watch out for that in the future!

Spell Shield

Our positive light-based Enchantment Spell Shield cannot be removed by paying Mana. When a character with Spell Shield would take damage from a Spell (but not from an attack or the effect of a Unit) that damage will be prevented, and then the Spell Shield will dust itself, leaving the Unit vulnerable to any further sources of damage from Spells. Spell Shield is fantastic for preventing damage from opposing spread damage effects, or your own, as well as negating single-target damage-based removal. Methods to counter Spell Shield can include overwriting it with negative Enchantments like Flames, destroying Units holding it via combat, or using Spells that outright destroy or remove Units, rather than dealing damage.

Shroud

Our positive air-based Enchantment Shroud cannot be removed by paying Mana. A character with Shroud cannot be targeted by any Spells or Play effects of Units your enemy uses, but Shroud is dusted at the start of your turn, meaning it only protects the Unit it is attached to for a single turn. Shroud offers a good resistance to many removal Spells, as characters holding it cannot be targeted by Spells that would return them to hand, or destroy them outright, or Spells that deal damage to a target. However, it does not protect the character it is attached to from being attacked, or from being affected by Spells or effects that do not target them. As an example, it is still possible to damage and destroy Shroud Units via spread damage effects that don’t target, like Forest Fire.

Ent Mask

Our positive earth-based Enchantment, Ent Mask has absolutely no effect while attached to a Unit, but as soon as it is dusted, whether by being overwritten by another Spell or Enchantment, or by paying 5 Mana to remove it, Ent Mask will give +2 attack and +2 health to the character that was holding it. This can open up lots of synergies with the other Enchantments, since you can overwrite it with other Enchants like Chains, Spell Shield, or Shroud, or even something like Flames, to power up your Units without having to pay to remove Ent Mask.

Fate

Our positive dark-based Enchantment Fate cannot be removed by paying Mana. When one of your Units with Fate dies, you will draw a card of that Unit's element (fire, water, earth, etc.) into your hand. This allows you to get more value out of your Units, but Fate can be countered by being overwritten or via dusting the Unit it's attached to, so it's best to be cautious, as Fate is not a guaranteed return on investment if your opponent knows how to play around it.

Lead

Our positive metal-based Enchantment Lead cannot be removed by paying Mana. Lead is unique in that its only ability is that it cannot be removed by any means while attached. Trying to replace it with another attachment, effects that dust attachments, etc. will all fail against Lead, which makes it a solid defense against negative Enchantments, like Flames and Frozen, but also a bit of a double-edged sword, since you also cannot replace it with something more valuable like a Spell Shield. Note that while Lead typically cannot be replaced/removed, if a Unit was given  Lead, and then leaves play via being destroyed, returned to hand, etc. Lead will be removed, since when a card leaves play, it is reset to its base state.

Quest

Our positive fire-based Enchantment Quest cannot be removed by paying Mana. When a character with Quest attacks and damages a hero, Quest will trigger, giving the character that held it +1/+1, drawing you a 1-cost card, and dusting itself. Quest is a powerful one-use Enchantment if you can get it to trigger, but like all Glory abilities, it's also fairly easy for your opponent to counter it by destroying or disabling your unit before it can successfully attack, so watch out!  

Note that the design of our Enchantments is an ongoing process, so some details and effects of them may change as time goes on.  

That's all for this post, check back soon for more SkyWeaver info!


Lethal Puzzle

See if you can figure out how to defeat your opponent using the game state presented below. However, there's a twist this time - you are allowed to pass your turn, but you must make sure your opponent is defeated as soon as their turn starts. Hint: (Try to make use of the Enchant Flames to finish them off!) Solution will be in the next post!

The solution to our last post's lethal puzzle is also right below! Congratulations to everyone who solved it!


To chat with me and the rest of the Horizon Games team & our community, join our Discord server! Subscribe to our subreddit to share your ideas, and follow the SkyWeaver account on Twitter if you just want to say hey!

If you haven't already, be sure to sign up to become a SkyWeaver now and get invited to play our private beta and check out all these new features for yourself.

Check back here again soon, and to get notified on our latest blog posts, subscribe to our newsletter.

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