⚔️ Evasion Mechanic Rework
The previous Evasion system had some depth, but the concept of Agility often caused confusion.
This time I’ve reworked evasion once again, making it easier to understand while keeping its unique depth:
Evasion:
When attacked, reduce final damage by the number of Evasion stacks, then halve the Evasion stacks.
🃏 Evasion-Related Card Reworks
Roll and Evade: Discard 1 card, gain 8 Evasion.
Daring Step: Gain 6 Evasion. If you lose HP from an attack this turn, lose all Dodge.
Spinback: Gain the amount of Evasion you have previously lost this battle. Shuffle. Deplete.
Shadow Cloak: Gain 4 Evasion whenever attacked.
Scarlet Phantom: Gain 2 Evasion whenever you gain Bleed.
Phantom Sword: Deal damage equal to Evasion stacks, then halve Evasion stacks. Repeat until all Evasion is gone. Then restore all Evasion.
🩸 Blood Ranger Card Adjustments
Cleave: Now has Instant.
Incurable Curse: Target’s Bleed will never decrease (until battle ends). Now has Deplete.
Bloodburst: Becomes 0-cost when upgraded.
Crimson Thorn: Duration 3 → 5.
Scab: Healing 5 → 8.
Pierce the Heart: Damage 12 → 16, Bleed 12 → 16.
🧟 Flesh Aberration Card Adjustments
Red Eyes → Show-off: Deal 2 attack damage. For each other creature on the field, attack 1 additional time.
Big Mouth: Now increases number of attacks when fed.
Peacekeeper: Gains 99 Taunt when summoned.
Meat Mountain: Taunt intent removed.
Sapling: HP growth per turn 5 → 10.
Locked Target: Cost 1 → 0, now has Exhaust.
Grimace Assault: Damage 10 → 14.
Slide Tackle: Damage 7 → 8.
Feast: Cost 3(2) → 2(1).
Flesh Bomb: Cost 2 → 1.
Beast Stance: Strength 3 → 4.
Berserk: Negative effect changed to -3 max temporary HP.
Stand Forward: Taunt 2(3) → 4(6).
🛡️ Taunt & Multi-Hit Attack Interaction
Attacks targeting random enemies are now also affected by Taunt.
Multi-hit attacks from monsters and splitters are now treated as random attacks.
Example: The Castle Archer’s “Multi-Shot 4×6” will no longer keep shooting a dead splitter, but instead redirect to the next target.
On the flip side, when your splitter uses “5×8,” it won’t waste all hits on a single enemy, but will spread them across all enemies.
🕯️ Other Adjustments
Foul Cards: Can no longer be drawn actively, but 1 is automatically drawn at the start of each turn.
Parasite Adjustments:
Bone Sprout: Negative effect changed to -3(2) max HP after each battle.
Clumsy Toe: Negative effect changed to -1(2) max hand size.
✨ QoL Improvements
All buff icons have been redrawn, finally ending the era of identical placeholder icons stacked together.
Buff icons now appear next to buff names in descriptions, showing their stacks.
During your turn, playable cards glow. If playing one would increase Sin, they glow black instead.
🐞 Bug Fixes
Fixed Revenge still resetting cost when played under Murderous Resolve (was this even a bug?).
Fixed monsters’ minions still acting after their leader was killed.
Fixed some cards freezing when discarding those with the Instant keyword.
