Elemancer v9.5: Getting Close
Elemancer enters its 4.0 era with v9.5 playtesting. Next up is physical playtesting and improving the prototype.
Elemancer v9.3-9.5
After a long hiatus, I bring you an overview of some of the changes that have happened over the past several months, updating to v9.5
Alternative Duskmourn: a custom Magic set
Inspired by the horror theme of the upcoming Duskmourn: House of Horrors set in Magic: the Gathering, I created a custom set of my own.
Elemancer 3.0 (v9.0-9.2)
Elemancer enters official 3.0 status with versions 9.0+ as I decided to drastically change how the game plays. After the first few playtests, I've identified some issues and fixed most of them. All my previous balance changes have been partially turned on their head, but they've nonetheless provided valuable information regarding flow of the game and how each Element feels.
Elemancer v7.6 & v7.7: Time to Change
A long-awaited update. Though I may be vague, the changes are too sweeping to properly enumerate.
As such, the game is moving into what I’m calling Elemancer 3.0, aka v9.0+
Elemancer v7.5: Sidetracked by Sidequests
After a long hiatus, I’m finally ready to jump back into Elemancer and make some changes. I also consider some sweeping changes to the game
Custom Magic Designs part 1
In this new series, I bring you some of the most interesting custom Magic cards and mechanics I’ve come up with over the years. Join me for a discussion and exploration of Magic design!
Elemancer v7.4 and a brief hiatus
A brief overview of changes I made to Elemancer, as well as a note that I will be incommunicado for roughly the next three months.
Elemancer v7.2/7.3: Rise of the Beasts
An overview of changes I’ve been making or contemplating for v7.3. I am shaking things up in a big way regarding boss fights and the overarching Questline.
Elemancer Stadium (v7.1)
An overview of the second half of the “Elemancer 2.0” revamp. The main innovation is additional PvP showdowns, but I’ve also included another big shift to go along with it.
Hearthstone Mechanics Spotlight: Druid
A review of the Druid class’s mechanics in Hearthstone. This is a long one, feel free to skim through if you’re interested. This is to help define mechanics for the purpose of creating custom designs within the class identity.
Plans for v7.0, aka “Elemancer 2.0”
The next update to Elemancer will be a big overhaul but should improve the playability of the game. More multi-Element synergies and maybe even a new Element?
New Projects, New Horizons, and Elemancer v6.3
I spent the last two months delving into Screentop.gg and I feel it will be a good testing platform. I also got distracted by a new game idea, which was enjoyable to explore. And Elemancer is back in a big way!
Elemancer v6.2, Storming Off
New, electrifying changes in this Elemancer update! It has become apparent that Elecromancy needs some extra juice, and a visual update will help expand the design space (literally).
Elemancer v6.1
Planned updates for v6.1, touching on balance changes and a map redesign.
A Look at Eminence
With the return of Eminence in the March of the Machine commander decks, let’s explore some of the design space to show that not every Eminence card is Edgar Markov.
Elemancer v5.8 —> v6
Elemancer v5.7 & v5.8
Brief thoughts on changes I made in v5.7, and planned changes for the next version (v5.8) based on playtesting.
Elemancer v5.6
A quick update after v5.5 testing. Some pretty rapid and widespread changes for the amount of turnaround time, but I had to shut down an infinite loop.
Elemancer v5.5 plans
Playtesting has been largely successful and encouraging, but I want to highlight the areas I’m looking to change in v5.5