Crystal Factions - Patch Notes 1.5.7

This patch is mostly around overhauling the wording of cards to make it more clear what they do, while moving a lot of common terms into the explainer cards / mechanics section of the rules.

Note: This is a collection of changes from both 1.5.5 and 1.5.6

Core Mechanics

Corruption Tokens

Similar to Boost tokens last patch, these are now removed during the Regroup (Cleanup) phase of each turn. This allows cards to add more tokens, and removes the need for tracking which tokens were added this turn, or needing to save crystals to pay to remove them. To still allow for the self-corruption cards, unlike Boost tokens, removing Corruption tokens from your own lane is optional.

Decks

The decks below with * are playable on ScreenTop and are targetted at new players. The more advanced decks are still being balanced, but can be shared if you’d like to try them out.

Caldor’s Brigadeers (Red)

Cybernetic Collective (Blue)

MMC (Green)

Endracor (Purple)

Faction Changes

Caldor’s Brigadeers (Red)

More cost alignment with all permanents moving to 3c/1p cost, along with the removal of the last 0 production cost cards. The hope is that it will help players quickly understand the cost of a permanent card, and when an opponent might be playing one. The removal of the 0 production cards also helps with game flow, as players who reach 0 production will no longer have cards from hand to play.

New Cards

While the discard/infantry deck has a good amount of permanents, the destroy and direct damage portions of the faction felt under-represented. These new cards hope to fill the gap and allow for a more agressive playstyle that includes permanents that focus around attack and damage.

Changes

Cybernetic Collective (Blue)

Cybernetic Collective has a lot of abilities that play around Boost tokens, but it was lacking permanent support there as well. Adding two new permanents to build and spend Boost tokens will hopefully allow for some more interesting interations and choices with when and where to Boost your lanes.

New Cards

Changes

MMC (Green)

From our playtesting the MMC are doing really well in terms of being a solid and cohesive deck. Seismic Manipulation was in a bad place because paying crystals to reduce damage just left both players with no crystals and low HP for the next turn. The new ability is no longer reducable, and only effect opponents, but is per 2 cards in the mining lane to compensate. The hope is that this will make the card more playable, and if it doesn’t end that game, allow following turns to have impact as well. Third Party Research didn’t fit the theme of the deck as it was often returning a Basic Trooper to the deck instead of a card to your hand. The new version offers more strategic play in allowing you to return it for extra card draw, as well as playing into Instant Payoff as well.

New Cards

Card Changes

Endracor (Purple)

Following the Corruption token changes above, the deck is being re-balanced around the tokens being removed each turn. I’ve also updated the self-corrupting cards to specify “the lane that you played this card in” to make it more clear how they work. With the new Corruption change, these tokens are removed at the end of turn allowing you to add these cards to a deck without the spread mechanic.

New Cards

Changed Cards

ScreenTop Fixes