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Writer's pictureBrandon Stevenson

Fatal Factions: February 2024 Updates

Hello, and welcome to the February update for Fatal Factions! For this month's update, we'll have some nice changes to share now that we're developing pretty heavily. It'll be (sorta) short and sweet.


First, I would like to officially introduce another guild into the Fatal Factions: Guild Wars set of custom guilds: The Soulis guild.


The Soulis guild is a guild full of Aetherhunters who specialize in hunting strong and unique threats to the world. In another universe, they may have been the ones to hunt down Conjurers from the Guild Wars time period or investigate the presence of gods like Gua and Karak. However, they aren't a canon guild from the Guild Wars timeline, and they do not enter existence until later in the future. Let's talk about their 5 abilities:


Mindflayer - When you play this unit, you can swap a card in your hand with a random card from your opponent’s hand. The opponent can pay you 1 to undo this ability.

Vexkeeper - When you play this unit, place a Vexling from your summon deck into your stasis zone if you don't already have one. If you already have one, give it +0/+1.

Entraveler - This unit can move adjacently once per turn and move to a Location from a Location once per turn. This unit reverses harmful effects it receives from Locations.

Veiler - This unit is Veiled while it is tapped [it ignores the effects of a spell or reaction that affects it, then untaps after].

Conjin: X - When this unit is played or another friendly Conjin unit is played, X.


The Soulis guild has some of the most creative and most simple mechanics that you'll find in Fatal Factions: Guild Wars. Mindflayer is the control player's dream, as you get to swap out harmful Mindworms from your hand with a card from an opponent's hand. It isn't immune to counteraction - The player you're switching cards with does have the chance to either pay you 1 resource or use one of their Re-Shuffle tokens to put away some Mindworms, after all. Either way, you're either getting paid or stealing an option while giving your opponent a bad option. Your Mindflayer units will have plenty of options to force them to play those Mindworms, too.


Vexkeeper is for the snowballers that love a good summon deck. You get to create an ever-growing Vexling who gains more abilities when you have more Vexkeepers on the field. You can eventually create an overwhelming 8/8 unit with high levels of Deflect and Resistance - just make sure to keep it protected from removal! Best to check in with Alabaster Sun for some prevention.


We also have Veiler, a simple mechanic that utilizes a lot of tap-required active abilities. Because of their innate abilities, it's easy to throw some self-damaging spells at them to have them perform their abilities multiple times in a turn while hurting your opponent. Conjin is also a simple ability that empowers multiples of your units to create a field-wide snowballing effect. Pair this with Chronadax's The Mind's Gift and you'll be in for a treat!


One mechanic we tried to add but couldn't was a Mercenary mechanic, where players could hire a Mercenary from any field to fight for their side. Most of these units had really bad effects, like forcing you to pay resources or life points to attack or defend, but ultimately it didn't work very well in practice. Whoever played the Mercenary usually ended up with nothing on their field for several turns. So, we changed it to Entraveler to really carve out what makes Guild Wars different from your other card games. Entraveler is a great ability for moving around the battlefield instantaneously using Locations, which are unit zone-based aura - blessings that usually give bad effects to whoever is unlucky enough to step on them. Entravelers, however, reverse the effects and take advantage of them if the opponent decides to avoid the Location cards.



Alright, that's it for Soulis! As always, let me know if you're interested and I'll throw the cards your way. Another custom guild, The Vezsikt Network had also received about 5 extra cards to fit the 60-card default that's set for each canon guild, so feel free to check them out too! The total number of active cards in the Guild Wars universe is now up to a hefty 2,435. Whew!


The project currently called Fatal Factions: Evolution is also being worked on continuously. So far it plays very well, but rules are being changed to make it run a little better. The Psychics and the Monks have a strong presence in the game, with the Berzerkers coming up next. All we're waiting for is some new frames to come by, then we'll be moving full speed into Evolution. Please stay tuned!


Based on the love that Fatal Factions: Tempo has been getting, we may have other announcements surrounding that game as well. Stick around and see!


Thank you for checking out this month's blog. Wishing you the best!


-Brandon


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