As mentioned in the previous Set Design Notes, this section will go over the three new elements being introduced in Alchemical Revolution: Neos, Astra, and Umbra. These elements are all known as "advanced" elements and are usually only unlocked while playing with a level 3 champion. Due to this restriction, it allows us to design some of the most exciting cards in Grand Archive.


Neos

The element of creation, and the signature element for Tonoris when he reaches level 3.

Tonoris and the Obelisks


Neos as an element specializes in populating the field. With the introduction of summoning tokens as a mechanic in Alchemical Revolution, we can expand upon this a lot more in the Neos element.

Tonoris' level 3 summons a new obelisk each turn which provides more presence on the field. In addition, each obelisk has an ability that has its cost reduced based on how many domains you control, scaling off of other obelisks and any domain you've played earlier or later in the game.

In addition, the Obelisk of Fabrication and Obelisk of Armaments both have abilities that make even more tokens, which causes this strategy to scale exponentially if it isn't dealt with.

How many cards are on my field?


In addition to being able to flood the board at a rapid rate, Neos also rewards players for doing so.

Some Neos cards are scaled in power directly based on how many tokens you control like with Archon Broadsword, and some cards scale based on certain objects you control like Summon Sentinels.

Rounding Out Tonoris' Kit


Here are some more cards that feature aspects of both Guardian as a class and Neos as an element.

If you like big swings, board control, and summoning a lot of tokens, Tonoris is the champion for you!

Astra

The element of divination and the cosmic. Astra is the signature element for Arisanna, the main cleric in ALC.

Calling Upon the Stars


Cards of the Astra element reward future sight. To get this feeling off in Grand Archive, we added an auxiliary mechanic to glimpse called starcalling.

While you're glimpsing and you see a card with starcalling, you may activate it during that glimpse. In addition, paying to starcall a card is usually cheaper than playing and paying for it from your hand. However, whenever you do starcall a card, you must put all the remaining cards in your glimpse on the bottom of your deck.

Arisanna sweetens this even further by making one of your starcalls free each turn!

Because you want to be able to starcall as much as possible, Astra Arisanna players will want to include many effects that glimpse.

A Staff that Glimpses


Astra self-synergizes by providing efficient tools to glimpse as well. One example is Cosmic Astroscope, which provides a recurring method to glimpse.

Players need to plan their glimpse effects carefully to take advantage of Arisanna's free starcall once per turn. This staff's ability is fast speed, and can allow you to starcall cards during your opponent's turn.

Technical Note: You activate and pay for the card via starcalling during the glimpse, but it does not start resolving until the effect with the glimpse fully resolves. For example, if Scry the Skies glimpses 3 and then you starcall a Cosmic Bolt, Cosmic Bolt enters the effects stack and starts resolving only after you finish resolving Scry the Skies by drawing a card into memory.

Don't get too caught up with starcalling though! Sometimes you just need to glimpse to find better cards to draw, and this staff is great for that too.

Rounding Out Arisanna's Kit


Here are some cards that feature the Astra element, the Cleric class, and Arisanna's unique potion-brewing mechanics!

Arisanna and the Astra element is the most skill-expressive strategy we've designed. For example, an Astra Arisanna player needs to remember which cards they've glimpse past, which will help them calculate their odds for the future.

If you're a player that loves exciting top-of-the-deck plays, memory control, deck manipulation/memorization, and... plants? You'll love Arisanna!

Umbra

The element of darkness, which is the signature element of ranger champion, Diana.

Creeping Torment


"Darkness" is a broad theme and can be explored in many ways. Diana primarily focuses on putting curses on the enemy. Throughout the game, this is done by placing a Curse card on the bottom of a champion's lineage.

Diana does this by "generating" a Creeping Torment curse card whenever she hits a champion with one of her attacks. (To generate means to "add a card from outside of the game.")

Take note that Creeping Torment is also not a token, which means it can also be included in your main deck and played like a regular card as well. Because Curses exist in your champion's lineage, it is much harder to interact with compared to an object on the field. This makes each bullet that Diana shoots scary, in a way fitting for the flavor of the Umbra element.

Curse and Kill


Umbra also has tools to easily finish off cursed champions.

Creeping Torment by itself can't end games if your opponent decides to not draw more than one card each turn. However, Anathema's End can consume all the curses on the hit champion and deal more damage.

Umbral Tithe can force an opponent's Creeping Torment curses to trigger and is discounted based on curses as well.

Rounding Out Diana's Kit


The Ranger class showcases Umbra's various negative effects well by inflicting them via On Hit effects. This combined with the distant & ranged mechanic leads to a very tactical feeling of gameplay.

Diana is the champion for you if you like being reactive on your opponent's turn and being rewarded for it. You'll be weaving in and out of danger to line up the perfect shot, placing curses on opposing champions, and executing them with Umbra spells.

Conclusion

That concludes the second half of the design notes for ALC! Alchemical Revolution releases on January 26th, 2024!