MissaurusRex’s Complete Beginner’s Guide to Skyweaver – Part 4
Welcome to part 4 of my comprehensive Skyweaver beginner guide. If you missed the previous parts, be sure to check the links to the other parts of my guide:
⦁ Overview of the Skyweaver interfaces, cards, and game modes
⦁ Overview of Heroes/Prisms and understanding card phrasing
⦁ Core game mechanics, and “out-of-decking”/conjuring
⦁ The attachment system & enchantments
⦁ Playing the game and turn order
⦁ Deck building for beginners
By this point you should be familiar with card phrasing, Heros/Prisms, and the core game mechanics. I recommend also watching this video guide in its entirety to see examples in real-time. In this guide we’re going to get into the the last of the essential game mechanics and review:
⦁ The attachment system
⦁ Enchantments
You can also read up on these from the Skyweaver official site.
In Skyweaver, Units and Heroes can hold spells or enchantments. You may have already noticed that at the beginning of a game, both of the Heroes have mana spells attached to them. There are cards that can give attachments to either units or Heroes. When you attach something to a unit or Hero, any existing attachment or enchantment will be overwritten. Some spells are considered tokens and only exist as attached to units.
There are 16 unique enchantments in Skyweaver. There is a “positive” and “negative” enchantment for each of the 8 elements in the game. Generally, positive enchanments effect your side of the battlefield, and negative enchantments effect the enemy’s side, with some exceptions. Some enchantments on your Hero or units, can be removed by paying mana, and the cost will be indicated on top of the enchantment.
Air Enchantments
Shroud: The positive air enchant. A character with shroud cannot be targeted by Spells or Play effects your enemy uses, but does not stop you from targeting friendly characters. Shroud is dusted at that start of that characters turn. Shroud cannot be removed by paying mana.
Shroud does not protect characters from being attacked, or from things that damage the whole battlefield.
Silence: The negative air enchant. A character with silence has it’s card text effects disabled. Silence cannot be removed by paying mana.
Something that confuses new players is that Silence does not effect a units keywords/traits. If a unit is silenced, it still has keywords like Banner and Armor.
Dark Enchantments
Fate: The positive dark enchant. When a unit with Fate dies, you will draw a card of that unit’s element. Fate cannot be removed by paying mana.
It’s important to note that units with fate that are dusted will not enter the graveyard, and you will not draw a card. If fate is removed from a card before it dies, you will also not draw a card.
Hex: The negative dark enchant. A character with Hex will take 6 damage at the end of its owner’s turn, and Hex will dust itself. Hex can be removed by paying mana.
Something that often confuses new players it the timing of Hex’s resolution. Hex is a sunset effect, meaning that if you Hex your enemy’s unit it will not take damage until the end of the enemy’s turn. Something else to note is that Hex damage is not immune to armor, so a Hex’d unit with armor would only take 5 damage.
Earth Enchantments
Anima: The positive earth enchant. Anima itself has no effect on the attached unit, but when Anima is removed it will give +2 power and +2 health to the unit that was holding it. Anima can be removed by paying mana.
If Anima is removed on a unit while in your hand, Anima will not trigger on the unit.
Roots: The negative earth enchant. A unit or Hero with roots cannot attack. Roots can be removed by paying mana.
Fire Enchantments
Fury: The positive fire enchant. When a character with Fury attacks and damages a hero, the character holding Fury will gain +1 power and +1 health, you will draw a 1-cost card, and it will dust iself. Fury cannot be removed by paying mana.
Flames: The negative fire enchant. A character with flames will take 2 damage at the start of that characters turn. Flames can be removed by paying mana.
Light Enchantments
Shield: The positive light enchant. The first time a character with Shield would take combat damage, that damage will be prevented and Shield will be dusted. Shield cannot be removed by paying mana.
Shield only protects from combat damage which is damage from another unit or Hero. Shield does not protect from spell damage or damage from a unit’s effect. Another important factor is armor; if you try to damage an armored and shielded unit with 1 power, the Shield will not dust.
Blind: The negative light enchant. A character with blind can only attack the right-most enemy. Blind can be removed by paying mana.
Metal Enchantments
Lead: The positive metal enchant. Lead is a unique enchantment because it is the only one that cannot be removed by overwriting it with another enchantment. Lead also prevents the unit from being dusted. Lead cannot be removed by paying mana.
Important to note is that Lead can be removed from a unit when it is in your hand, and units with Lead can still be dusted from the graveyard. Be careful with lead, because if you play units that draw spells onto them, if they have lead you will not draw the spell.
Chains: The negative metal enchant. A character with Chains has all of its keywords/traits disabled. If Chains is removed, the keywords will be enabled again. Chains cannot be removed by paying mana.
Chains, unlike silence, does not stop a unit’s effect. Chains removes keywords or traits like Banner and Armor – but it will retain it’s written text.
Mind Enchantments
Barrier: The positive mind enchant. The first time a character with Barrier would take damage from a non-combat source, that damage will be prevented and Barrier will dust itself. Barrier cannot be removed by paying mana.
Barrier only protects from non-combat damage such as a Spell, or a unit’s effect. Barrier does not protect from unit or Hero damage, and can be thought of as the inverse of Shield. Another important factor is armor; if you try to damage an armored and barrierd unit with a 1 power spell, the Barrier will not dust.
Dazed: The negative mind enchant. At the start of its owner’s turn, a character with Dazed will be put to sleep, which means it will be unable to attack that turn even if Dazed is removed on the same turn. Dazed can be removed by paying mana.
Water Enchantments
Vapors: The positive water enchant. Vapors itself has no effect on the attached unit or hero, but when Vapors is removed it will give +2 health to the Hero that owns the card, and let you draw a card. Vapors can be removed by paying mana.
Frostbite: The negative water enchant. A character with Frostbite will take 2 additional damage whenever it would take any damage. Frostbite can be removed by paying mana.
Important to note is that Frozen is also affected by Armor and Wither. A character with Armor and Frostbite will still take 1 less damage. A character affected by Wither and Frozen will take the additional damage to both it’s power and health. The same is true if it is affected by both Frozen, Wither, and Armour.
And that is all of Skyweaver’s attachments and enchantments! Below is a graphic that shows you everything we went over at a glance:
A general tip about attachments is to be cautious with them. If you play a unit with an attached spell, you risk losing the spell if the unit is removed from play, so be sure to strategise wisely. Lastly, be aware of units that attach things to other units when they are summoned.
And that’s all for this guide! You now know everything there is to know about Skyweaver. Now you should just get in there and gain more familiarity with all of the mechanics by playing. In the next guide, I will walk you through a game from start to finish and explain every card effect and decision.