Update 2.0

# **Changelog:**

**New and improved Deck Manager!**

Sort cards, build multiple decks and do more with the new deck manager

It's much better than the old system, and supports a lot more cards!

Also, this new system supports cross-world progression, so you can save your decks

**Icons:**

Added Icons for entities to make it more clear on how they react to their environment

**XP Amount:**

Can now see values above 20

**NEW Cards:**

Axolotl

Goat

Fletcher

Splash Healing Potion

Splash Damage Potion

Honeycomb

Piston

Sticky Piston

Lightning Rod

Piglin bartering never felt like a useful card in play, and now feels quite powerful, but requires a decent set up

Cost 5 -> 1

Emerald:

Similar to Piglin Bartering, but emerald is more versatile, so less of a buff

Cost 5 -> 2

Splash Poison Potion:

Felt not very useful, especially with poison immunity by undead, reduced price to compensate

Cost 12 -> 8

Golden Apple:

While some cards dealt a lot of damage, Golden apple was a little too expensive to be worthwhile

Cost 6 -> 4

Zombified Piglin:

It's stats were just way above everything else of the similar cost, so a minor nerf

Cost 4 -> 5

Creeper:

Creeper never felt like a threat, which is obviously a problem.  Attack and cost have been changed

Special Attack - Explodes after you end your turn (previously after 3 end of turns)

Cost 3 -> 5

Charged Creeper:

Same buff as creeper to special attack, but cost remains the same due to how easy it is to blow up your own units.

Special Attack - Explodes after you end your turn (previously after 3 end of turns)

Diorite:

Diorite was impossible to attack if you didn't have a melee mob on hand.  This is no fun, so changes were made to rebalance it to give more ways to attack it.

Now Blinds a random adjacent entity

Health 5 -> 3

Spawner:

Spawner was also quite impossible to attack because of board control loss.  I reworked it to be a bit more balanced while remaining useful.

Now only spawns up to 4 silverfish total

Cost 10 -> 7

Health 6 -> 5

Armor 3 -> 1

Bee Hive:

Bee hive was just super annoying and was never fun to attack.  Some changes were made to make it more of an early game boost rather than a late game pester.

Cost 12 -> 8

Health 6 -> 10

Now takes 1 damage for every bee spawned

Bee Nest:

Same as before, but because it was somewhat useless on it's own, you also discover a bee to help snowball the bee buffing

Also discovers a bee on summon

Flint and Steel:

Too expensive.  Not worthwhile to have because of it's lack of usability vs. price.

Cost 9 -> 5

Wither Trap:

I really like traps, but they are hard to get full value.  Because of this, I think reducing price a little bit will make them more viable

Cost 4 -> 3

Lava Pocket:

Same as above

Cost 7 -> 4

Skeleton Trap:

Even though it's really powerful, still faces the same problem as the above traps.  Slightly reduced cost

Cost 20 -> 18

Silverfish:

Why was this card so expensive?  It's not good, and is of little use other than to waste a turn or get 1 free damage, cost reduced greatly.

Cost 3 -> 0

Cobblestone:

All values reduced to be more of a minor hindrance than a major one.

Cost 4 -> 2

Health 5 -> 2

Witch Hut:

That's a lot of health... Reworked to still be useful for it's lower health

Health 10 -> 5

Chance to gain potion 10% -> 25%

Farmland:

A really good card, wanted to make it more of a target to destroy

Health 5 -> 4

Water:

while it is a very powerful card, it was a bit too expensive

Cost 7 -> 5

Gilded Blackstone:

Reduced health and cost like other simpler blocks

Cost 4 -> 3

Health 5 -> 3

Outpost:

I like outpost as a good line of defense or attack, but I wanted to make attacking it a little easier

Health 6 -> 4

Targets:

I don't see these being used much other than as a shield to waste a turn, so health reduced and cost reduced

Health 7 -> 4

Cost 10 -> 9

Well:

A really powerful card that can be used to quickly heal your units.  Reducing health makes it more of a possibility to kill your own well before your opponent uses it against you.

Health 5 -> 3

TNT:

While useful for keeping enemies at bay, it took too long to detonate, making it easily avoided and ignored, fuse time shortened

Fuse Turns: 4 -> 2

Thunderstorm:

I really like this card, but mostly how it's a huge game changer depending on complete luck.  There is a little too much luck involved with such a high cost card, so cost is reduced

Cost 15 -> 13

TNT Cannon:

I like the clear potential of this card, but because of giving an opportunity to flee for faster mobs, a cost buff will help with it's value potential

Cost 16 -> 14

Dolphin:

Another case of why was this so expensive, also removed attack for more hay bale synergy

Cost 9 -> 4

Damage 1 -> 0

Killer Rabbit:

It just didn't make sense for this guy to spawn with 1 armor, removing it will increase the value of putting armor/healing on him

Armor 1 -> 0

Pillager:

Pillager had the same stats as piglin, except having 1 more health.  This plus the pillager's better buff (using emeralds) warrants a cost nerf

Cost 8 -> 9

Guardian:

His eye beam attack was impossible to go up against, I reduced damage, and hopefully it will be good enough for now

Attack 5 -> 3

Elder Guardian:

Same issue as above, but also gave a minor health buff to compensate

Attack 7 -> 5

Health 5 -> 7

Evoker:

Was very hard to counter before it overwhelmed the board

Health 9 -> 7

Baby Magma Cube:

Another cost adjustment

Cost 4 -> 2