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Mazahaedron, Part 4: I Handed Quilius a Gem Instead — and Her Turn 3 Hand Hit 7 Aether

Mazahaedron, Part 4: A Gem for Quilius — 7 Aether on Turn 3 Aeon's End
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This is part 4 of my Mazahaedron deep dive.

I’m using his unique starting card, his charge ability, and cards from Aeon’s End: War Eternal. Everything here assumes a 4-mage game.

This time, though, the spotlight isn’t really on Mazahaedron himself. It’s on the ally who receives a gem from him through Worldheart Shard.

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What Worldheart Shard Can Do on Turn 1 — A Recap

Three Ways to Use Turn 1

Here are Mazahaedron’s turn-1 options with Worldheart Shard:

  • Option 1: Open Breach II
  • Option 2: Gain a 3-cost card — for himself
  • Option 3: Gain a 4-cost card — for an ally

This time I’m looking at option 3, gaining a 4-cost card for an ally, and specifically what happens when that card is a gem.

Why Give a Card to an Ally in the First Place?

Why Give Your Ally a Gem?

→ See Mazahaedron’s Early Game, Part 3 for that.

Once again, I’ll use Quilius as the example.

Example: Quilius Gets a 4-Cost Gem Before Her Turn 1

  • Breach I: empty
  • Breach II: empty
  • Hand: Extinguish / Spark / Crystal / Crystal / Crystal
  • Deck: Extinguish / Spark / Crystal / Crystal / Crystal
  • Discard: Slag

The Scoria Slag — Slag for short — that she got from Mazahaedron is sitting in her discard pile. I picked Scoria Slag because it gives 3 Aether once the nemesis reaches tier 2 or higher.

After she gains Frozen Magmite here, this is the board at the start of turn 2:

  • Breach I: Extinguish
  • Breach II: Spark
  • Hand: Extinguish / Spark / Crystal / Crystal / Crystal
  • Deck: none
  • Discard: Slag / Magmite / Crystal / Crystal / Crystal

On this turn she casts both spells and gains another Frozen Magmite.

This is the start of turn 3:

  • Breach I: Extinguish
  • Breach II: Spark
  • Hand: Slag / Magmite / Crystal / Crystal / Crystal
  • Deck: Extinguish / Spark / Magmite / Crystal / Crystal / Crystal
  • Discard: none

The Moment It Clicked: 7 Aether in Hand

7 Aether on Turn 3!

Check that hand: 7 Aether! That was the moment something clicked for me. On top of that, if she gains a spell now, it lands in her hand on turn 4.

Which Spell to Grab

Which Spell to Grab

Pick the spell based on what’s in your supply. At 6 Aether, that’s Nova Forge or Conjure the Lost. At 7 Aether, it’s Reduce to Ash or Equilibrium. If you’re prioritizing damage, I’d go with Conjure the Lost.

Turns 4–5: Three Spells and a Focused Breach III

Next turn, three spells are in her hand, in this order: the new spell / Extinguish / Spark / Magmite / Crystal. With 3 Aether she can focus Breach III and prep all three.

Say she focuses Breach III with 3 Aether and preps Conjure the Lost — Conjure for short — along with Extinguish and Spark.

This is the start of turn 5:

  • Breach I: Conjure
  • Breach II: Extinguish
  • Breach III, focused: Spark
  • Hand: Crystal / Crystal / Crystal / Extinguish / Spark
  • Deck: Slag / Magmite / Crystal / Crystal / Magmite / Crystal
  • Discard: none

Casting those spells locks in 7 damage. And if you look at her deck, she’s guaranteed 8 Aether next turn.

If she focuses Breach III again this turn, next turn she can open it for 5 Aether and spend the other 3 on spells, relics, or whatever she needs.

She could also put that Aether into discarding a power card. By turn 6 the nemesis may already be at tier 2, which means Scoria Slag counts as 3 Aether.

Summary

Key Takeaways
  • When Quilius gets a gem from Mazahaedron, she can gain a high-cost spell on turn 3 and cast it on turn 5.
  • Scoria Slag is the gem I chose, because it becomes 3 Aether from nemesis tier 2 onward.
  • If Mazahaedron takes his turn before Quilius, Scoria Slag ends up as the fifth card in her turn-3 hand, so she can play it the same way.
  • I used Quilius as the example, but I think Jian, who also starts with two breaches open, can play it the same way.
  • Honestly, this one turned out to be mostly about Quilius rather than Mazahaedron…

See you next time!

Tested in 4-mage mode. Mileage may vary in solo or 2-mage, but the core logic holds.