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Improvement

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Improvements are a type of card in Artifact. They share the same card layout and stats as Spells, but focus on permanently altering lanes rather than one-off effects.

After being played, Improvements modify the target lane with their effect permanently, which is indicated by positioning an icon between the lane's tower and its owner. Improvements will remain until condemned, although some have a limited number of charges before they are effectively depleted.

Over time, Improvements can completely overwhelm a lane in a manner that's harder to clear than doing the same with Creeps or Heroes. Stay on top of keeping the board clear, or face the consequences.

List of ImprovementsEdit

Card Color Rarity Set Mana Cost Charges Crosslane Text
  Assault Ladders   Black   Uncommon Call to Arms 3 0 1 Allies deal +2 damage when attacking a tower.


  Assured Destruction   Black   Rare Call to Arms 3 0 1 All heroes have +4 Siege.


  Bitter Enemies   Black   Rare Call to Arms 2 3 1 After the combat phase, remove a charge from Bitter Enemies. Before the action phase, if there are zero charges on Bitter Enemies, deal 6 damage to both towers.


  Escape Route   Black   Rare Call to Arms 1 0 1 [Cooldown: 1] Return an allied hero to the Fountain.


  Iron Fog Goldmine   Black   Common Call to Arms 3 0 1 Get 3 gold after the combat phase.


  Keenfolk Turret   Black   Uncommon Call to Arms 4 0 1 [Cooldown: 1] Deal 2 piercing damage to a unit.


  March of the Machines   Black   Rare Call to Arms 5 3 1 Before the action phase, if there are charges on March of the Machines, remove one and deal 2 damage to the enemy tower and 2 damage to each enemy.


  Path of the Cunning   Black   Rare Call to Arms 3 0 1 After you play a black card, modify a random ally with +1 Siege.


  Revtel Investments   Black   Rare Call to Arms 3 0 1 Add a charge to Revtel Investments after the combat phase.<br/><br/>[Cooldown: 1] Get 4 gold for each charge. Condemn Revtel Investments.


  Steam Cannon   Black   Rare Call to Arms 7 0 1 [Cooldown: 1] Deal 4 piercing damage to a unit in any lane.


  The Oath   Black   Rare Call to Arms 3 0 1 You can not play spells or creeps while this is the active lane. If there is an allied black hero in this lane, allies have +4 Attack.


  The Tyler Estate   Black   Uncommon Call to Arms 4 0 1 Both towers have -2 Mana.


  Trebuchets   Black   Common Call to Arms 1 0 1 Deal 2 piercing damage to the enemy tower before the action phase.


  Unsupervised Artillery   Black   Uncommon Call to Arms 2 0 1 [Cooldown: 1] Deal 4 piercing damage to the enemy tower. May only be used if there are no unblocked enemies.


  Aghanim's Sanctum   Blue   Uncommon Call to Arms 4 0 1 [Cooldown: 1] Fully restore your tower's Mana.


  Barracks   Blue   Uncommon Call to Arms 5 0 1 Summon a Melee Creep into this lane each deployment phase.


  Conflagration   Blue   Rare Call to Arms 5 0 1 Deal 2 damage to each enemy before the action phase.


  Fractured Timeline   Blue   Rare Call to Arms 2 0 1 Before the action phase, give a random card in opponent's hand +1 Lock.


  Glyph of Confusion   Blue   Rare Call to Arms 6 0 1 Whenever any unit enters this lane, stun it this round.


  Howling Mind   Blue   Uncommon Call to Arms 3 0 1 You and your opponent draw an extra card each round.


  Ignite   Blue   Common Call to Arms 3 0 1 Deal 1 piercing damage to each enemy before the action phase.


  Messenger Rookery   Blue   Common Call to Arms 1 0 1 [Cooldown: 1] Choose an ally. Choose a combat target for it.


  Path of the Wise   Blue   Rare Call to Arms 3 0 1 After you play a blue card, deal 1 piercing damage to a random enemy.


  Watchtower   Blue   Rare Call to Arms 1 0 1 Whenever an enemy improvement enters this lane, draw a card.


  Altar of the Mad Moon   Green   Uncommon Call to Arms 4 0 1 Allied Melee Creeps have +2 Regeneration.


  Cheating Death   Green   Rare Call to Arms 4 0 1 [Cooldown: 1] Give a unit a Death Shield this round. May only be used if there is an allied green hero in this lane.


  Homefield Advantage   Green   Uncommon Call to Arms 4 0 1 Before the action phase disarm a random enemy this round.


  Mist of Avernus   Green   Uncommon Call to Arms 3 0 1 Modify allies with +1 Attack before the action phase.


  Path of the Dreamer   Green   Rare Call to Arms 3 0 1 After you play a green card, give your tower +3 Regeneration until end of round.


  Selemene's Favor   Green   Common Call to Arms 4 0 1 Your tower has +2 Mana.


  Unearthed Secrets   Green   Rare Call to Arms 3 0 1 Draw a card after the combat phase if your tower was dealt damage this round.


  Verdant Refuge   Green   Common Call to Arms 5 0 1 Allies have +1 Armor.


  Burning Oil   Red   Uncommon Call to Arms 1 0 1 Your tower has +2 Retaliate.


  Grand Melee   Red   Rare Call to Arms 3 0 1 If there is an allied red hero in this lane, all heroes have +2 Cleave.


  Nether Ward   Red   Rare Call to Arms 4 0 1 After opponent plays a spell, deal 3 damage to the enemy tower.


  Path of the Bold   Red   Rare Call to Arms 3 0 1 After you play a red card, modify a random ally with +1 Attack.


  Steel Reinforcement   Red   Common Call to Arms 4 0 1 Your tower has +1 Armor.


  Temple of War   Red   Uncommon Call to Arms 3 0 1 All equipped heroes have +2 Attack and +1 Armor.


  The Omexe Arena   Red   Uncommon Call to Arms 6 0 1 Draw a card after a hero dies.


Cards that Affect ImprovementsEdit

Card Color Rarity Text
  Apotheosis Blade {{}}   Rare Equipped hero has +8 Attack and +4 Siege. Condemn each unit equipped hero deals battle damage to.

Active   1: Condemn enemy improvements. Condemn each item equipped b


  Demagicking Maul {{}}   Uncommon Equipped hero has +2 Attack.

Active   1: Condemn a random enemy improvement. May only be used if equipped hero is unblocked.


  Dirty Deeds   Black   Uncommon Deal 2 damage to the enemy tower for each of its improvements.


  Obliterating Orb {{}}   Uncommon Condemn an improvement.


  Pugna   Red   Rare Active   3: Condemn a random enemy improvement.


  Raze   Red   Rare Condemn all enemy improvements.


  Smash Their Defenses!   Red   Uncommon Condemn an improvement.   Draw a card.


  Watchtower   Blue   Rare Whenever an enemy improvement enters this lane, draw a card.