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 Improvements

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Path of the Dreamer Path of the Dreamer Green Green Rare 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 Selemene's Favor Green Green Common Common Call to Arms 4 0 1 Your tower has +2 Mana.


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


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


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


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


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


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


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


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


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


Cards that Affect Improvements

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

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


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

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


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


Obliterating Orb Obliterating Orb {{}} Uncommon Uncommon Condemn an improvement.


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


Raze Raze Red Red Rare Rare Condemn all enemy improvements.


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


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