Aeonglass is an Act 3 boss in Glory. It replaced Doormaker in Major Update #2. Its pressure comes from repeated attacks, increasing power and Wither entering the hand during your own turn.
Opening protection
Aeonglass begins with three Artifact. Those charges stop debuffs, so a plan built around immediate Weak or Vulnerable needs a way through the protection first. Sequence cheaper applicable debuffs before the one whose result is essential to surviving or finishing the turn.
Artifact does not mean direct attacks are blocked. Decide whether stripping it is useful for this deck: an attack plan that does not rely on enemy debuffs may be better served by spending its resources on damage and defense.
Attack cycle
| Move | What to account for |
|---|---|
| Ebb | A large hit while Aeonglass gains Block. |
| Eye Lasers | Two separate hits. |
| Increasing Intensity | A non-attacking turn that increases later pressure. |
The listed base sequence is Ebb, Eye Lasers, Increasing Intensity, then repeat. Read the current intent and actual totals after modifiers. Strength affects each hit, so a two-hit attack becomes more dangerous than its unmodified number suggests.
Use Increasing Intensity to deploy a costly power or convert resources into damage, but inspect the hand that will face Ebb next. Spending the entire turn on setup is only worthwhile if the deck can survive until that setup pays back.
Withering Presence
Withering Presence adds a Wither after every six cards played. Wither deals damage when left in hand at turn end. Count the next trigger before spending the last Energy or using the final discard effect.
Playing an unnecessary zero-cost card can create another Wither without improving the turn. Generated-card strategies should compare the useful damage or resource gain with that Status burden. Conversely, stopping all card play too early can leave Aeonglass alive long enough to strengthen again.
Discard and Exhaust effects can remove the immediate hand problem. Defect’s Compact also transforms Status cards in hand into Fuel, providing a specific way to repurpose them. Keep the removal effect available until the final Wither you intend to generate has arrived.
Damage and survival
This fight rewards a deck that can manage its hand while continuing to make progress. Defense alone faces rising pressure, while unrestricted card spam can create damage in the hand. Reserve potions for the attack or draw where the deck lacks its normal answer, particularly when another Act 3 boss remains at Ascension 10.
