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  • Savulon#3*jq published a deck!

    Jan 18, 2020 PST

    Almost control


  • Savulon#3*jq published a deck!

    Jan 18, 2020 PST

    so... many... ready spells

    Rimea Careworn

  • lidjan1#40jr commented on the post Which Ready Spells are not worth playing and why?:

    Jan 17, 2020 PST

    Given that as a constraint, what would you change about lets say strengten or any other Card that you think is underpreforming ?

    You could give it overkill 1 or overkill 2 on focus 2 effect instead of bonus attack. Or the ability to be blocked by at least two units. Or using focus ability would cost main action and take off one exhasion token from unit you control. I think i like this the most (not sure about it`s ballance though). It is the least complicated of all three and offers effect that you always would want to use ( who doesnt want to attack two times with one creature? ) while giving you sometimes usable ( or even win threatening ) alternative

  • Cronos Genesis#9i6t commented on the post Blood Puppet:

    Jan 16, 2020 PST

    Skaak#1st! is right. Attacking with it is mostly bad for you.
    You can make use of the puppet with Frozen Crown, Blood Chains or Strengthen however.
    Also having it on your side is usually a sign of them not trying to attack you. Having exactly one on your battlefield is okay, because you essentially pay 1 life per round to not get attacked that round.
    This is why giving one to yourself can be efficient.

  • Skaak#1st! commented on the post Blood Puppet:

    Jan 15, 2020 PST

    Blood Puppet triggers "at the end of each round". Step 2 of the Recovery Phase (out of 4) is "remove exhaustion". So the exhaustion is removed before the Blood Puppet's ability triggers at the end of the round; the only way to prevent it from hitting you is if you double exhaust it somehow.

    A single exhaustion is actually in your opponent's best interest, because then you can't trigger its Self Inflict ability.

  • Kalriva#1sqf commented on the post Blood Puppet:

    Jan 15, 2020 PST

    Pretty sure exhausts are removed at the end of the round rather than prepare phase.

  • Drose427#3491 commented on the post Blood Puppet:

    Jan 15, 2020 PST

    Unless theres been an errata since 2016, yes that is a valid strategy. Way, way, back before the brendan and rin decks Isaac made a post about this strategy. It's your creature to attack with

  • Blood Puppet 4

    If I use the Blood Puppet my opponent gives me to attack, it would deal no damage, but become exhausted anyway, right? So, at the end of the round, it deals 0 damage to me, cause it is exhausted and the curse is not an inexhaustible effect, and the exhaust token is removed after that, in the prepare phase. Is this correct? Am I bypassing the damage this way?

  • The one thing we probably agree on is that what you call evasion is needed for some effects to be good.
    At that is just bad design in most cases.

    Im currently working on a spin off game to Ashes i want to avoid Cards that nobody is excited about. So Project Phoenix intruducing new Cards is not really an argument for me that helps.
    Also introducing new cards is not always helping.
    Cut the Strings is a hate Card. You can not just keep printing things that it would be good again until it becomes viable, that would need like 20 Cards just for that purpose.
    Body Inversion will probably always be underwhelming because there are not many illusions and printed Unit attacks and printed Unit Life differ only by 1 in most cases. It would already deal 4 damage against a turtle guard and that card was really used a lot but still nobody would use Body Inversion as a counter.
    Strange Copy was also not used when elephant Rider and Astrea were at their peak.

    There are some standard ways to fix a Card if it is too bad. Make it Cheaper, give it more text or make it draw a Card.
    Cards in the Core set usually have short text because they need to be easy to understand.
    Given that as a constraint, what would you change about lets say strengten or any other Card that you think is underpreforming ?
    Bonus Points if you follow the mostly implicite design rules of the game.

  • Kalriva#1sqf commented on the post Want to get into it...:

    Jan 15, 2020 PST

    Hi Drew, firstly welcome! It's great to see a new player!

    It's tough to find a local scene for Ashes, I'm in Australia and personally know almost every keen ashes player here haha. Sadly distance becomes a huge factor.

    This makes TTS pretty crucial in our community. If you're really keen on getting into ashes more TTS and slack are a must. Most of the communities communication is through our slack channel (Also links to discord if that's your preference).

    Happy to help you get your head around TTS and show you some tricks :)

    Again, good to have you here!

  • Cronos Genesis#9i6t commented on the post Marf of the Goddess and Indiglow Creeper:

    Jan 14, 2020 PST

    You do not get a Indiglow Creeper if you do not have the Conjuration in your Conjuration Pile.
    Mark of the GoddessIndiglow Creeper
    It is also important to note that the Creeper does not always die on your side of the Battlefield.
    Fleeting on Mark of the Goddess and Fading on Indiglow Creeper both trigger at the End of the Round.
    The First Player Marker goes to the next player before the End of the Round.
    Then the Player with the First Player Marker decides at the End of the Round which Cards ability gets resolved first.
    If Mark of the Goddess is resolved first, the Creeper will die back on its Owners Battlefield where it will spawn a Seedling.

  • Cronos Genesis#9i6t commented on the deck Mint Macchiato Harold:

    Jan 14, 2020 PST

    Once a Unit is blocked it stays blocked even if the blocker dies before evaluation of combat.
    So using Chant of Revenge in that Way will not help you get through. But Chant of the Dead gives you so many dice that sometimes you can afford to sacrifice a Grave Knight to Chant of Sacrifice in order to buff an unblocked Shepard.

    On a completly different Note : The Card you can cut in this deck is Summon Blood Puppet. I only run it to annoy a friend and it is usually just a blank Card that is meditated.

  • Want to get into it... 2

    A few years ago, I collected a complete set of ASHES: Rise of the Phoenixborn (with all the expansions and everything). At that time, my wife and I played it just a few times with pre-constructed decks before she decided that she doesn't enjoy PvP games, and she doesn't want to play it any more.

    To call me a newbie to ASHES is no exaggeration. But I'd like to get into it. There is no local support (northern Cincinnati suburbs) that I can find.

    How best to proceed? Does anyone here want to take me under their wing and show me the ropes? TTS?


  • lidjan1#40jr commented on the deck Mint Macchiato Harold:

    Jan 14, 2020 PST

    A little question. If i declare attack on my opponent phoenixborn, and my opponent declares blockers i can use effect of Chant of Sacrifice. With this my unit dies, so i can activate Chant of Revenge. Lets say that by doing it i kill one unit of my opponent (one which was blocking my creature not destroyed by Chant of Sacrifice). Does attack of my ccreature goes through or it just misses. I hope i described this situation clearly enough for you to understand.

  • Skaak#1st! commented on the post Marf of the Goddess and Indiglow Creeper:

    Jan 13, 2020 PST

    The flip side of this is that, even if you don't have the dice to pay for it, you can put a Luminous Seedling into play if you have 1x copy of Summon Indiglow Creeper in your deck (because you'll have all of the conjurations in your conjuration pile). There's usually a better use for that card slot, but if your meta has a lot of Indiglow Creepers running around...

  • Kalriva#1sqf commented on the post Marf of the Goddess and Indiglow Creeper:

    Jan 13, 2020 PST

    Afraid not, it just dies as far as I know. I think there was a similar question regarding fallen and rising horde a little while ago.

  • Marf of the Goddess and Indiglow Creeper 3

    My opponent is playing Indiglow Creeper (he has, of course, the summon books, the conjurations in his conjuration deck, etc). And I play Mark of the Goddess on his Indiglow Creeper. Now, I don't have the books in my deck, neither have I the Indiglow nor the Luminous Seedling in my conjuration deck. The question is, when the Indiglow under my control dies, do I still get to summon the Seedling under my control (meaning, getting the card borrowed directly from HIS conjuration deck)?

  • Skaak#1st! commented on the post First two fan expansions released!:

    Jan 11, 2020 PST

    Apologies on the delay; here's a comparison of the new cards printed via MPC vs. the original cards (also apologies for the glare; I don't have a good place to take pictures):

    As you can see, the backs are noticeably different and will require opaque card sleeves, but the front of the cards fits right in.

  • Redking#4j-4 commented on the post Which Ready Spells are not worth playing and why?:

    Jan 10, 2020 PST

    The Question i have is a design one :
    Does Ashes encourage Decks that primarly run 2 Summons, and some damage or Ressource Spell ?
    If so, how would the Numbers or Mechanics have to change to encourage more of the other ready spells.

    Lets assume the average Number of Spell Board Slots is 1 higher than it currently is, then players probably would rather use more summons or damage spells. So how do you encourage the usage of the other spell types through mechanics ?

    Summons are long term efficiency, but allies should have better short term efficiency so there's a tipping point based on the game length. Damage spells are useful as a pivot to finish off an opponent when the board state clogs up, but cards like hypnotise, units with evasion abilities... these are all alternatives that can fulfill that role. Effects like meteor can also reset the board for lethal swings, so there are multiple avenues to pursue. Resource spells are more useful in the long game, as direct damage would be better in the short game, so the ability to control the length of the game seems relevant.

    I see some ready spells getting less use because they seem to be weaker in the meta, but could be stronger. Strengthen, for example, is potentially quite powerful if you can get the damage through to the opponent. The reason a +2 attack buff side action has not competed with chant of revenge +1 direct damage is because of how hard it can be to make sure a unit can swing through, as ready spell conjurations are perfect to clog up the board. Hypno was the common historical option, and 2 side actions (hypno plus strengthen) would rarely work (iron worker?). As we are seeing units with evasion, like majestic titan, exotic gorilla, beast mage, strengthen could become more useful, but given it has Cere/Nature dice types there's a challenge fitting it in.

    In some cases, cards are simply miscosted and will hardly ever be worthwhile at that cost, even taking in account the range of game lengths and meta variations...

    So I'm not really sure how to answer your q. A rebalancing through meta synergy with underused cards can/does happen, as with empower/battle seer/squall stallion/skald. A rebalancing as with project Rebirth could make weaker cards more playable too, but sadly resorts to errata or reprintings. There are niche deck builds that can make good use of underplayed/undervalued cards in the right PB shell.

    A more specific q could be something like listing particular cards and asking about their utility. I already answered you OP, questioning your assessments of some of them. Specific ones could be cited as candidates for project rebirth if they were such a big issue.

    But I'm not sure I'm fully hearing you here. I try to imagine what would encourage less direct damage effects - and usually the answer is units as they attack every round for greater efficiency, then when the board clogs up, that efficiency drops to very little. To sustain the value of units over direct damage, you need to play effects that pressure the board state, remove potential blockers and keep your units attacking through for damage. It seems that there are a lot of potential value changes in Ashes, with context and time and support cards having an impact. I imagine you have an idea about how this could change, but I have yet to understand why that needs to happen as my sense is there isn't a narrow 'best deck' solution, and actually we have a much broader range of potential builds right now. I'm open to Project Phoenix being mindful of some of the weaker/underused cards in their design process, which I think they have been (Jill and alterations for instance), so I anticipate more of that in future?

  • Cronos Genesis#9i6t published a deck!

    Jan 02, 2020 PST

    Mint Macchiato Harold

    Harold Westraven