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  • Jaze Tempus - Jason's Custom Deck 5

    Jaze Tempus
    Phoenixborn of Tomorrow’s Keep
    Time/Ceremonial

    Jaze Tempus (Phoenixborn)
    7 Battlefield
    18 Life
    3 Spellboard
    Dust to Dust: (Side Action+ Exhaust +1 Basic Die) : Place 1 Status Token on a target card. You may destroy a unit you control, if you do place 1 Status Token on a target card.
    It’s Time for me to write the ending of your story. You will not like it.

    Summon Soul Carrier Crow (Ready Spell, Spellboard)
    Play Cost (Main Action+1 Basic Die)
    Activation Cost (Main Action + Exhaust + 1 Class Time Die): Place a Soul Carrier Crow Conjuration onto your Battlefield.
    Focus 1: Your Soul Carrier Crow Conjurations gain Stalk
    Focus 2: Your Soul Carrier Crow Conjurations lose Fleeting
    My mother taught me to fear their murders. It is a lesson I failed to learn.

    Dark Bargain (Ready Spell, Spellboard)
    Play Cost (Main Action+ 1 Class Time die or 1 Class Ceremonial Die)
    Activation Cost (Side Action): Remove up to 2 Status Tokens from this card. For each Status Token removed place a target die onto a side of your choice.
    My father taught me to revere the shadows. It is a lesson I know well

    Weight Of Ages (Ready Spell, Spellboard)
    Play Cost (Main Action+ 1 Class Time Die)
    (Inexhaustible Ability) When Weight of Ages comes into play place 5 Status Tokens on it. At the Start of each round you may add or remove 1 Status Token form Weight of Ages.
    Activation Cost (Main Action): If Weight of Ages has 10 or more Status Tokens on it Target Player discards the top 5 cards of their draw deck. If Weigh of Ages has 0 Status Tokens on it Target player must choose and exhaust 5 dice in their active pool. Remove Weight of Ages from the game.
    In time all debts are paid.

    Jaze’s Betrothed (Ally Battlefield – Jaze Tempus’s Signature Card)
    0 Attack
    2 Life
    0 Rcover
    Play Cost (Main Action + 1 Class Time Die+ 1 Class Ceremonial Die+ 1 Basic Die)
    (Inexhaustible Ability: Spawn 2) When this unit comes into play, place 1 Sleeping Widow conjuration onto your battlefield. When this unit leaves play, place 1 Sleeping Widow conjuration onto your battlefield.
    A gift for you my love, in the hope we may come to know a life without burden.

    Temporal Banshee (Ally, Battlefield)
    3 Attack
    2 Life
    0 Recover
    Play Cost (Main Action + 2 Class Time Die)
    (Ability: Mourning Wail) After this unit deals damage to a Phoenixborn by attacking, remove 1 Status Token from this unit to place 1 Exhaustion Token on a Target Ready spell.
    *Woe unto the fools who made them widows. *

    Time Skip (Action Spell, Discard)
    Play Cost (Side Action + 1 Class Time Die)
    Target a unit or ready spell without exhaustion tokens on it, removed the targeted card from play then return it to play under it’s owner’s control.

    I’ll be right back.

    Make Your Offering (Action Spell, Discard)
    Play Cost (Main Action + 2 Power Ceremonial Die) Target a Phoenixborn Signature Card in play. The cards owner must chose to discard it from play or place 2 exhaustion tokens on it.
    I have come to collect what is owed. Why are you not prepared?

    Never Forget (Action Spell, Discard)
    Play Cost (Main Action+ 1 Power Ceremonial Die) Discard a Ready Spell from your spellboard. If you do, search your discard pile for a Ready Spell and add it to your hand.
    I remember that which came before I even drew my first breath.

    Bound In Blood (Reaction Spell Discard)
    Play Cost (1 Class Cerimonal Die)
    Play when your Phoenixborn receives damage. Target a player who may deal an equal amount of damage to their own Phoenixborn. If they do not deal damage to their Phoenixborn born, prevent all damage your Phonixborn received
    Shall we die together then?

    Entropy Web (Alteration Spell, Unit)
    Play Cost (Main Action + 1 Class Time Die)
    -X Attack
    -X Life
    -X Recover
    (Ability: Bind) X is equal to the number of Status Tokens on Entorpy Web
    (Inexhaustible Ability: Respark: Free)
    If you fight it, it will only hurt more.

    Soul Carrier Crow (Conjuration Battlefield)
    2 Attack
    2 Life
    0 Recover
    5 Conjuration Limit
    (Inexhaustible Ability: Fleeting)
    It is said, if love is strong enough, they will bring a wronged soul back from the dead to make amends.

  • Captain Devlin Longbow - Jason's Custom Deck 0

    Captain Devlin Longbow
    Phoenixborn of The Bone Sea
    Time/Natural

    Captain Devlin Longbow (Phoenixborn)
    6 Battlefield
    17 Life
    4 Spellboard
    Duel: Side Action + Exhaust: Target two unexhausted units controlled by different players. Each unit deals damage equal to it’s attack value to the other unit.
    On land I’m deadly but on the water I am death.

    Summon Deepwater Hammerhead (Ready Spell, Spellboard)
    Play Cost (Main Action + 3 Class Time Dice + 2 Basic Dice)
    Activation Cost (Main Action + Exhaust): Place a Deepwater Hammerhead Conjuration onto your Battlefield.
    They fear nothing that dwells below the waves.

    Summon Riptide Siren (Ready Spell, Spellboard)
    Play Cost (Main Action + 1 Class Time Die)
    Activation Cost (Main Action + Exhaust): Discard the top two cards of your draw deck, If you do place a Riptide Siren Conjuration onto your battle field.
    Focus 1: Discard the top card of your draw deck instead

    They have lured many a strong mariner to their end with their songs.

    Whirlpool (Ready Spell, Spellboard)
    Play Cost (Main Action)
    Activation Cost: After Attackers are declared you may place one exhaustion token on this card and spend one Class Natural Die to give a target attacking unit minus one attack until the end of the turn.
    Focus 1: Give the targeted unit minus two attack instead
    Focus 2: Give the target unit minus three attack instead.
    Muscle and Armor is nothing compared to the strength of the sea.

    Loot the Future (Ready Spell, Spellboard)
    Play Cost (Main Action)
    Activation Cost (Side Action + Exhaust + 1 Class Time Die): You may take up to two additional consecutive side actions this turn.
    Tomorrow often has the most valuable treasures.

    The Perfect Storm (Action Spell Discard – Captain Devlin Longbow’s signature card)
    Play Cost (Main Action + 2 Basic Dice)
    Deal two damage to each unit without one or more status tokens on it
    From the ports of Ironside to the harbors of Aeros there will be nothing left that sails.

    Time Walk (Action Spell, Discard)
    Play Cost (Side Action + 1 Power Time Die)
    Place three wound tokens on your Phoenixborn. Take up to one additional Main Action this turn.
    Moving across time has a heavy price but the rewards are great.

    Pearl Conch Shell Venom (Alteration Spell, Unit)
    Play Cost (Side Action + 1 Power Natural Die)
    The attached unit gains Battle Advantage and Deathstrike.
    Beautiful, Deadly, Priceless.

    Reverse Fate (Alteration Spell, Unit)
    Play Cost (Main Action+ 1 Class Time Die)
    When this unit would be destroyed, remove all wound tokens from it and discard this spell instead.
    You are one of the proud few who can now remember what dying feels like.

    Bone Sea Privateer (Ally, Battlefield)
    1 Attack
    2 Life
    0 Recover
    Play Cost (Main Action + 1 Class Natural Die + 1 Basic Die)
    (Ability: Plunder) When Bone Sea Privateer comes into play you may search your discard pile for a unit alteration spell and attach it to Bone Sea Privateer ignoring any Main Action or Side Action costs.
    I’ll take that if you please.

    Stasis Knight (Ally, Battlefield)
    4 Attack
    3 Life
    1 Recover
    Play Cost (Main Action + 1 Power Time Die+ 1 Class Time Die + 1 Basic Die)
    (Inexhaustible Ability: Suspended Animation) While this unit has one or more exhaustion tokens on it, it cannot be affected by other players spells, abilities or dice powers and it cannot be chosen as the target of an attack action.
    Trying to chase one of them down is like trying to swim with a cannon ball tied to your boot.

    Deepwater Hammer Head (Conjuration Battlefield)
    3 Attack
    4 Life
    1 Recover
    2 Conjuration Limit
    (Inexhaustible Ability: Consume)
    They might be big enough to swallow a man whole but the most terrifying thing about them is that they can hunt and kill their prey without making a sound.

    Riptide Siren (Conjuration Battlefield)
    2 Attack
    2 Life
    0 Recover
    4 Conjuration Limit

    If you can hear their call then you at least get to listen to something beautiful before drowning.

  • Duchess Vanity Nightwhisper - Jason's Custom Deck 0

    Duchess Vanity Nightwhisper
    Phoenixborn of The Mirrored Duchy
    Time/Illusion

    Duchess Vanity Nightwhisper (Phoenixborn)
    5 Battlefield
    19 Life
    4 Spellboard
    A Woman of Excess: Your First Five may include one duplicate card.
    Tell me how beautiful I am one more time.

    Summon Dream Stealer Rat (Ready Spell, Spellboard)
    Play Cost (Main Action + 1 Class Time Die)
    Activation Cost (Main Action + Exhaust + 1 Class Illusion Die): You may place one target die onto the side of your choice. Place a Dream Stealer Rat Conjuration onto your Battlefield.
    Let me introduce you to the nightmares that lurked under my bed as a little girl.

    Summon Mirror Golem (Ready Spell, Spellboard)
    Play Cost (Main Action)
    Activation Cost (Main Action + Exhaust + 2 Class Time Dice + 1 Basic Die): Place a Mirror Golem Conjuration onto your battle field.
    Focus 1: Place 1 status token on that Mirror Golem
    Focus 2: Place 1 additional status token on that Mirror Golem

    Only I can hide from the truth they reveal.

    Eternal Beauty (Ready Spell, Spellboard)
    Play Cost (Main Action+ 1 Class Time Die)
    Activation Cost (Main Action): Remove a number of wound tokens from your Phoenixborn equal to the number of status token on this card. Discard this card.
    Immortality is worthless if it is spent in the company of ugliness.

    Shadow Pact (Ready Spell, Spellboard)
    Play Cost (Main Action + 1 Class Illusion Die)
    Activation Cost (Side Action, Exhaust): All players may return a die from their exhausted pool to their active pool on its basic side.
    Focus 1: You may reroll your selected die.
    Focus 2: You may place your selected die on the side of your choice.
    Even when she is helping you she is helping herself more.

    Awe (Alteration Spell, Unit- Duchess Vanity Nightwhisper’s signature card)
    Play Cost (Main Action + 1 Class Time Die or 1 Class Illusion Die)
    (Ability: Powerless): This unit cannot be declared as an attacker, blocker or guard.
    *She is perfect…perfect…just perfect… *

    Rapid Aging (Action Spell, Discard)
    Play Cost (Main Action + 1 Class Time Die or 1 Class Illusion Die + 1 Basic Die)
    If you paid the class die cost of this spell with Time Magic, place one exhaustion token on a target Phoenixborn. If you paid the class die cost of this spell with Illusion Magic, place one exhaustion token on a target ready spell.
    Growing old does not suit me, you on the other hand…

    Erase History (Action Spell, Discard)
    Play Cost (Main Action + 1 Class Time Die) Remove up to three cards in a target player’s discard pile from the game
    There is nothing that I cannot see undone.

    Past, Present and Future (Action Spell)
    Play Cost (Side Action+ 1 Class Time Die) If this card is in your discard pile, shuffle it into your deck
    I can wait but it would be wise not to make me. I have all the time in the world.

    Mirror Breaker Initiate (Ally, Battlefield)
    1 Attack
    2 Life
    0 Recover
    Play Cost (Main Action + 1 Class Illusion Die)
    (Ability: False Foe) After blocking units are declared (if any), Place one Exhaustion token on this unit to have it change places with one of your other units.
    Wait you’re not a Hammer Knight!

    Mirror Breaker Knight (Ally, Battlefield)
    3 Attack
    3 Life
    2 Recover
    Play Cost (Main Action + 1 Power Illusion Die+ 1 Class Illusion Die + 1 Basic Die)
    (Ability: Shattered Reflection) After Mirror Breaker Knight is declared as an attacker, place one Exhaustion token on a target unit.
    They are the only ones who have seen what I truly look like. It is why their oath of loyalty lasts beyond death.

    Dream Stealer Rat (Conjuration Battlefield)
    1 Attack
    2 Life
    0 Recover
    5 Conjuration Limit
    (Inexhaustible Ability: Illusion)
    (Inexhaustible Ability: Lasting Nightmare) After Dream Stealer Rat is destroyed, place one target die onto a side of your choice.
    (Ability: Unit Guard)

    You cannot kill what never was.

    Mirror Golem (Conjuration Battlefield)
    X Attack
    X Life
    X Recover
    2 Conjuration Limit
    (Inexhaustible Ability: Many Shards) X equals the number of status tokens on this unit plus one.
    Forget fighting them, just looking at one is often enough to get yourself killed.

  • Theodric Abernathy - Matt's Custom Deck 0

    Theodric Abernathy, Phoenixborn of Everbloom. 6 Time Dice, 4 Nature Dice

    Theodric has long used his magic to protect his lands from outside influence. Everbloom--a pristine, secluded area of natural beauty. Would-be invaders find themselves lost in time, wandering an everchanging landscape while their sanity wanes. He conjures remnants of past lives of his faithful servants to bring to bear against his enemies, and is capable of rousing natural spirits from their slumber.

    17 life, 6 Battlefield, 4 Spellboard

    PB ability: Past Lives--This Phoenixborn counts as a unit for friendly effects that place status tokens.

    Rewind time (side action, doesn’t exhaust)-- Remove 2 status tokens from this Phoenixborn to move an exhausted die to your active pool on its basic side.

    Ready Spells

    1 ) Summon Ancestral Remnant, main action to place. Focus 1, You may place a status token on a target card.

    Summon Cost is One Time Class, One basic. Remnant is a 2/3/1 with unit guard, transparent, fade. Conjuration limit 3 (note--this unit cannot block for a PB due to transparent, but it can guard units)

    2) Summon Energy Conduit, main action to place. Time Power, Nature Power to summon. 0/3/0 with decoy and pain link. Conjuration Limit 3

    3) Metabolize, main action to place. Side action nature class and exhaust to attach either an “Accelerated Metabolism” or “Decelerated Metabolism” conjured alteration to a target unit.

    Accelerated Metabolism: +1 recover. Regeneration (exhaustible): Side action, exhaust, time class. The attached unit removes wounds from itself equal to its recover value. Conjuration limit 3.

    Decelerated Metabolism: Attached unit gains a Recover value of 0 that cannot be modified by any other effects. Conjuration limit 2.

    4) Terramorph (PB unique), 2 basic, Main action to place. When this ready spell comes into play, put a terrain conjuration into play according to its instructions. Side action or Main action, 1 basic. Remove a status token from a target card.

    Terrain--Labrinth: Place this alteration on top of a target player’s ready spell, putting that ready spell face down under this card. Cursed 1. Bound. Spellguard. Time sink, side action: Place a status token on this card. If this card has 5 status tokens on it, it loses “Bound”. When this alteration leaves play, return the ready spell under it back to the spellboard slot it occupied. Conjuration Limit 1

    Terrain--Stasis Field: Place this alteration on a target unit. Spellguard. The unit gains Stasis (inexhaustible): This unit may not attack, block, guard, be destroyed, discarded, or leave play, or have any additional alterations placed on it. Time sink, side action: Place a status token on this card. If this card has 5 status tokens on it, it loses “Stasis”. Conjuration Limit 1

    Terrain--Thoughtscape: Place this alteration on a target Phoenixborn. Spellguard. The PB gains Feedback 1: You must pay 1 basic die to activate your Phoenixborn ability. Time sink, side action: Place a status token on this card. If this card has 5 status tokens on it, it loses “Feedback”. Conjuration Limit 1

    Alterations

    5) Slow, 1 time power. This unit treats all units in battle with it as if they possess Battle Advantage.

    Action Spells

    6) Time Bomb, Time class and basic. Main action. Remove a target friendly unit from the game to deal a total of X damage divided among any number of target units. X = the number of status tokens on the friendly unit.

    7) Enervate, time class: Main action. Destroy a target friendly unit. Add status tokens equal to its recover value to a target unit. You may draw 1 card.

    8) Rejuvenate, nature class and one basic. Main action. Target unit removes wounds equal to their recover value. You may add or remove up to 2 status tokens from the target unit.

    9) Awaken, main and side action. 2 nature class, 1 time class. Place a stone golem conjuration onto a target player's battlefield.

    Stone Golem is a 4 attack 5 life 3 recover unit. It has Massive 2 (inexhaustible: this unit occupies 2 BF slots), Rooted, and Rouse 1 (you may remove 1 status token from this unit on your turn to ignore rooted for this turn). Conjuration limit 2

    Allies

    10) Clockwork Servitor. 1 Time Power, 1 Time class, 1 basic. 2/3/X, x = number of status tokens on it. Resourceful, Armored 1

  • Magnus Stormmaker - Jason's Custom Deck 0

    Magnus Stormmaker
    Phoenixborn of Galehenge
    Divine/Natural

    Magnus Stormmaker (Phoenixborn)
    7 Battlefield
    18 Life
    3 Spellboard
    The Calm Before: (Side Action+ Exhaust +1 Basic Die) : Target one of your units. The Targeted unit gets +1 Attack and Overkill 1 until the end of the turn.

    Summon Lightening Hawk (Ready Spell, Spellboard)
    Play Cost (Main Action+1 Power Divine)
    Activation Cost (Main Action + Exhaust + 1 Class Natural Die): Place a Lightning Hawk Conjuration onto your Battlefield.

    Summon Thunder Mare (Ready Spell, Spellboard)
    Play Cost (Main Action)
    Activation Cost (Main Action + Exhaust + 1 Basic Die + 1 Class Divine Die + 1 Class Natural Die): Place a Thunder Mare Conjuration onto your Battlefield.

    Eye of the Storm (Ready Spell, Spellboard)
    Play Cost (Main Action)
    Activation Cost (Main Action + Exhaust + 1 Power Divine Die or Power Natural Die): You may remove up to 2 wound tokens from a target unit you control or 1 wound token from your Phoenixborn.
    Focus 1: You may change the activation cost of this spell to (Main Action + Exhaust + 1 Class Divine Die or Class Natural Die

    The Stormmaker’s Hammer (Action Spell, Discard- Magnus Stormmaker Signature Card)
    Play Cost (Side Action + 1 Class Natural Die): Deal 2 Damage to a target unit.
    (Ability: Return) (Side Action + 1 Class Divine Die): If this card is in your discard pile, return it to your hand.

    Runeshield Valkyrie (Ally, Battlefield)
    1 Attack
    4 Life
    2 Recover
    Play Cost (Main Action + 2 Basic Die + 1 Class Divine Die)
    (Ability: Unit Guard)
    (Ability: Divine Shield) Other Players cannot target dice in your active pool with spells, abilities or dice powers.

    Deepwoods Druid (Ally, Battlefield)
    2 Attack
    2 Life
    1 Recover
    Play Cost (Main Action + 1 Basic Die + 1 Power Natural Die)
    (Ability: Wild Magic) (Main Action+ Exhaust): Deal 2 Damage to a target unit or remove 2 wound tokens from a target unit.

    Eye for an Eye (Action Spell, Discard)
    Play Cost (Side Action + 1 Class Divine Die) Destroy a unit you control, if you do place 3 wound tokens on a target unit.

    Honorable Combat (Reaction Spell, Discard)
    Play Cost (1 Power Divine Die) After another player announces a reaction spell, cancel the spells effects.

    Aura of Storms (Alteration Spell, Unit)
    Play Cost (Main Action + 1 Basic Die + 1 Class Divine Die)
    +1 Life
    (Ability: Strom Buff) (Side Action): Place and Exhaustion token on this spell to attach a Strom Buff Conjured Alteration Spell to a unit you control.)

    Primal Fury (Alteration Spell, Unit)
    Play Cost (Main Action + 1 Class Natural Die)
    +2 Attack
    You may only play Primal Fury on a unit you control.
    (Ability: Trample) This Unit Gains Overkill 1
    (Inexhaustible Ability: Burnout): At the end of the round, Destroy this unit.

    Lightening Hawk (Conjuration Battlefield)
    1 Attack
    1 Life
    0 Recover
    4 Conjuration Limit
    (Ability: Chain Lightening): After this unit is declared as an attacker, deal 1 damage to a target unit.
    (Ability: Aftershock 1)

    Thunder Mare (Conjuration Battlefield)
    3 Attack
    3 Life
    0 Recover
    3 Conjuration Limit
    (Ability: Overkill 1)
    (Ability: Divine Triumph): When this unit destroys a unit an opponent controls by attacking, you may remove 1 wound token from a target unit or Phonixborn.

    Storm Buff (Conjured Alteration Spell, Unit)
    +1 Life
    Conjuration Limit 3

  • Xachariah the Eternal - Jason's Custom Deck 0

    Xachariah the Eternal
    Phoenixborn of The Sleeping Fields
    Divine/Ceremonial

    Xachariah the Eternal (Phoenixborn)
    8 Battlefield
    16 Life
    4 Spellboard
    Consume the Living: When a unit is destroyed you may spend 1 basic die to remove 1 wound token from Xachariah the Eternal
    I am a walking death and you are but my sustenance.

    Summon Brimstone Shieldbearer (Ready Spell, Spellboard)
    Play Cost (Main Action)
    Activation Cost (Main Action + Exhaust + 1 Class Divine Die + 1 Class Ceremonial Die + 1 Basic Die): Place a Brimstone Shieldbearer Conjuration onto your Battlefield.
    Focus 1: You may remove 1 wound token from a unit you control
    Stand against them and you shall become dust

    Summon Shambling Horde (Ready Spell, Spellboard)
    Play Cost (Main Action)
    Activation Cost (Main Action + Exhaust + 1 Class Divine or Ceremonial Die + 1 Class Divine or Ceremonial Die): Place up to three Shambling Horde Conjurations onto your Battlefield.
    They linger on in this world. That means they can still be of some use to me.

    Feast or Famine (Ready Spell, Spellboard)
    Play Cost (Main Action)
    Activation Cost (Side Action + Exhaust + 1 Class Divine Die): Target a unit. Prevent all damage that unit would receive until the end of the turn.
    Activation Cost (Side Action + Exhaust + 1 Class Ceremonial Die): Target a unit. Double all damage that unit would receive until the end of the turn.
    Balance in all things, even excess.

    Fall on Your Blade (Action Spell, Discard- Xachariah the Eternal’s Signature Card)
    Play Cost (Main Action + 1 basic Die): Target a unit controlled by another player. That unit’s controller may choose to discard the targeted unit from play. If they do not or cannot discard the unit you may search your draw pile or discard pile for a card and add it to your hand.
    Would they die willingly for you? Would you see the innocent slaughtered in order to fight me? Can you live with the weight of it?

    Ritual Sacrifice (Action Spell, Discard)
    Play Cost (Main Action + 1 Class Ceremonial Die): Destroy a unit you control to remove 1 exhaustion token from a unit you control. You may spend 1 Class Ceremonial Die to resolve this effect again.
    The weak only exist to feed the strong.

    Condemned Knight (Ally, Battlefield)
    4 Attack
    4 Life
    2 Recover
    Play Cost (Main Action + 1 Class Divine Die + 1 Class Ceremonial Die + 2 Basic Die)
    (Inexhaustible Ability: Unbreakable 1)
    (Out of Play Ability: Eternal Servitude) While this unit is out of play it is considered to have 0 attack value.
    They serve even after their life has been snuffed out. You will never see greater devotion.

    Mercy Bringer (Ally, Battlefield)
    0 Attack
    2 Life
    1 Recover
    Play Cost (Side Action + 1 Class Divine Die)
    (Ability: Lay on Hands) After Mercy Bringer enters play, remove all wound tokens from a target unit.
    Even the gentlest touch can make the crippled and lame whole once again.

    The Half-Blind (Ally, Battlefield)
    2 Attack
    2 Life
    1 Recover
    Play Cost (Main Action + 1 Class Divine Die or Class Ceremonial Die + 1 Basic Die)
    (Ability: Eye for an Eye) After The Half-Blind are destroyed, destroy a target unit.
    If these fanatics seem easy to kill it is because they have no fear of death.
    Face Me (Reaction Spell, Discard)
    Play Cost (1 Class Divine Die) after you declare an Attack a Unit Main action, target a unit. The Targeted unit cannot be guarded and must counter if able until the end of the turn.
    There is nothing so pure as single combat.

    Bloody Tribute (Alteration Spell, Unit)
    Play Cost (Side Action + 1 Basic Die + 1 Class Ceremonial Die)
    +1 Attack, +1 Recover
    (Ability): After this unit destroyers another players unit by attacking or countering, remove 1 wound token from your Phonixborn
    When I demanded her head brought to me on a platter, I did not expect you to take me literally but I thoroughly approve.

    Brimstone Shieldbearer (Conjuration Battlefield)
    3 Attack
    1 Life
    0 Recover
    4 Conjuration Limit
    (Ability: Unit Guard)
    (Ability: Battle Advantage)
    They attack and defend in one motion. It is a wonder to behold.

    Shambling Horde (Conjuration Battlefield)
    1 Attack
    1 Life
    0 Recover
    6 Conjuration Limit
    (Inexhaustible Ability: Laid to Rest): After Shambling Horde has one or more exhaustion tokens placed on it, destroy Shambling Horde.
    Butcher them until you rot. There will be more.

  • How to post a deck? 2

    Sorry for my ignorance, but how do you post as deck on the discussion board here?

  • Marty Leap - A Custom Deck 5

    This is the last of my 3 custom decks. This is mono time. The theme is time's speed on the battlefield. This is done through the battle advantage ability and battlefield vortex. Most of the other cards interact with those two. I also gave time's units the Charge ability. This is time's counterpart the sympathy opportunist ability. One of the cards is influenced by Matt B. I will take a vote soon on which of these 3 decks I should implement on TTS and playtest first.

    Marty Leap – 7/15/4
    Quick Attack – After a unit is placed on your battlefield you may immediately take an attack a unit main action with that unit.

    Marty Leap's Unique – Reaction – 1 Time Class - Basic
    You may play this spell after your opponent guards a unit you control that has the battle advantage ability with their Phoenixborn. Place an exhaustion token on a target Phoenixborn. Place an exhaustion token on a target ready spell. Place an exhaustion token on a target unit.

    Slow – Alteration Spell – Main Action - 1 Time Class (Influenced by a Matt B)
    Treat all units that are declared as an attacker against this unit as if they have the battle advantage ability.

    Berserker Mode – Reaction Spell – 1 Time Class
    You may play this when a unit you control with the battle advantage ability is in battle. Make that units attack equal to the life value of the unit it is in battle with.

    Summon Pouncing Cheetah – Ready Spell – Main Action
    Main Action - Exhaustion - Time Power - Basic – Place a Pouncing Cheetah onto your battlefield.

    Pouncing Cheetah 1/2/1 Limit 4
    Charge 1 – When you take a main action or side action, add 1 to this
    unit’s attack value for the remainder of the turn.

    Battle Advantage

    Summon Robotic Sail Fish – Ready Spell – Main Action – Time Power
    Main Action - Exhaustion - Time Class - Basic – Place a Robotic Sail Fish onto your battlefield. You may take an additional Main Action this turn.

    Robotic Said Fish X/3/0 Limit 3
    Charge 2 – When you take a main action or side action, add 2 to this unit’s
    attack value for the remainder of the turn.

    [Inexhaustible] X = Number of status tokens on this card.

    Velocity Adjustment – Ready Spell – 1 Basic
    Main Action/Side Action - Time Class – Choose a target player. Place one status token on a target card they control or remove one status token from a target card they control. Change X dice in that player’s active pool to a side of your choice.

    X = Number of status tokens on the target card.

    Battlefield Vortex – Ready Spell – 1 Time Class - 1 Basic
    After you declare a unit as a blocker or a guard, you may place 1 exhaustion token on this card. If you do, place that unit face up under this card.

    Side Action - Time Power – Place a face up unit under this card onto your battlefield.

    Time Traveler – Ally – 2/2/2 – 1 Time Class - 1 Basic
    Foresight – If this card is placed onto your battlefield and it was not in your hand, you may reveal the bottom 2 cards of your deck. From those cards, add one card to your hand place the other on the bottom of your deck.

    Hindsight – When this unit would leave play, your opponent chooses one card from your discard pile. Place that card on bottom of your deck.

    Fast – Action Spell – Main Action - 1 Time Class
    Take 2 additional main actions.

    Changed Events – Action Spell – Main Action - 1 Time Power - 1 Time Class
    Remove 2 status tokens from a target card. If you do, remove that card from the game.

    Dice Power – Side Action - Time Power
    Add 1 on status token to a target card or remove 1 status token from a target card you control.

  • Making a Community Phoenixborn : Limiting Mechanics 6

    Continuing the post from a little over a week ago i present to you 4 Mechanics the deck could evolve around. The deck will not use the devotion mechanic or only one maybe 1 card if it really fits - it will primarily use the Payment Method which i called Alpha-Omega.
    As the deck will be colorless i intend to have some built in limitations to most of the cards, much like Jerichos theme of interacting mostly with cards that cost 3 or more basics.
    Like last time you get to vote what i focus on.

    What i came up with are the following mechanics/phrases :

    • (1) If your Phoenixborn is unexhausted, place 1 exhaustion token on it. If you do ...
    • (2) If your Main Action this turn was "Pass", you may ... (Note that the "pass" [[main]] does not end your turn automatically. You can still do stuff until you give the turn to your opponent)
    • (3) Allies/Ready Spells with "If you use a dice power, discard this card from play."
    • (4) Allies/Ready Spells with "If you perform a Meditate side action, discard this card from play."

    Why those ?
    I looked for mechanics that fulfill the following

    • Can in theory be used by any phoenixborn
    • Do not promote degenrate gameplay (meditating your entire deck turn 1)
    • Respects the current relations between mechanics and magic type.
    • Not too frustrating to play against
    • Is easy to understand, use and maybe make slight alterations to.
    • Does not mess with opponents right to meditate or use dice powers or similar

    Here are some proofs of concept of how these could be used :
    Alpha : Any class symbol, Omega : Any Power symbol

    (1) Readyspell "Phoenix Amulet" :
    Play cost : [[Main]]

    Activation cost : [[Main]]-1Apha If your Phoenixborn is unexhausted, place one exhaustion token on it. If you do, summon 2 "Phoenix Flame" conjurations onto your Battlefield.
    Phoenix Flame : (1/2/0) (Limit: 4)
    (Unexhaustable) When this Unit is destroyed by an Opponent, you may pay 1 [[basic]], to remove an exhaustion token from your Phoenixborn.

    -

    (2) Action spell "Summon Fleeting Spirit"
    Play Cost : [[side]]1Omega1Alpha
    You can only play this card, if your Main Action this turn was "pass".
    Put a "Fleeting Spirit" Conjuration onto your Battlefield.

    Fleeting Spirit : (4/3/0) (Fleeting: At the end of the Round, discard this Unit from play)

    -

    (3) Ready Spell "Phoenix Blood"
    Play Cost [[main]]
    After you used a Dice Power and concluded its effect, discard at least 1 spell called "Phoenix Blood" from your spell board.

    Activation Cost [[side]] [[exhaust]]
    Turn 1 Die in your active pool from its class side to its power side.

    -

    (4) Ally "Phoenixborn Adept"
    Play Cost : 1Omega 1Alpha1[[basic]]
    (4/4/2)

    (unexhaustable) Fade : At the End of the Round, destroy this Unit.
    (unexhaustable) Power Overwhelming : If you perform a meditate side action, discard this Unit from play.
    When this leaves play, you may turn 1 dice in your active dice pool on its power side.

    (1) is my personal favorite. You trade a consistent Option, but it really could help Phoenixborn that are unpopular.
    (2) can be interesting in that it allows the opponent to pass to mess with your plan, but obviously aggressive decks might not want to pass before they have done anything with their cards.
    (3) This goes more in the direction of giving up the very consistent option of a dice power to make up for you playing colorless. Favors unpopular Dice colors.
    (4) very similar to (3) - more strict in that you won't want to combine this with too aggressive decks but has nothing to do with dice colors.

    Again : This week is about possible limitations to Cards.
    The effects from the examples are mainly for illustrations, they are not meant to be balanced. I kept them on the simple side.
    Next week will be about the actual effects of cards.

    You can vote again one which one you think makes the most sense :
    StarwPoll
    The Vote will again be open for a week - until april, 8th.

  • Monty Ditto - A Custom Deck 13

    Monty Ditto – 7/15/5
    Build Magic
    False Antidote – Side Action – Choose a target opponent. That opponent either places one wound on their Phoenixborn and shuffles one random card under Monty Ditto into your deck or allows you to reveal one card under Monty Ditto and put it into your hand.

    Unique 1: Snake Venom – Action Spell – Side Action
    Search your deck for Zoonotic Disease or The Antidote, reveal it then add it to your hand. Shuffle this card into your deck. You may only play Snake Venom once per round.

    Between the realms: After this card is revealed and put into your hand, choose a target opponent. That opponent moves one die in their active to their exhausted pool. If they cannot or do not, you may place a die from your exhausted pool into your active pool on a side of your choice.

    Unique 2: Zoonotic Disease – Action Spell – Side Action
    Search your deck for Snake Venom or The Antidote, reveal it then add it to your hand. Shuffle this card into your deck. You may only play Zoonotic Disease once per round.

    Between the realms: After this card is revealed and put into your hand, choose a target opponent. That opponent removes two status tokens from a card they control. If they cannot or do not remove up to 4 cards from their discard pile from the game.

    Unique 3: The Antidote – Action Spell – Side Action
    Search your deck for Snake Venom or Zoonotic Disease, reveal it then add it to your hand. Shuffle this card into your deck. You may only play The Antidote once per round.

    Between the realms: After this card is revealed and put into your hand, choose a target opponent. The target opponent chooses to either give Spite 2 to a unit you control or allows you to give Spite 1 to a unit you control.

    Summon Deathly Parasite – Ready Spell – Main Action
    Main Action - 2 Power Dice – Place a Sly Serpent onto you battlefield.

    Deathly Parasite 1/1/0 Limit 3
    Interrogate

    Deathstrike

    Summon Rabid Badger – Main Action – 1 Basic
    Main Action - 2 Power Dice – Place a Rabid Badger on your battlefield.

    Rabid Badger – 1/3/3 Limit 5
    Relentless

    Rage 2

    Fearful

    Reptile Hatchling – Ready Spell – Main Action
    Main Action - 1 Power Die – Target an opponent. That opponent chooses either Spitting Cobra or Constricted Python. You may place the chosen unit on a target battlefield.

    Focus 1 – You may target yourself instead of an opponent.

    Spitting Cobra 0/1/1 Limit 5
    Rebuke 1

    Constricted Python 0/1/1 Limit 5
    Cursed 1

    Cursed Knight – Ally – Main Action - Side Action - 1 Power Dice + X Basic Dice – 4/3/0
    Slumbering 2

    Inexhaustible Nightwalker – If this was played using your last die you may remove two exhaustion tokens from this unit.

    Inexhaustible Fleeting

    Blood Pact – Ready Spell – Main Action
    Choose a target opponent. The target opponent calls one dice type. You may not use that dice power for the remainder of the round. Change all dice you control to their power side.

    Inexhaustible Fleeting

    Evenly Matched – Ready Spell – 1 Power Die - 1 Class Die - 1 Basic Die
    After you shuffle a card into your draw pile, you may place one exhaustion token on this card. If you do, target an opponent. That opponent shuffles a card of their choice from their hand into their draw pile.

    Missing Page – Reaction Spell – 1 Power Die
    After a conjuration is destroyed. You may place one exhaustion token on a ready spell with that conjurations name in the description.

    Radioactive Toxin – Alteration Spell – 1 Power Die
    Side Action – Place one status token on this card

    X=Number of status tokens on this card

    +X-6/+0/+0

    Bug Bite – Action Spell – Main Action - 1 Class Die
    Deal 1 damage to a target unit. Shuffle this card into your draw pile.

  • Jill - A Custom Deck 6

    Jill Traversack – 5/19/4
    Treasures of the Ages– After an alteration is attached to a unit you control, you may reroll a die from you exhausted pool and place it into your active pool. You may only use this ability if no other alterations of that name are on your battlefield.

    Unique – Broken Boomerang – Action Spell – Side Action + (Main Action or 1 Time Class)
    Draw 1 card. Deal 1 damage to a target unit. Repeat this card’s effect until the damage dealt did not destroy a unit.

    Return 1

    Duplication – Reaction Spell – 1 Time Class
    You may play this spell after a conjuration with no named abilities you own comes into play. You may place another copy of that conjuration on a target battlefield and attach a false copy alteration from you conjuration pile on that unit.

    False Copy – Conjured Alteration –Limit 3
    [Inexhaustible] The attached unit can not gain any abilities.
    When this unit leaves play, remove it from the game.

    Summon Flying Monkey – Main Action
    Main Action + Exhaustion + 1 Time Class + 1 Basic – Place a Flying Monkey conjuration onto your battlefield.

    Focus 1: You may remove an alteration from a unit you control and attach it to that Flying Monkey.

    Flying Monkey – 3/1/0 Limit 3

    Summon Loyal Hound – Main Action
    Main Action + Exhaustion + 3 Basic Dice – Place a Rabid Scavenger conjuration onto your battlefield.
    Focus 2: You may remove 1 wound token from you PB and place it on that Loyal Hound.

    Loyal Hound – 0/3/0 Limit 3
    Scavenge - When this unit deals damage to a PB by attacking, you may target 2 cards in their discard pile and remove them from the game.

    Rage 2

    Small Blade – Alteration – Side Action+1 Time Class
    You may discard this alteration to give the unit it was attached to the following ability until the end of the turn:
    Throw 1

    [Between the Realms] Conceal – Remove 1 card in your discard pile from the game. If you do you may play this card from your discard pile paying its play cost.
    +1/+0/+0

    Enormous Hammer – Alteration – Main Action + Side Action +1 Time Power
    This unit now has the following abilities:
    -Aftershock 1
    -Battle disadvantage: When this unit is in battle, it deals its damage after other units without the battle disadvantage ability.
    +2 attack

    Deteriorating Armor – Alteration Spell – Main Action + Side Action + 1 Time Class
    -[Inexhaustible] Deteriorate 2: When this spell comes into play place 2 status tokens on it. At the end of the round remove 1 status token from this card or discard it.
    -[Inexhaustible] X = Number of status tokens on this card.
    This unit now has the following ability
    -[Inexhaustible] Armored 1
    +X Life

    Memento Broker – 0/1/0 – Main Action + 1 Time Power +1 Time Class +1 Basic
    Weapons of the Past: When this unit comes into play, search your discard for an alteration with a magic play cost of 3 or less and attach it to this unit ignoring its play cost.

    Weapons of the Future: When this unit comes into play, search your deck for an alteration with a magic play cost of 3 or less and attach it to this unit ignoring its play cost.

    Missing Page – Reaction Spell – 1 Time Class
    After a conjuration is destroyed. You may place one exhaustion token on a ready spell with that conjurations name in the description.

    Battlefield Vortex – Reaction Spell – 1 Time Class
    You may play this after you declare blockers. Decide the order in which your opponent’s attacks are resolved. Once at a time, draw 1 card for each of your opponents attacking units that did not deal damage to your PB or destroy a unit. The does not count towards the number of reactions you may play this turn.

  • Making a Community Phoenixborn : Dice Types 2

    So i don't really know if Ashes is a finished product and if you have any insider information and are not telling us - shame on you.

    But i do really like the whole "New Phoenixborn is coming" reveal thing and would be surprised if i was the first person to think "May i can make my own phoenixborn".

    I have worked on many cards in the past but i always felt that i don't want to release cards as long as the game is evolving on its own, which might lead to my creations being overpowered or obsolete.
    But i feel like right now might be a good time to produce something as we are all waiting on news anyway.

    So i thought a good starting point might just be to design the other version of Sembali.
    We already have text for the Phoenixborn and the loyal card and an idea what the deck might have been from that.

    ==== The Dice Types ====

    The main problem a new deck would have right now is the question of what magictypes to use. We can just make it ceremonial/divine as then those colors would have too many cards available.
    So one of my design rules currently is, that the deck has to be colorless in some sense, but also a little different from the style of Jerichos deck.
    Obviously that is quite a limitation, as those cards would be playable in any deck, so there needs some kind of mechanism that limits the cards.

    So i thought of 2 ways for new costs :

    The first i call "Alpha-Omega" for a lack of a better term, and the second one i call "Devotion" which i believe originates from Magic the gathering.

    Alpha Omega works as follows :
    There are 2 new dice costs : Alpha and Omega
    Alphas are paid with any class symbol and Omegas are paid with any Power Symbol.
    This is essentially colorless, but you still care for what your dice show.
    Example :

    • You can use [[Ceremonial]] to pay for 1 Omega
    • You can use [[Natural]] to pay for 1 Omega
    • You can use [[Natural]] [[Illusion]] to pay for 2 Omega
    • You can use [[Natural:class]] and [[Charm]] to pay for 1 Alpha and 1 Omega

    It is likely that this type of payment method will have some cards that say 'If you paid with dice of at least 2/3 different magic types [...]'
    This promotes existing cards that use more than one dice type, like Seal or Protect.

    Devotion
    Devotion is in some sense the other side of the coin.
    You "have Devotion" if there is a magic type of which you have at least 7 dice in your Dice pool (active+exhausted dice), no matter what side they face.
    You would only be able to play the cards in question or at least use their full effect if you have devotion, which means that your dice pool is heavily focused on one color - since i would only design and playtest one deck there would not be such a thing as "Devotion to Ceremonial" there would just be "Devotion".
    This promotes cards that already cost 3 dice of one particular type like Dread Wraith or Shadow Hound.

    My Question to you is : Which one would you like to see more ?
    I made an online poll for this here : Poll
    I will take the result in a week from now. Maybe earlier if voting clearly has stopped and the majority is practically already decided.
    I'm open to critique but i already have lots of ideas for those two types, and depending on how much feedback i get there will be more these polls for the mechanics of the deck and singular cards in the deck. At the end of the process (maybe in 6 weeks or so) i hope to have prepared cards for tabletop simulator that can be used in playtesting.

  • Aoe damage order 2

    Suppose i have Luminous Seedling and two Brilliant Thorn`s on my field. All of them have one wound token. My opponent uses Nature's Wrath. Who decides which creatures are taking damage first?

  • Shinig hydra + Poison 16

    If i use Poison on my Shining Hydra it just gets aditional attack every turn ( til limit of Shining Hydra Head). Is my reasoning correct?

  • Orrick and Lulu :( 7

    Hi !! i just noticed that Orrick and Lulu is always "out of print" on PH Store, any recommendations where i can purchase them , or maybe some of you have spare copy (prefer sealed / mint) of them? I'm very interested to buy them...

  • Killing cards 4

    I would like to have all the cards that just kill a unit ( any unit ) listed. As far as i can remember all the cards those would be:
    1) Shadow Counter - doesn`t kill but there is no unit with over 6 hp in the game
    2) Nightshade Swallow
    Any other ideas?

  • Anyone there? 3

    Hi and greetings to fellow players out there :)

    I'm a new player based on South East Asia region, and I'm wondering is there any official ashes group beside this forum?

    Just amde a complete set purchase from PHS and not regretting every cent of it ☺

  • Competitive Meta 12

    Can someone give me a summary of the current Tournament Meta ?
    What is typically regarded as strong, what as weak - are there any cards that get used by (almost) everyone ?

  • Ashes.live sort conjurations by summoning cost 1

    The card sorting feature is really useful, but is there a way to sort the conjurations cards by their summoning cost on the spellboard card? A lot of the spellboard cards only cost a main action, so the real decision is the cost of the conjuration.

    Thank you!

  • targeting 4

    So my friend and I were playing a game, and he was using a celestial knight, 3 spectral assassin's, and a shepherd of lost souls to attack my phoenixborn. I used my Beast Tamer's effect to remove 1 basic die and lower the attacking units attack by 1. He proceeded to play angelic rescue on his celestial knight to cancel the effect of my tamer. He said that my beast tamers effect targets, however the beast tamers card text doesn't specifically say "target".

    So would angelic rescue work in this situation?