I just find old post on phg site with some new(for that time) draft format rules.This put into my mind question if I possibly miss some interesting rules or additional content. Have anyone tried to collect all those files? I am about to dig into all old posts on phg but I am lazy and if someone did it before I would not like to double work.
Isaac has posted a screenshot of the place where he wants to store his gamescollection in the future.
Twitter : Image 3 & 4
The Picture shows a Box with small Ashes expansions, 18 in total.
While Ashes does have 22 Decks in total only 14 of those come in the known small expansion box. The picture does not contain any duplicate games and isaac is celebrating all his awesome stuff in the picture so it is plausible that he also has some of plaid hats not yet release new products in there.
He has actually done similar things in the past already (picture is from the time Namine and Odette were spoiled, but not more).
That would imply that for the next 4 Decks to come at least prototypes do exist.
His tweets in the past suggest that at most points in time there were 4 not yet spoiled ashes decks in the pipeline after each finished spoiler season.
However for all of this to make sense time dice would need a new delivery method as deluxe expansions are not seen in the picture.
Also worth mentioning is that Ashes has some quite prominent spots in the setup of the shot and his new game storage so he seems to be still into it.
I read in one post ( don`t remember which exactly though ) that most games now lasts 2 or 3 round? Is it really true? If it is, what are the factors causing it?
I mean least hp on phoenixborn is 15. So if game will last 2 rounds you need at least something like 6 dmg in first round and 9 dmg in second round ( and if opponent`s pb`s life is higher than 15 - well, these numbers go up ). How can you gain so big adventage over opponent in such short time, when both of you start with same resources( i mean 5 cards and 10 dice ).
I looked at the recent AIL Decks and was not surprised to find that most of them had dice recursion.
However no one seems to have packed Law of Repentance.Is it not worth the spellboard or Card slot / dice pool restriction etc. even if you know that everyone uses dice recursion ?
I thought that the meta mostly contained matches where you ended the game on average on Round 2 or 3. So by that i would assume that the 2 life gain from the card are relevant.
I can also imagine that law of repentance is quite unreliable, as your opponent might not have dice recursion in the round that you happen to draw it in.
But then again Law of Repentance is often better than Heal and that card sees play in some decks.
I found out, that Xander Heartsblood is in 58 decks ( by 41 users ) and Sembali Grimtongue only in 31 decks (by 26 users). That`s almost two times less than Xander. I wonder why she is so unpopular ( there are only 2 decks beside basic published for her ). When i saw her conjuration banishing it seemed very poworful to me so this situation feels really strange
Two questions I encountered:
If I have the Summon Dread Wraith ready spell Focused 2 and all the spells are exhausted, can I still use that focused ability to remove an exhaustion token from a dread wraith?
I think I know the answer to this, but if I have a Chant of Protection with tokens on it on my spell board can does it take hits for my Pheonixborn when I use the ceremonial power dice ability to retrieve an ally from my discard pile?
I just looked at "https://ashes.live/decks/view/4070/" and wondered if you are allowed to chose who goes first after you rolled more [[basic]]s instead of forcing you to be the Starting player ?
Seems harmless to most people but in Legend of the Five Rings you normally do a coin toss to determine the starting player, but they made an exception for tournament play to allow for the winner of the coin toss to decide who goes first.
Took them over a year to realize it actually influences deck building and that the effects on the meta game increased as time passed.
So they did change the Rules to force a random starting player.
Of course that is an entirely different game but it is also a very good example of how this kind of thing is not minor.
The Reason this has an effect on deck building is that players are more likely to be in their desired starting position. That sounds like a good thing but it also means you are less incentivised to prepare for the bad outcome.
Legend of the Five Rings everyone wanted to be second player and they knew that if someone wanted to be first, they would get that.
So they build decks under the assumption to go second.
But that made it harder for players that did want to go first because they went against decks that were optimized for this scenario.
Of course they could have chosen to go second but for that to matter in terms of the meta game a majority of players would have to behave that way and that did not happen. (If most players behaved that way it would also be the wrong choice again - random decision is really the optimum here)
How is it handled in the AIL ?
I uploaded a mod with all the preconstructed decks we have (sans promos) :
Let me know if anything is wrong with it. I will probably add some quality of life improvements over time. I would also like a new background for the table.
I'm currently in the process of writing a few Guides for People that try out the game on Steam for the first time. Mostly because i enjoy it but also because it is possibly the way most new players come into contact with ashes.
If you want to participate you can do so. I might change your words a little in order to fit my format.
A guide would need to be :
- Specific to 1 preconstructed deck.
- Extremly short and easy to understand
- without any insider vocabulary
- give the player an Idea what they should try to do
- objective rather than subjective
- about playing the decks theme, not about optimal play
I have written prototype guides for the Core set decks.
Here is Coals text as an Example.
I will spell check/ optimize when i find the time.
At the Moment all texts are in the "Typical Win/Loss/Opponent dependent Decisions" format.
Typical Win :
Play Hammer Knights early, keep them alive with Protect and spiked armor.
Deal the final damage to the opponent with Chant of Revenge.
Have Iron Rhinos as a backup plan if your allies die anyway.
Typical Loss :
Take lots of damage early on. Play cards that do not get relevant against that specific opponent instead of using them for Slash.
Using Iron Rhinos when they your opponent can ignore, exhaust or cheaply kill them.
Opponent dependent decisions
Wether Iron Rhinos will be relevant this game.
Which Cards you want to play and which to use to pay for Discard costs.
If you want to win early with Hammer Knight damage or late with Chant of Revenge.
Night Shade Swallow had a rewording such that it needs to do at least 1 damage to trigger its ability, so i wondered if the same is true for other units (found nothing in the faq).
Say my spectral assassin has Regress attached to it and attacks a phoenixborn.
Do i get to draw a card still ?
My guess is that it i do, but it does not feel very consistent.
I just got my core set recently from a local buy/trade/sell group and decided to give Ashes a shot. The game is very good and my friends and I are quickly addicted!
In our recent games we encounter a situation and I would like to figure this out. Jessa Nani's Living Doll will deal damage or "transfer" damage to another unit or opposing Phoenixborn, but does that ability triggers even when Living Doll blocks / receives damage and dies? Or it only triggers provided that Living Doll is still on the battlefield after the damage resolves?
My playgroup's logic is similar to Magic in which units who are dead will not trigger this kind of static / passive / trigger condition abilities.
Let me know what you guys think!
With the wonderful cardbrowser on this site it's easy to create a table on which dice types has how many cards of a type. Now, for all six existing die types the same number of decks have been published, so a comparison should now be quite meaningful.
I will exclude Phoenixborn unique cards, because they are not generally available. Please note that the line Summon does not count to a die type's total, because the cards have been counted for their card types already. Nevertheless, I found this information useful in the comparison, because the number of Summon spells is a measure of how many units the die type has available. Cards with paralel costs are counted for both die types.
Let's look at how many cards of a kind can be played with only the respective die type:
- Allies: [[basic]] 8, [[ceremonial]] 5, [[charm]] 2, [[divine]] 7, [[illusion]] 4, [[nature]] 3, [[sympathy]] 10
- Action: [[basic]] 4, [[ceremonial]] 4, [[charm]] 6, [[divine]] 4, [[illusion]] 5, [[nature]] 3, [[sympathy]] 4
- Reaction: [[basic]] 1, [[ceremonial]] 4, [[charm]] 5, [[divine]] 0, [[illusion]] 4, [[nature]] 1, [[sympathy]] 2
- Alteration: [[basic]] 0, [[ceremonial]] 3, [[charm]] 2, [[divine]] 3, [[illusion]] 3, [[nature]] 7, [[sympathy]] 1
- Ready: [[basic]] 5, [[ceremonial]] 9, [[charm]] 11, [[divine]] 14, [[illusion]] 10, [[nature]] 7, [[sympathy]] 14
- Total: [[basic]] 18, [[ceremonial]] 25, [[charm]] 26, [[divine]] 28, [[illusion]] 26, [[nature]] 21, [[sympathy]] 31
- Summon: [[basic]] 2, [[ceremonial]] 4, [[charm]] 6, [[divine]] 4, [[illusion]] 6, [[nature]] 5, [[sympathy]] 4
There are definitely strongholds and weak points in most die types. It's interesting to note that there has been quite some shift in card type spread since the status of the "four die type game". Ceremonial's number of allies is now only mediocre. Instead, the two newer die types seem to have gotten an advantage over the old types in terms of number of cards.
Now, lets look at the total number of cards to have certain die type on it:
- Allies: [[ceremonial]] 12, [[charm]] 4, [[divine]] 12, [[illusion]] 6, [[nature]] 6, [[sympathy]] 15
- Action: [[ceremonial]] 4, [[charm]] 9, [[divine]] 7, [[illusion]] 8, [[nature]] 7, [[sympathy]] 5
- Reaction: [[ceremonial]] 4, [[charm]] 6, [[divine]] 1, [[illusion]] 4, [[nature]] 2, [[sympathy]] 2
- Alteration: [[ceremonial]] 3, [[charm]] 2, [[divine]] 3, [[illusion]] 3, [[nature]] 8, [[sympathy]] 2
- Ready: [[ceremonial]] 14, [[charm]] 15, [[divine]] 17, [[illusion]] 12, [[nature]] 12, [[sympathy]] 19
- Total: [[ceremonial]] 35, [[charm]] 36, [[divine]] 40, [[illusion]] 33, [[nature]] 35, [[sympathy]] 43
- Summon: [[ceremonial]] 5, [[charm]] 8, [[divine]] 8, [[illusion]] 7, [[nature]] 10, [[sympathy]] 8
Still, it looks like there is some sympathy for Sympathy among the designers.
Under the Allies, there seems to be the highest proportion of cards with multiple colour cost, while among Alterations it's the lowest.
So i dug around plaidhats website because i wanted to read preview texts of old cards that no one uses as they usually describe the intention of the cards.
First of all : Noahs deck has a jump scare in every preview and it was very irritating >.>
Second of all : There are preconstructed decks for dimona Odinstar,Orrick and Lulu, which could be uploaded with the others by Issacbot.
Here are the lists :
And if you want a trip in the time machine and see what the hell they thought when Freezing Blast was printed :
Here you go
The comments there are wiser than me. Apparently Freezing Blast would be quite good if Strange Copy was played.
For other underused cards just type "Ashes 'Cardname' preview" into Google and look at what we thought the future might look like.
If you place charm dice on a unit with Amplify do they stay there until that unit is dead or is it just for the round?
How does Battle Advantage work? I know that a unit, such as Seaside Raven, inflict their damage before other units without. When does this come into play? How is this practically used in a game?
New player here. So I bought the base set and I'm loving it, but want more! Which expansion decks would y'all recommend? So far I prefer to play with Coal Roarkwin or Saria Guideman. I would really like to buy all the expansions, but that is not financially feasible right now. Any guidance would be appreciated.
I've been cooking this one for quite a while, and finally managed to push it out the door! Ashes.live now offers tools for determining your perfect dice spread in the deckbuilder (under the Costs tab), including choosing a First Five and seeing what you'll have to spend to get them in play.
Let me know if you run into any problems with the update or have any suggestions to make the site better!
This update also includes a bunch of quality of life changes around the site:
- Phoenixborn stats are output when viewing a deck
- Links for all conjurations are output in the card listing when a card has chained conjurations (like Summon Indiglow Creeper)
- Phoenixborn name is shown in the homepage stream (since I don't have big beautiful images to distinguish recent Phoenixborn)
- The detection of required dice types for your deck is improved (for instance, Rin's Fury no longer claims it requires [[natural]] dice, and choosing Aradel Summergaard does require [[natural]])
- Longer delay before filtering card listings when typing
- Cloned decks will now show up at the top of your My Decks list
So i'm going to print the EV Errata as i do not have a realistic way of getting it from an event.
This kind of stuff is new to me and while i was able to figure out how big the cards need to be i do not know what thickness i want.
The printer i choose has 4 options (which i translated from german):
I play with transparent sleeves so the card should look as similar as possible to the existing cards. Which one should i chose ? any ideas how to find out ?
With most if not all Cards of Ashes released i wonder, what are your top 3 unused Cards ?
I'm speaking about Cards that you never put into your decks and also never have seen anyone use outside of the preconstructed deck.
My questionable winners are :
just why is card so expansive and restrictive. Even with the respark - just why. the stats are not even good. A 2/1 Unit for 2[[ceremonial:class]] would be terrible, what is going on here.
the dream scenario is to kill big units with small ones but it never works. Would be bad if it had a [[basic]] as placement costs instead of the activation cost. No Focus. Great Synergy with Bring Forth.
3 damage or [[natural:class]][[basic]] i could understand but this ... Who would need to remove 2 statustokens from a Unit if you could ... kill it.
I think there was a version of this where it dealt 2 damage and attached Deep Freeze somewhere in the development process and i want that version.
Is this the deck to beat?
What other decks are up there?