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  • Canceling Ready Spells 2

    So the FAQ says

    Cancel: An effect that prevents another spell, ability, or dice
    power from resolving.[...] When a ready spell has its
    effects canceled, that ready spell will stay in play, but have their
    effects cancelled until the beginning of the recovery phase.

    So when i useSummon Blood Puppet and it gets canceled with Vanish and i then remove the Exhaustion token from Summon Blood Puppet can use it again or is it still canceled ?

  • Ursus Epinephrine 7

    Has anyone played with Adrenaline Rush and Sleeping Bear in a deck?

    Basic goal is to use Adrenaline Rush and Lick Wounds (if Koji) to get multiple uses out of the high attack, but relatively low cost of the Sleeping Bear.

  • Deep Freeze on Elephant Rider? 4

    Just came about it: Can one Deep Freeze an Elephant Rider? Or better: Does the Thaw ability exhaust the Elephant or not?

  • How to read adrenalin rush 11

    After months of waiting i finally got my copy of Harold and sembali.
    During play i asked myself it had any relevance that adrenaline rush says that the unit in question can be declared as an attacker or if it is just a nice hint.

    Now there is a rule that states that cardtext overrides anything in the rules (cardeffects and timing) so "this unit might be declared as an attacker" part would allow you let that Unit to be declared as an attacker even if it is still exhausted after adrenaline rush removed an exhaustion token. Seems a bit powerful but why not right ?

    But there is one things that lead me to think this is not the intention :
    The card does not read "may be declared as an attack until the end of this turn" and there is no way to track that you used adrenaline rush on a unit. But if you read it pedantically you could just declare the adrenaline rushed unit as an attacker as long as you have unexhausted units (you cant declare an attack otherwise). That seems very odd and would be an infinite combo. (the unexhausted unit must only exist, it does not have to be declared as an attacker).

    Also Hunt Master/panther spirit uses the same phrase and it is probably not meant to attack an infinite ammount of times.
    I will just assume you are not allowed to do that. Feels like it should get an eratta though.

    The question now is : Can i still declare the unit with adrenalin rush as an attacker if it is still exhausted ? ( but just that turn).

  • Question about Ancestral Army and gostly mount 1

    Ancestral Army has ability of cannot targeted by spell in both side

    Can Ancestral Army targeted by ghostly mount?

  • Rule questions after Cardreveal 20

    A collection of my questions/unclear situations after each card reveal. I will edit this after each new reveal.

    Is an exhaustion token placed ? In other words, could you activate gravity training ?

    Dismounting & Mark of the Goddess
    I guess the Rider gets discarded if the owners battlefield is full, but it does not say so.

    Dismounting & Iron worker
    Does Iron Worker get a status token when placed on the battlefield ?

    #1 Update
    Law of Domination
    What cards are affected by the permanent effect ? Particle Shield is obvious, but some other cards do not use the word 'prevent' but there is damage prevented.
    Things that come to mind are Redirect, Vampire Bat Swarm and Beast Tamer.

    #2 Update
    Sacred Ground
    In the event of a spell targeting the only Unit in play, can Sacred ground be discarded to prevent the effect ?

    If i activate the spell but do not have a suiting card in my draw pile how am i supposed to behave ? I guess not drawing a card is normally not legal but the decks content is hidden information. Koji could force this with his ability in many cases.

    Shared Sorrow
    It says to chose a different card. Is this a different card by name as is often the case in card games or is this just another physical card that is allowed to have the same name ?
    If i do not have a card to discard in my Hand, is X=0 and i can put a Card with Play cost 0 in my hand ?
    Depending on the answers on Augury : can you chose to not put a card into your hand ?

    Can i play Resonance without a ready spell in play ? Can i chose to play it under an 'empty Spell board slot' ? What happens if i meditate all the copies of the spell that Resonance is under - can i still use that slot as normal, does it even still occupy a slot ? Can i, for whatever reason, play resonance under another resonance ?

    #Update 3
    Ancestral Spirit
    When the Unit would get hit by Meteor, does the unit get removed from the game if i do not pay to prevent from exhaustion ?
    Similarly for Frostback bear : If the opponent choses to freeze, will the unit be removed from game ?

    Hex Bane
    Does dealing damage with Frost Bite count as dealing damage with an ability, just with a spell, or both ?

    Dark Presence
    The FAQ reads

    Cancel: An effect that prevents another spell, ability, or dice
    power from resolving. [...] When a ready spell has its
    effects canceled, that ready spell will stay in play, but have their
    effects cancelled until the beginning of the recovery phase.

    lets say i have one Copy of Dark Presence in play and one resonance under it. I use the ability for Focus 1 and the opponent cancels it. Is the unexhausted Part of Dark Presence still active ? How does it behave for multiple copies ?

    Also something that is not a question but i did not recognize at first : Fog of War does not stack as it does not have a number in its name.

  • Mechanics 0


    Here's a little list I made for Skaak, hoping one day anyone could search cards according to these mechanics (which means the list doesn't, and will never, include things that can be specifically searched on the site). Of course, the actual reason is that the game is gaining reference sheets and I wanted to list cards that fall in any sheet, but anyway, here you have.

    I will update the list after every preview.

    Conjured Alteration Spells
    Alteration Spells which can only be attached when they are called from the conjuration pile. If discarded, they go back to the conjuration pile like other conjurations do.
    Found in:

    • The Frostdale Giants (Ice Buff, with Rin Northfell)
    • The Masters of Gravity (Enhanced Strength, with Gravity Training)
    • The Goddess of Ishra (Infatuated, with Light Bringer)
    • The Demons of Darmas (Hunter's Mark, with Harold; Dark Transformation, with Harvest Soul)
    • The Spirits of Memoria (Angel's Embrace, with Angelic Rescue)

    Face down cards
    Cards which are placed under another, face down. Only exterior effects can affect it, and it is not considered to be in play or attached, but it retains its Title, Type, Placement, Play Cost. Only the owner can look at it.
    Found in:

    • The Masters of Gravity (Polarity Mage)
    • The Path of Assassins (Jericho Kill; Prepare)
    • King of Titans (Summon Cerasaurus Mount; Summon Archasaurus Mount)
    • The Ghost Guardian (Summon Ghostly Mount)

    Parallel costs
    Costs which can be paid by several ways; to show it, two squares with complementary symbols (for example, Main Action-Side Action) appear linked together. When the cost would be paid, you choose which of the options will be part of the cost to bring the card. Keep in mind you can only custom your payment according to your actual resources; if a parallel cost asks to choose between Main Action and Side Action, and you used a Die power ability, you MUST choose Main Action as part of the cost.
    Found in:

    • The Masters of Gravity

    Chaos Gravity, [[divine:class]]=[[sympathy:class]];
    Light Swordman, [[main]]=[[side]];
    Polarity Mage, [[divine:class]]=[[sympathy:class]]

    • The Boy Among Wolves

    Lick Wounds, [[main]]=[[side]]; Mark of the Red Flower, [[main]]=[[side]]

    • The Demons of Darmas

    Drain Vitality, [[main]]=[[side]]
    Master Vampire, [[ceremonial:power]]=[[sympathy:power]]

    • King of Titans

    Raptor Herder, [[natural:class]]=[[sympathy:class]]

    Between Realms
    Effects written in a blue box; they can be used while the card is in hand or discard pile. They are considered in play, and are not inexhaustible.
    Found in:

    • The Path of Assassins (Hand Trick, discard pile)
    • The Spirits of Memoria (Shadow Guard, hand)

    And here are two additions, they are not really mechanics, but I found them interesting anyway.

    Second uniques
    Unique cards which are actually Conjurations only the PB can call.
    Found in:

    • The Frostdale Giants (Rin Northfell's Ice Buff)
    • The Roaring Rose (Leo Sunshadow's Glow Finch)
    • The Demons of Darmas (Harold Westraven's Hunter's Mark)

    Conjurations genealogic trees
    Conjurations which can only be called by other conjurations.
    Found in:

    • The Song of Soaksend (Salamander Monk Spirit, with Salamander Monk)
    • The Boy Among Wolves (Brillant Thorn, with Luminous Seedling, itself with Indiglow Creeper)
  • Question about dismount 3

    Some card like fire archer has come into play ability, if i use fire archer to summon dismount unit and then i dismount it, fire archer come into play with an exhaustion token, can i still trigger come into play ability again?

  • Shadowguard timing 5

    So i believe i already know the answer to this one but let me still ask

    Let's say i have Shadow Guard in Hand and play as Maeoni Viper and have Empower in play while my opponent attacks and i have no units. If i Play Shadowguard and use Maeonis Ability, the opponent gets to chose the order of those operations as they happen at the same time and they are the active player, so they can decide to have strike happen before the Shadowguard enters play and force me to buff one of their units ?

    I thought of this as a counter to an elephant rider but with my understanding of the timing the result is rather stupid.

  • Potential new player 6

    Hi to all !

    I had heard about Ashes quite a while back but it looked pretty dead at the time but now it looks like PHG is really supporting the game (at least making expansions). As a former CCG player who now mostly plays online (Eternal, Gwent...) I remain intrigued by Ashes, because the art is great, I like using dice as long as it does not introduce too much randomness and the deckbuilding possibilities look good.

    So here are a few of my questions :

    1. Is what I said correct about the game ?
    2. Are the usual aggro/control/combo/mid-range archetypes present in Ashes. I think I read that combos were hard to pull off but I am mainly a control player. Are creatures (invocations here I think)-less decks possible ? I guess not
    3. How is multiplayer ? I would probabaly try to play it with my 2 gaming buddies but I am a bit wary of these kind of multiplayer games where people mostly have incentives to turtle and games can last forever. I am thinking of trying a prey-predator game whereby you can only attack the player to your left...are there good multiplayer rules otherwise ?
    4. Has anyone tried to play "solo", i.e., 2-handed ? Is the level of hidden information high, in the sense that, for instance, there are interrupts to be played in another player's turn ?
    5. How is the community, above all in Europe ? The game does not seem very well supported there right ?

    Ok, I think that's all for now !

  • Countering Chained Creations 3

    If i activate a Copy of chained Creations that gets countered by the opponent, do i still have to discard it ?

    The Thing here is that Costs has to be from the 5 types in the Rulebook which only lists discarding in the sense of discarding from your hand.
    But the Card is in play meaning it is not discarded in the sense of a cost.
    This would imply the discarding is part of the effect and would not happen as the effect gets countered.

    But it also precedes the phrase 'if you do' which indicates that the discarding is a cost, which i would still have to pay even if the effect is countered.

    Which one is it ?

  • Face Down Cards and leaving play 4

    Hi everyone,

    is just re-read the Rules to find out that you can only use respark during a players turn on cards that are discarded from play.
    Now a face down Card is explicitly not in play, so you could not use respark to get it back from under a polarity mage.

    But the question is : Does the card 'leave play' then the polarity mage uses 'take' and makes it therefore possible to use respark ? (As it goes from being in play to not being in play)

    This may not be the case because some cards like the panther spirit get discarded without being destroyed. In a similar way it might be possible for a card to not 'leave play' but use another unnamed transition and then be 'not in play'.

    Suggestions ?

  • What magic has the best mono-colour offerings? 0

    I am interested in people's thoughts as to what magic type is strongest as a mono-colour?

    I've added a few thoughts myself. As a self imposed rule, not two sets can have the same score:

    Beast Tamer
    Imperial Ninja
    Three Eyed Owl
    Nightshade Swallow
    Orchid Dove
    Weeping Spirit
    Undying Heart
    Ready Spells
    Memory Theft
    Royal Charm
    Reaction Spells
    Sympathy Pain
    Call to Action
    Action Spells
    Open Memories
    Change Psyche
    Mind Probe
    A lot of great construction staples in Charm. Not quite sure they can be combined on their own to be anything good.
    Score: 1/6

    Rose Fire Dancer
    Flash Archer
    Shadow Guard
    Mist Spirit
    False Demon
    Shadow Hound
    Shadow Spirit
    Reflections in the Water
    Fade Away
    Body Inversion
    Ready Spells
    Shifting Mist
    Secret Door
    To Shadows
    Gates Thrown Open
    Reaction Spells
    Shadow Counter
    Figures in the Fog
    Angelic Rescue
    Action Spells
    Steady Gaze
    Sleight of Hand
    Hidden Power
    Strange Copy
    Summon Spectral Assassin
    Use a combination of card draw, dice recursion and dice exhaustion to grind out the opponent. Is lacking great unit options ... Shadow Spirits are ok, but not game winning on their own. Has lots of 'Nope' cards, but those have never really seen much play for me. Probably quite fun to play with, not so much against.
    Score: 2/6

    Sleeping Bear
    Butterfly Monk
    Iron Rhino
    Frostback Bear
    Ice Golem
    Massive Growth
    Root Armour
    Spiked Armour
    Crystal Shield
    Frozen Crown
    Deep Freeze
    Mark of the Red Flower
    Ready Spells
    Reaction Spells
    Golden Veil
    Ice Trap
    Action Spells
    Molten Gold
    Freezing Blast
    Pure Natural magic wins the prize for having the most alterations that no-one wants to use. On the positive side, it has some pretty great conjurations and unit removal options. Molten Gold and Frostbite are well suited to break deadlocks with direct damage. Aradel would be my pick of PB's; you need that extra damage!
    Score: 3/6

    Polarity Mage
    Jungle Warrior
    Temple Elder
    Beast Mage
    Beast Warrior
    Flute Mage
    River Skald
    String Mage
    Mirror Spirit
    Salamander Monk
    Squall Stallion
    Mark of the Red Flower
    Ready Spells
    Changing Winds
    Gravity Training
    Join the Hunt
    Drain Vitality
    Guilt Link
    Magic Syphon
    Reaction Spells
    Shatter Pulse
    Action Spells
    Transmute Magic
    The synergy is real! Quality allies, backed by Squall Stallions and Crescendo.
    Score: 4/6

    Leech Warrior
    Crimson Bomber
    Fire Archer
    Psychic Vampire
    Blood Puppet
    Dread Wraith
    Bring Forth
    Ready Spells
    Chant of Revenge
    Expand Energy
    Cut the Strings
    Small Sacrifice
    Chant of the Dead
    Drain Vitality
    Reaction Spells
    Final Cry
    Summon Sleeping Widows
    Adrenaline Rush
    Action Spells
    Bound Soul
    Blood Chains
    Dark Reaping
    Just build a Brennan clone. Chant of Revenge is one of the best cards ever invented so probably include that. Ceremonial also benefits from some of the best reaction spells in the game.
    Score: 5/6

    Polarity Mage
    Sun Sister
    Celestial Knight
    Shepherd of Lost Souls
    Holy Knight
    Shield Mage
    Light Bringer
    Winged Lioness
    Emperor Lion
    Holy Relics
    Power Through
    Ready Spells
    Gravity Training
    Royal Charm
    Law of Fear
    Law of Banishment
    Law of Assurance
    Law of Sight
    Reaction Spells
    Action Spells
    Gotta love that power curve. Divine and Sympathy definitely benefited from having more releases later on in the sets. Big allies, big conjurations, smash face.
    Score: 6/6

  • Cardprediction Xander 3

    I thought a lot of what we can already say about the Decks of Xander and Rimea.
    I will try to use the implicite design philosophy of the magic types, the names of the Cards and what actions the Meta game already includes and is unlikely to get more of to predict the Cards of Xander, King of Titans.

    Cardnames can be read here :

    We already know Xanders Stats : Battlefield 6, Life 20, Spellboard 3 from the preview on

    Things we can guess from Cardnames only :
    The easiest thing to observe is which cards are probably Allies and which are spells.
    There are 2 Cards that are clearly Humanoids, Raptor Herder and Pain Shaman and all the others are likely spells.
    In all likelyhood Summon Cerasaurus Mount, Summon Archasaurus Mount, Summon Shining Hydra and Law of Domination are ready spells due to the naming.
    It is possible that Nature's Wraith is some kind of elemental warrior or that Sacred Ground is actually placed on the battlefield similar to Strange Copy.
    The only reason i even consider this because of the preview Text
    "Xander channels the raw magic of Nature to bear down on those who would invade the sacred ground he now calls home"
    and the fact that we already have 4 candidates for Ready Spells.

    Also Summon Archasaurus Mount is the most likely to not be a readyspell as there is only 1 actual Archasaurus Conjuration.
    There are also 10 Conjuration with the word hydra in the name so this spell is the most likely to be a ready spell. Of course it could be that the Shining Hydra Head is created by combat rather than summoning but it then it is still just as likely to be ready spell as all the others.

    We also know from the preview that Earthquake is an Action Spell. Not Surprising but it tells us more about the structure of the deck and that is not a ready spell.

    There are 3 Raptor Hetchling Conjurations and no Summon Raptor Hetchling Cards in the deck so chances are that the Raptor Herder is summoning them with an ability.

    Also some Names are unlikely Attachements :
    Mass Heal, Sacred Ground - Healing might produce an attachement but there is none of suitable name, so it probably does not and sacred ground doesn't need to be hold by a Unit to be there.
    Natures Wrath would need to be very similar to Mark of the Red Flower to make sense as an attachment.

    All the Cards produces by the 'Summon X Mount' are likely to be either Units or attachments with combat stats. This makes Shining Hydra less likely to be an attachment as we would barely have characters then.

    Things we can guess from currenct card and Meta game philosophy :
    (Here Meta Game means what the Designers would like to be the case rather than what players actually do)

    • Nature and Divine Magic both have little to no reaction spells in their color. And the effects correspond strongly with their typical effects. Ice Trap effectively deals 2 Damage, which is very close to the Dice Power and Divine Intervention only uses Divine Dice to place the Immunity alteration which is a lot like othe Divine effects. Both Cards have strong Conditions and a limited effect. Ice Trap is strictly worse than dealing 2 damage for example.
    • Also Both Divine and Nature have a History of introducing Buffing Alterations in their color, whith most of them affecting Raw Combat Stats or having an equivalent effect. They only have 'interesting' text related to exhaustion.

    This would lead one to believe that Xander wont have Reactionsspells or at least very specific ones and that the deck would be oozing with Attachements.

    With what i mention in the Card name seciton these rules would need to apply to the following cards :

    Sacred Ground, Natures Wrath, Mass Heal, Shining Hydra, Shining Hydra Head.

    Mass Heal and Sacred Ground were ruled out as attachments earlier.
    Shining Hydra was said to be unlikely.
    I already mentioned earlier that Natures Wrath would need to be very similar to Mark of the Red Flower to make sense as an attachment and that both colors do not usually have interesting text on attachment so it would be exhaustion related or more likely not be an attachment.

    Also Shining Hydra Head is now even more likely to be an attachment as otherwise there would not be any.

    As for Reactionsspells the only clue i got is what kind of spells are already available and which kind of spells have not been printed yet.
    Let me explain.
    The Entitys of the game are :

    • Cards (Units, Spells ...)
    • Tokens (Damage, Status, Exhaustion)
    • Dice (Nature, Illusion ...)
    • Players, Phoenixborn
    • Positions (Battlefields, Spell boards, active dice pool, an a Unit, Under a card ...)
    • Starting Player Marker
    • Time steps (turns, rounds and Phases of Play)
    • Events (A Unit dies, A Cost is paid, You receive Damage )
    • Choices (Target of ..., the attacked Unit .., all units )

    Every Rule in the Game can be expressed as a Relation between these objects (or their subtypes) and Cards and Effects connect these objects with a canonical operation :

    • placing (increase)
    • moving (modify)
    • removing (decrease)

    There is a Card that places Exhaustion Tokens on Units, and there is a card that removes Exhaustion Tokens from any Card.
    There is card or an effect to ...
    deal(place) damage, remove damage, move damage, turn own dice, turn opponents dice, discard dice, return dice, etc. etc.

    Many relations have been done and some have not. Here are some relations that have not been done yet that are strong contenders for Cards in these Dice colors :
    Reaction spell to ...
    a spell that does not target a Unit
    an attachment being removed
    an attachment being attached
    a cost being paid that includes a power symbol
    a cost being paid that includes 3 or more dice

    Why are these strong contenders ?
    First : It's subjective
    Second : Attachments are not exactly part of what plays use a lot so this could be the attempt to make them viable. This would shake up the meta game and be consisted with the theme of both dice colors even though there do not seem to be attachments in the deck in the usual sense.
    Also we do not have a reaction to Spells with Massive effects and Mass Heal might just be a Reaction Spell that heals all your Units. Again : It would be on theme and solve some meta game issues and is restrictive similar to other reaction spells in the given dice colors. Mass heal probably wont do anything with exhaustion as Meteor has a built in counter for the exhaustion part and Kneel can already be partially countered.
    The 'Cost being Paid' thing is there because Nature Cards often cost [[nature:class]] and some [[basic]] but usually not [[nature:power]], but they do have some reroll effects.
    Nature does not have dice manipulation like the other colors so this is their way to compensate.
    Divine Cards also don't exactly come cheap. Holy Knight costs 3 Divine-colored dice and Meteor costs 2 [[Divine:Power]]. Their way to compensate is a bit more drastic. They have some finite-use dice fixer and they have discarding as a cost so you can actually pay with cards you couldn't afford because of the other stuff you paid for.
    These two do not go well together because Nature would suggest an 2/3 Allies is maybe costed like this
    while Divine might pay for it like this

    and a preconstructed Deck is meant to have a playable cost structure.
    If you want to play 5 cards on average per turn the average cost per card have to be 2, not 3 Basic Dice and not 2 Power Symbols.

    The only Card we know the costs of is Earthquake at 2[[basic]] while Xanders ability costs 1[[Divine:Class]].
    Allies will probably be more costly and the Summon Raptor Hetchling might as well cost 1 [[natural:class]] every time so having a reaction spell that gives back dice and reacts to absurd costs being paid would make some sense.

    There is still things left unsaid though :
    Nature's Wrath will most likely not be a straight up damage to a Unit/Phoenixborn spell. Those are already in the game. The only thing that would make sense would be a two-colored version of Freezing Blast with more damage that can only target units or a reaction spell to some Unit Combat that does the the same but with even more damage.

    Remaing cards :

    Law of Domination : Lots of possibilities, but none more likely than any other.
    If i am wrong on any of the other effects it could instead be that the law of dominance has that effect instead or something completely different.

    Pain Shaman : Given the name it will probably have an interaction with damage tokens. Maybe he reacts to damage dealt to units. Maybe he deals damage to units as some kind of walking [[Natural:Power]] die. Maybe he is the Dice generator the Deck needs. I do not know.

    Earthquake will probably deal damage but how much and what else in addition is a mystery. The Art suggest a single Target.

    I will present some possible Values for Unit Combat Stats and/or Dice Cost in the future. I already got some Math done and there are not that many Dice/Stat Distribution possibilities that make a working deck considering the card types.

    Everything here is just a 'most likely' type statement

    • Earthquake Actionspell (Damage to a single Target)
    • Summon Cerasaurus Mount (Action Spell or less likely Read Spell - conjured alteration with huge stats)
    • Summon Archasaurus Mount (Ready Spell - conjured alteration with medium stats)
    • Law of Domination (Read Spell - no clues)
    • Ratpor Herder (Ally that summons small conjurations with his ability)
    • Pain Shaman (Ally that redirects damage dealt)
    • Summon Shining Hydra (Ready Spell - conjuration likely to grow from damage)

    One of the following 3 is probably a reaction spell, probably sacred ground, the others are then Actionspells

    • Natures Wraith or Sacred Ground (Spell - might be placed on the battle field, the other is spell that deals damage to either only Units or only Phoenixborn)
    • Mass Heal (spell that removes damage)


  • Interesting Combos 11

    Keen on seeing what interesting/fun card interactions I may have missed.

    For example:
    String Mage and Small Sacrifice.
    [[Main]] - [[Exhaust]] - [[ceremonial:class]]: Damage the String Mage and an opponent's unit.
    [[side]]: Move the wound token from the String Mage onto an opponent's unit.

    Two damage for one [[ceremonial:class]]

  • New 3


    I'm new to Ashes. I was thinking of getting into the game. I played Netrunner and there is a site ( to play Netrunner online. Is there anything like this for Ashes?

  • Draft Report #5 3

    It's been awhile, but was able to get another draft match in this weekend.

    We widened the card pool to include everything pre-Harold/Sembali. To give a bit more flexibility to account for all 6 magic types being available, we increased the draft to 4 pyramids of 10. This gave each person 20 cards + their chosen PB unique to work with.

    My deck was an Illusion heavy deck. It included a few dud drafts; Prepare and Bring Forth. I included these as I was relying on Illusion pretty heavily and didn't have a strong reason to splash into a third magic type.

    Her deck was a really cool Ceremonial, Natural, Sympathy deck that tried to find synergy between Salamander Monks, Strengthen and Iron Worker.

    My deck won at the start of Round 4 with 4 life remaining on Noah.

    Interesting points.
    Strengthen was double focused. This meant Salamander Monk Spirits could be boosted to 4 attack; forcing me to trade my units with them instead of guarding with my PB.

    My Flash Archers were able to do great work keeping my opponent's board clear of Salamander Monks. Without Double Shot, I would have been overwhelmed.

  • Why Thunder number ? 3

    I understand what people mean then they say "Thunder Number" but there is no thunder involved and its actually more like a Vector, why do people use this as a name for it ?
    Seems so arbitrary to me.

  • WIDOWMAKER Gencon Friday Champion Report 3

    If you want to use an assassin, you've got to play like an assassin.

    Here's my tournament report for Friday of Gencon, and my road to 5-0. A lot of my games came down to precise moves and quick strikes. It felt very on-theme for Jericho. I had A LOT of fun, and I'm pretty sure that my opponents did, too.
    The decklist can be found here:

    Match 1 was vs a Brennen player with nature and ceremonial. I was a little nervous about playing another aggressive deck with a 5 life disadvantage. I believe that my FF was Winds, Stallions, Spirits, Hand Tricks for build magic, and either Anchornaut or Archer. Brennen was forced to direct some damage to the board, to keep my units from completely overwhelming her more fragile. Re-Tool Magic and some ping was able to keep Brennan's board low. In the end, she was 2 damage short of finishing me off, before a got the killing swing in on the second turn (my first) of Round 3.

    Match 2 was vs Jason Pete. He used a modified version of his Astrea deck that he used to win the Ashes International League. My FF was Winds, Stallions, Spirits, Hand Trick for build magic, and Hidden Power. He started Lion, Lioness, Admonisher, Psychic Vampire, and Hypno. His Vampire was tough to deal with. I got some Round 1 damage through because Astrea had to Guard for Lion with Jericho prepped to finish it off if it takes 2 wounds. I prepped an Illusion to deny his Hypno, so Jason used his Charm to buff up his units, letting Vampire survive to Round 2. Later in the game, Jason marked my Shadow Guard after a Kneel and my only means of survival was to Ceremonial recur my Anchornaut from discard and place it as a blocker to buy me some turns. The Anchornaut eventually killed my own units to trigger Chants and to bring out some Widows. It was a close, game and, after two big blunders that cancelled each other out, the game came down to whether or not Jason drew a second heal. The game ended in the first turn off Round 3.

    Match 3 was vs another Astrea and a very similar build, piloted by Skylar. The biggest moment came when Skylar played Imperial Ninja to start the game, and my I killed it with Anchornaut/Re-Tool Magic before he got Devotion on it. It went down hill for Astrea from there, and the match ended with another big swing on my first turn off Round 3.

    Match 4 was a hilarious match vs Brian Broughman. He played a Jericho with a similar core as mine. Even our FF was the same (I think). I started Winds, Stallions, Spirits, Hand Tricks for build magic, and Hidden Power. The main differences between our decks was that he had more Sympathy dice to include River Skald to remove big units, where my deck just swings wide. Ultimately, Skald was ineffective vs my swarm, which gave me an edge, and the match didn't last very far into Round 2.

    Match 5 was not as exciting as I had hoped. I played vs the legendary Matt Bauers and his Harold deck, which uses Bear, Butterfly Monks, and Shadow Spirits with Nature/Illusion/Ceremonial. My FF was Winds, Stallions, Spirits, Hand Tricks (or Anchornaut?), and Hidden Power. Round 1I tried to deny him Nature dice with my Illusion. I got pretty lucky and drew 2 Fire Archers. He lead off with Battle Mage and then Mark > attacked my Stallions. Stallion counter and 2 Archers took out the Mage R1, and Matt's Battlefield never Stabilized. Him not focusing his Monks or Spirits made the game a lot easier for meme. He played defense all match, and couldn't attack. He was trying to outlast my deck, and it almost worked, as I took 3 draw damage before the game ended with a big attack in Round 4, followed by a finishing attack at the start of Round 5 with the units that survived his Nature dice slaughter.

    I want to add that I ran out of my draw pile in 4 out of 5 games, which made every game ending very intense and fun!
    I'm really excited to have gotten so far, and with my favorite deck! I love the game and players and had a lot of fun. I may add/edit this report as I'm sure that some important details have been left out. I hope you enjoyed the report!

  • Damage Mitigation 2

    I had a draft game recently where my opponent and I both walled up behind units. It became a slow grind - one of his units had Power Through, I had 3 Frost Bite and Summon Butterfly Monk. I could grind out 3 damage a turn, he could power through for one. Healing/damage prevention tipped the game in his favour. It got me thinking ...

    How healthy can a Phoenixborn be? How much damage can you realistically mitigate/heal in a game? Is it worth it?

    [[Divine:Class]] - [[side]] for 2 wounds; 3 copies; 6 total

    Chant of Protection
    [[basic]] - [[discard]] for 3 damage; 3 copies; 9 total

    Butterfly Monk Last Blessing
    1 wound per [[natural]] summon; 1 to 3 per turn

    Blood Transfer
    [[side]] - [[exhaust]] - [[charm:class]] - [[ceremonial:class]] for 1 wound; 1 to 3 per turn

    As a direct comparison, Blood Transfer seems the worst option. However, Heal, Chant of Protection and Butterfly Monk could all fit into a Divine/Natural deck. Assuming a 5 round game, you could see in excess of 20 damage mitigated/healed. Has anyone tried this? Or does the dice cost result in too much of a disadvantage on the battlefield? None of the cards seem that expensive ...