Probably a dumb question, but I am new to the game. When a unit has recovery and takes enough damage to destroy it, how does it recover the life if it is removed for battlefield already. Recovery occurs at the end of a round, correct?
We wonder if Magic immunity of allied spells like Meteor affects the unit?
The skill says "Used by an opponent", if anyone here can help us.
Will there be a new dice type in the future since there's no more possible dice
combination in the game ? Something like the mysterious turtle symbol on the
premium deck boxes?
what are peoples thoughts on there not being any mounts in this cycle? is this a sign that ashes is dying or a theoretical confirmation that time dice will be coming out? also, it is the most recent example of a trend PHG have of introducing a mechanic and then discontinuing it. what are peoples thoughts on that?
A very basic question here as I'm about to introduce this game to my friends this week.
In the rulebook, it says players MUST make 1 Main Action and MAY make 1 Side Action. In a 2 player game that I played with myself to get a hang of the rules, I find that the flow is very slow here, not to mention I did not make full use of my resources too.
So my question is, do we just make 1 Main Action and an optional 1 Side Action per player and we move on to next round? Or we do this 1 Main and 1 Side Action back and forth until both player passes?
I'm inclined to think of the latter should be the correct one, otherwise the game felt weird.
If i have two exhausted shield mage and one hammer knight, my hammer knight life value increase to 4 or 5?
Anyone here to have ordered a custom playmat for the game?
I need some help regarding dimensions and ways to resize an image
PS: to admin, please remove my post if it contradicts the rules
One sorry about the long worded post, I was hoping that this will be searchable by other players in the future.
Second if there is a thread on this let me know I could not find anything on this subject.
Anyways I am at a point in the game where I can not take a single match in an event and when playing casually with my friends they generally can not win.
I am not really sure of when it is good to attack or discard cards or hold cards etc.
I am wondering if anyone has some general tips on playing the game and what to look out for in general not every fringe case of course.
Also I assume some of the starter decks are better then others is there a deck that should always win vs the other player? A deck that I could train my friends with and I pick an objectively worse deck and at some point they should be able to win consistently.
Or perhaps there is a handicap mechanic like chains in keyforge, I considered applying chains to a deck in the same manner but drawing does not seem super important in this game.
Hello all! My name is Adam, I am new to the site and the game since receiving it as a Christmas present last year (2018). I love the game and have since Christmas, tracked down each expansion along with Lulu, Dimona and Orrick.
I am sure that I am just the latest in a long line of 'lack of competitive play' posts, but instead of just complaining, I have a question and wanted to see what other people have tried to generate more of a consistent competitive play atmosphere. My goal is to approach a local game store or two that I know have been selling a lot of Ashes and set something up on a more monthly or bi-weekly basis.
So here is my thought: Game store hosts an unsanctioned event, $5 entry per person, money goes to 1st and 2nd in the form of a gift card/store credit.
I think this would help pull more people into the game if they see it being played more frequently. I feel that it would scratch the itch for those of us that are old MTG players who want the thrill of a competition but don't want to get back into a CCG, and the store still moves merchandise.
What do you guys think? Has anyone tried this? Any tips to talking with Game Store Owners? What are the bad sides? Any other ideas to get competitive play moving that have been successful?
Directly under the preview there was a discussion if Majestic Titan can interact with Holy knight.
Short Version :
You can Force Holy knight to deal its damage to other Units, but Holy Knight can not be chosen to recieve the damage.
Also Seeds of Aggression can deal Damage to Holy Knight.
EDIT : The card does say 'target' which i overread. Can't use Seeds of aggression on an unexhausted Holy Knight.
Why ? Because of the way affecting something is described in the FAQ and the way things were handled up till now, namely that event chains don't matter. (If A causes B and B causes C, the game does not rule that A causes C).
Sources for this are further below.
How does this affect Majestic Titan and Holy Knight ?
1. If the Titan hits the Holy Knight the event for Befuddling Blow does definitely trigger. The Question is if Holy Knight is immune to the effect.
Obviously the 'Befuddling Blow' is used by an opponent in the example, so the only thing that could go wrong is that it does not qualify as 'affecting'.
The relevant part in the FAQ says
[...] A card does not affect another card if an effect chooses it, or if it targets another card with an attack.
Now it is not exactly clear what 'it' references, so we rewrite the statement to make talking about it a little easier.
It either means :
[...] A card A does not affect another card B if an effect chooses A, or if A targets another card with an attack.
[...] A card A does not affect another card B if an effect chooses B, or if B targets another card with an attack.
The first statement is obvious. If such things needed explanation the rule book would need 10x times more text.
(The seconds statement also seems like it could have been written in order to future proof for Seeds of aggression which just ended up not formally causing an attack.)
But now Befuddling Blow does not (formally) affect Holy Knight and the effect has to be evaluated.
2. What if Holy Knight is on the damage receiving side of befuddling blow.
It would be explicitly allowed to chose (but not target) the Holy Knight by the FAQ.
However Befuddling Blow targets the damage receiving Unit so Holy Knight would be affected, hence is immune.
Note that the other case worked because there the Holy Knight was chosen (by the phrase '[...] that Unit [...]') and not targeted.
Edit (all wrong, it does read target) : For Comparions : <wrong>The Card Seed Of Aggression choses both its 'targets'/chosen Units, so Holy Knight can be affected by it. This is where the 'Chain of Events' stuff is relevant.
Yes you use a spell to cause a Unit to deal damage to Holy Knight, but that does not imply that the damage the Unit deals is caused by a spell an Opponent uses (example further below).
Since Holy Knight is not immune to being dealt damage by a Unit, the effect concludes.it**
Conclusion : You can Force Holy knight to deal its damage to other Units, but Holy Knight can not be chosen to receive the damage. Edit : Also Seed of Aggression can not be used on an unexhausted (opposing) Holy Knight.
The FAQ :
A card affects another card or player if it attaches, destroys, removes from the game, targets with an effect, deals damage from an effect, places tokens, removes tokens, moves tokens onto or from another card, cancels it, modifies an ability, or modifies base stats of a unit. A card does not affect another card if an effect chooses it, or if it targets another card with an attack.
Attack with snake --> damage on illusion unit --> trigger illusion ability --> destruction of illusion unit
The scenario with the bat attacking phoenixborn would be like this :
Attack with bat --> activate bat swarm ability --> damage on illusion unit.
Why would illusion trigger in the 2nd case while consume does not trigger in the 1st case ? Both wording contains "as a result of", and if we take your logic on bat case, the destruction of the unit in the 1st case is also due to the attack of the snake (that you control), hence triggering Consume. However, it has been officially ruled that Consume does not trigger in this case. By analogy, it seems legit to say that the illusion ability won't trigger in the 2nd case.
This is the closest we can ever hope to come to logical proof without direct developer ruling.
Glad to find a centralized site to source for deck ideas and also to post for topics. I'm new to the game and fairly excited to enjoy it!
I come from a competitive MtG background but had since jumped from one card game to another as I couldn't keep up with MtG anymore and is tired of the competitive gaming.
Ashes attracted me thanks to its artworks and I LOVE dice :)
However, it seems Ashes is not quite the competitive game? That is okay for me, here are few of my doubts and hope to be answered by the community:-
1) What are the content creators / sources of contents of Ashes?
2) What is the expansion release schedule?
3) How frequent is Organized Play and how does the Organized Play scene looks like?
4) The current state of the game? I know new expansions are coming out, but is the game still rolling?
Can i play Cognitive Dissonance if i just got the card through the death of a Nightsong Cricket ?
Is my just played Cognitive Dissonance already in the discard pile when i'm allowed to remove cards from each players discard pile ?
Players can focus summon cards even if the effect doesn't specify any focus bonus? For example, 2x Summon Emperor Lion takes one space in spellboard.
If i play hiden power and i only have 1 die in my exhauted pool, the die cost in the card is payed before resolving the card effect?
If it is this way could i get back both my exhauted die and my illussion die?
What happens when 1 Fallen and 2 Mist Spirits attack a Celestial Knight ?
The Damage is summed up so there is no real way to tell which points of damage come from which unit.
Would you say its similar to how Battle Advantage is handled and that it only counts if all attackers have the ability ?
As title. This ally isn't in low price. Her panther join only after declaring attack, and also fleet away later. There is a raptor boy coming.
Is it any suggestion to use this card effectively?
Does anyone have a conclusive interpretation on whether the "magic play cost" represents the number of die symbols or the number of dice?
First, I'm aware that the preview article (https://www.plaidhatgames.com/news/939) explains the term saying "how many dice a card costs to play," which is pretty clear-cut. Why, then, is the wording on the reference card itself so ambiguous? What has me concerned is that, if they really meant for it to be the "number of dice," why wouldn't they just write that on the reference card? It casts doubt for me.
I know I've seen chatter on the Slack about it, but nothing seemed overly conclusive.
Lastly, leave it to PlaidHat to use an AMBIGUOUS card for their illustrative example. Le sigh.
Good good I am new to the game and although I have all the Ashes material I have not been able to play much. I would like to know where I can see the last tournaments and if there is a list of Top Tier Decks to see how is the issue of construction and handling of Decks to get an idea of how everything is going to be the truth the Decks Construction is never my strength that's why I usually see other Decks to be able to guide me and make my own Tecs based on the Decks that are most used.
Thanks for everything.
Last week I received my Demons of Darmas preconstructed deck and decided to test it against a gauntlet of suggested decks.
After several plays, I went to the conclusion that as long as Harold's adversary deck too much relies on allies, it is almost an auto win for Harold's player.
Hunter's Mark combined to Harvest Soul will tear opponent's allies to pieces, with no hope for him/her to get them back, thus nullifying any allies-based strategy. Throw in a Fire Archer/Stormwind Sniper or a Flash Archer with Secret Door (for Harvest Soul recursion) for good measure and Harold's opponent will be only left with its eyes to weep.
So, I am wondering if I am right when asking if Harold Westraven is overpowered or if I missed something in my analysis. Otherwise, what would you suggest as a countermeasure then?