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  • doktarr#0a=m commented on the deck redirect odette:

    May 11, 2018 PDT

    Odette is a tough nut to crack for sure. You might want to check out Phil's deck, which is a really nice effort to take advantage of the PB ability:

    https://ashes.live/decks/view/1069/

  • What's new with the site: posts! 0

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  • Skaak#1st! commented on the deck redirect odette:

    May 10, 2018 PDT

    Agreed that Three-Eyed Owl would probably fit better than Nightshade Swallow (and that lions/esses are awesome). Swallows are really difficult to get sufficient value out of to justify their 2 [[charm:class]] cost (particularly because things like Elephant Rider are completely immune to them). An Owl, on the other hand, provides a cheap blocker (always a high priority in Odette, since her ability makes it far more likely your opponent will attack her directly instead of targeting her units), compliments the Weeping Spirit, and provides a fantastic Redirect target after you've used their ability.

    Some other thoughts:

    • As mentioned above, players usually prefer to attack Odette directly. As a result, Shield Mage is unlikely to provide much utility with your current units (I assume you'll be dropping Devotion on the Holy Knight, at which point Shield Mage's buff is barely worth mentioning). Maybe if you were running Meteor Shield Mage would be a nice way to keep your 2 health units alive, but since you aren't you could probably pack in more utility with something like Call to Action.
    • You almost always want to fill out your spellboard (even if you draw into some of the cards instead of placing them in your FF). Granted, [[charm]] + [[divine]] doesn't offer a lot of great non-summon cards, but it might be worth looking into the Laws, Royal Charm, or Hypnotize (as already mentioned; a chump-blocked Holy Knight is a pretty useless waste of dice)
    • I personally would drop Undying Heart in favor of +1 Power Through and +1 Devotion. Undying Heart is really expensive for what it does (and usually just means your opponent is going to Blood Chains or similar that particular card and ignore it for the rest of the game).
    • Sun Sister's ability will only trigger if she dies while unexhausted, which means she's usually easy for your opponent to ignore (particularly if you drop a Kneel while she's out). Another copy of Holy Knight and action or reaction cards to deal with contingencies are more likely to treat you right.

    Good luck building your deck!

  • ChainsawSB#5mr5 commented on the deck redirect odette:

    May 10, 2018 PDT

    The deck seems kind of all over the place. I think it would help to think of how you want to win. Is it a beat down deck? A control deck? I think a good idea is to re-work the ready spells a bit. Since the rest of your deck seems to favor a more aggressive approach, I would change the summons to stuff like Summon Emperor Lion, Summon Winged Huntress, and maybe Three-Eyed Owl to utilize the charm dice (it's a very cheap conjuration that fits with your dice choice and offers some utility).

    Also Hypnotize would be a good choice with your Holy Knights.

  • NIU#5n*w commented on the deck redirect odette:

    May 09, 2018 PDT

    What is your wincon and path to victory here?

  • grandduke#26=3 published a deck!

    May 09, 2018 PDT

    redirect odette

    Odette Diamondcrest

  • Hanabilam#0z*! published a deck!

    May 08, 2018 PDT

    On~ly~~you~~~

    Namine Hymntide

  • Skaak#1st! commented on the card River Skald:

    May 07, 2018 PDT

    Combos are really hard to pull off. But one of my favorite combos is:

    • Attack with River Skald
    • Trigger Empower, increasing Skald's attack by 1 and drawing 1 card
    • Card draw triggers River Skald's Harsh Melody ability and deals 4 damage to a unit (exhausting the Skald; however because it was already declared as an attacker, it will still deal attack damage)
    • In response to the exhaustion token placed by Harsh Melody, trigger Gravity Training, giving the Skald +1 attack and life with Enhanced Strength
    • Resolve the Skald's attack (attack value for this attack is now 5), and place a second exhaustion token on the Skald

    At the end of the round, remove all exhaustion tokens (thanks to Enhanced Strength) and do it again next round. For extra fun-times, you can throw Crescendo in the mix, too, which brings up the total damage dealt from a single attack to 12, spread across up to 3 targets. d(°∀°d)

  • Skaak#1st! commented on the card Gravity Training:

    May 07, 2018 PDT

    Sounds about right to me!

    In my opinion, Gravity Training is mainly worth including if one of the following is true:

    • You play in a meta where multi-exhaust is prevalent (or your deck is weak against multi-exhaust strategies and it comes up often enough to matter)
    • Your deck is built to multi-exhaust its own units, or to allow units to attack multiple times in the same turn (e.g. River Skald + Empower is even better with Gravity Training; as is your example above of Dimona + Holy Knight).

    Otherwise the benefits of Gravity Training are delayed enough that I can usually find a better ready spell for that slot.

  • MsVox#1929 published a deck!

    May 07, 2018 PDT

    This Isn't Even My Final Form

    Dimona Odinstar

  • MsVox#1929 commented on the card Gravity Training:

    May 07, 2018 PDT

    Gravity Training in Dimona where she can then use Order to reactivate a big unit has been really fun. Main action swing with Holy Knight (for example), gets exhausted, use GT to place Enhanced Strength, side action Order, ready to go again. Plus now it's buffed +1/+1 and has Endurance so it will be fresh next round even after a Steady Gaze or Blood Chains. Thoughts?

  • MsVox#1929 commented on the card Chant Of Protection:

    May 07, 2018 PDT

    I've been finding this card has some extra life (Ha!) in PB with a spellboard of 5 (Dimona and Coal), since you can treat it like an Action spell with a parking spot and it doesn't take space from your core 4 Ready spells. You can draw into these 'impermenent' ready spells (chant of the dead, law of assurance, law of sight, law of fear) and since they 'expire', you can overclock a bit. Plus Coal and Dimona are squishy, so Chant of Protection can keep you in it for another round. Thoughts?

  • SaNepox#8u8b published a deck!

    May 07, 2018 PDT

    Aradel with allies (core cards only)

    Aradel Summergaard

  • Skaak#1st! commented on the card Summon Mirror Spirit:

    May 06, 2018 PDT

    NIU#5nw said:
    I don't often point to conjuration count as a strength/weakness of a unit but it is a definite weakness of mirror spirits.

    Wholly agreed. You really have to explicitly build your deck around Mirror Spirits to make sure they don't end up uselessly cluttering up your battlefield, and because even for Phoenixborn like Koji you need every single Mirror Spirit to either continually do work or die since otherwise you'll run out of copies to summon.

  • NIU#5n*w commented on the card Summon Mirror Spirit:

    May 05, 2018 PDT

    Choke is the worst card for mirror spirits. Leaves you with a zero attack mirror spirit and only 2 left in the conjuration pile. I don't often point to conjuration count as a strength/weakness of a unit but it is a definite weakness of mirror spirits.

  • Skaak#1st! commented on the card Summon Mirror Spirit:

    May 03, 2018 PDT

    Mirror Spirit is an interesting card. It's generally terrible and overpriced in the first round of the game. However, if you can get it focused you can do some fun things with it. For instance, it pairs well with:

    • Koji Wolfcub: for an effective cost of [[side]] - [[main]] - 1 [[sympathy:class]] - 1 [[basic]] you can add exhaust an opponent's unit and gain a second Mirror Spirit. Assuming one of you has 3+ exhausted units, that's not bad at all. Additionally, opponents are usually disinclined to attack Mirror Spirits without tokens, which allows you to keep one Mirror Spirit in play for triggering the focus ability.
    • Small Sacrifice: clear out old Mirror Spirits, or use a Mirror Spirit (and their summon's focus ability) to double exhaust something.
    • Blood Chains: sacrifice a Mirror Spirit without tokens (or that's already attacked) to double exhaust an opponent's unit.
    • Explosive Growth: for obvious reasons. This is relatively costly, though, and Mirror Spirits are super easy to kill. If you can cheat the Explosive Growth across multiple spirits with Polarity Mage you can recoup the cost, but Polarity Mage gets a big fat bullseye as soon as it takes an Explosive Growth.
    • Join the Hunt: another way to ensure old Mirror Spirits are still useful after using the focus ability.
    • String Mage: persist tokens across generations of Mirror Spirits, and give them a slight longevity boost (assuming your opponent likes to do 1 damage at a time)
    • Meteor: clear out your old Mirror Spirits, and make way for the new!
    • Kneel: clears out the playing field and seriously bumps up the power of your next Mirror Spirit
    • Gilder: protection, extra tokens for old Spirits, and a way to clear them off the board all in one!

    Unfortunately, Mirror Spirits have lots of natural enemies:

    As a result, Mirror Spirits can be difficult to deckbuild around and play.

    What I have found is that it is best to treat Mirror Spirits as a disposable, recurring resource. Sure it's nice if you can persist a 3+ token Spirit more than one round, but that's unusual. Don't be afraid to use the summon's focus ability on a Spirit with 3+ tokens; odds are good it won't survive anyway, and clogging your opponent's battlefield with exhausted units is actually better in the long-run because it leads to more powerful Mirror Spirits.

  • ryskamp1pd#0&pd published a deck!

    May 03, 2018 PDT

    Stampeded

    Rin Northfell

  • Miky74600#2u49 commented on the deck The Song of Soaksend:

    Apr 30, 2018 PDT

    Thank you for you re answers

  • Skaak#1st! commented on the deck The Song of Soaksend:

    Apr 30, 2018 PDT

    Miky74600#2u49 said:
    Ok Also this effet is during my turn not when the other Player play ? And when it s summon my stallion I draw a card also he win 2 attack is not it ?

    Correct; the extra attack only lasts until play passes to your opponent. As Leonard03#9-oh mentioned, it is possible to increase Squall Stallion's attack on your opponent's turn, in which case the extra attack only lasts until play passes to you.

  • Leonard03#9-oh commented on the deck The Song of Soaksend:

    Apr 30, 2018 PDT

    There are a couple ways to trigger Squall Stallion during the other player's turn.
    Empower is one option, but a fairly expensive one, and also forces you to discard. The other is Secret Door in conjunction with a reaction spell like Particle Shield.
    You are also correct that when you summon a stallion, it triggers Opportunist, unfortunately, since you used your main action to summon, you can't attack, so it's a null point.