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  • gus#670d commented on the deck Rule of Crickets:

    Oct 21, 2020 PDT

    the basic rule of thumb is one die for every three power or class symbols in the deck (with spellboard being worth slightly more, but there isn't a rule of thumb for that yet)

  • Clu#7wyx commented on the deck Rule of Crickets:

    Oct 20, 2020 PDT

    I want to streamline the dice pool a little. I understand the importance of running 4 nature dice to be able to play molten and freezing blast on the same turn. That being said I believe you need 1 more Ceremony die in the mix. If you want to play a Dread Wraith every turn you only have 1 Ceremony left which mean you can't even play Crimson Bomber. So, that leaves dropping a Sympathy die. You'll want to play a Cricket every turn hopefully 2. Which leads to dropping Shared Sorrow. I personally like Summon Sleeping Widows but it may get into the way of Final Cry. Rising Horde may be a better option and it works with Brennan or New Ideas for card draw.

    The other option is dropping Dread Wraith. I think changing up the dice will make for easier games.

  • Kalriva#1sqf commented on the card Guilt Link:

    Oct 19, 2020 PDT

    I just realized this is Brennen and a dread wraith in the background!

    ....I have been playing this game for years and I never noticed this, my mind is absolutley blown.

  • IrishMike#5z6r commented on the card Guilt Link:

    Oct 17, 2020 PDT

    I just realized this is Brennen and a dread wraith in the background!

  • GoldenPhoenix#10+h commented on the deck Rule of Crickets:

    Oct 16, 2020 PDT

    The idea behind this deck is to play lots of cards that can damage the enemy Phoenixborn, then get them back with Nightsong Crickets. As your opponent chooses the card that you get back, the deck is filled with damage dealing cards, and cards that, when played, get other cards back from your discard pile. This means that your opponent is forced to, one way or another, put damage dealing cards back into your hand. The crickets die when Brennen burns them, allowing for extra damage to the enemy Phoenixborn. Because of the deck's ability to repeatedly play cards such as molten gold, it is very easy to assassinate the enemy Phoenixborn through direct damage. Dread Wraithes hold off your opponent's more powerful attackers so that your opponent can't manage to win before you assassinate their Phoenixborn.

  • Kailephelps#180e commented on the deck Neil's Owls:

    Oct 06, 2020 PDT

    Most owl-mill decks rely on Blood Chains and Regress to slow down your opponent. If you get 3 of those off against, you basically just made their battlefield 3 slots smaller, which gives you the safety of using owls without having to worry about getting hit for a bunch of attack damage.

    However, I think these decks lost a lot of their luster because there were so many good cards that destroyed your own unit that were in the meta (Blood Chains, Brennan, and Dark Reaping). Making the power of Blood Chains and Regress lose a lot of their sting.

  • angus#5nar commented on the deck Worthless Peons:

    Oct 04, 2020 PDT

    The Archtype of this deck is :
    Brennen, Chant of Revenge and 27 playable cards

    Brennan, CoR, fire archer, final cry and 21 playable cards.

    FWIW this is my take on it. I'm not gonna say it's the best Brennan deck, but it is something I've been tinkering on for three years, so it damn well better be at least passable haha

  • Cronos Genesis#9i6t commented on the deck Worthless Peons:

    Oct 03, 2020 PDT

    The Archtype of this deck is :
    Brennen, Chant of Revenge and 27 playable cards

    Mostly what is important for this deck to work is that you have the right number of Units, Actionspells etc.
    At least at the power level you and Neil played on the stream.
    Brennen is just such a reliable source of direct damage.
    Its like curving out in magic vs not curving out. The player who does not curve out is just at a disadvantage no matter what cards they have in their deck.

  • Cronos Genesis#9i6t commented on the deck Neil's Owls:

    Oct 03, 2020 PDT

    With the cards you have your dice pool can still be optimized. Likely you should have less illusion and more charm. 2 ceremonial instead of 1 is also debatable.
    But you should probably change some cards too.
    You have little to no tricks against aggro decks and way too many 'do nothing' cards.
    'Do nothing' cards are not easy to classify, but here i would say the
    those are :
    Call upon the realms, Hand tricks, Sleight of Hand, Strange Copy, Seal, Transfer.
    They take too many deck slots and are too dissimilar.

    Most of your Units have a small attack value and 2 of them are costly. You might want to include some easily cast allies. 3x Iron Worker is not optimal but would improve your deck by a lot already.
    Glow Finch also does not have something important to block for.
    Illusion Dice in this deck dont really do a lot. You mostly use them for hidden power. You can go to 2 or 1 illusion dice.

  • Theshufflebus#80v! commented on the deck Maeoni Mounts:

    Sep 17, 2020 PDT

    Might not be a bad idea, I had them in a first pass.

  • Clu#7wyx commented on the deck Harold the Uncreator:

    Sep 16, 2020 PDT

    Whoops about the 2 reactions! Instead of using Crescendo, use Hunters Mark on bigger stuff when pulling out an Immortal Commander or just attack with the Shepard.

    For the First Five change our Crescendo for Nightsong Cricket using the discard from respark on Chained Creations.

  • Cronos Genesis#9i6t commented on the deck Harold the Uncreator:

    Sep 16, 2020 PDT

    You can only play one Reaction Spell per turn.
    If you use Crescendo you can not use Harvest Soul.

  • angus#5nar commented on the deck Harold the Uncreator:

    Sep 15, 2020 PDT

    while you have a good removal engine, removal is not a win condition. may want to consider adding something like a holy knight to close the game out.

  • DeadlyCar#82o2 commented on the deck Maeoni Mounts:

    Sep 15, 2020 PDT

    What about Raptor Herder? You already play Natural dice, and it gives you a Ally to mount and an extra Conjuration.

  • Kailephelps#180e commented on the post Top 5 Defining Sympathy Cards:

    Sep 14, 2020 PDT

    I think that argument should also apply to raptor herder on the nature list, especially when you consider that something like massive growth, while niche, was still a wincon (and as such, drove the direction of the deck) in at least one well known deck (grow finch).

    Fair point on this. Most of my thoughts are based on playing games on TTS over the past few years during which I very rarely saw Massive Growth, so it was a bit too much of an edge case for me to include. But, I can see an argument to include this over Raptor Herder in this list.

    River Skald has only 3 HP which is too low for a competetive card. If is easily removed and you paying 3 dice and might hold dependant cards in your hand.

    It is awkward to play around. You can First Five the River Skald and a card draw. But, if your opponent only plays cheap units, its value drops drastically. Now you have 2 suboptimal cards in your First Five. If you plan to draw into the River Skald, you probably want Change Winds or some side action draw to be able to trigger it on demand. But then you need enough dice to make the extra card draw worth it, etc.

    But, the fact that it can snipe a Hammer Knight or any other 3 health unit seems like it really should be super strong.

  • Cronos Genesis#9i6t commented on the post Top 5 Defining Sympathy Cards:

    Sep 14, 2020 PDT

    I know but already write way too much text so i left out a lot of arguments about the difference between the two.

  • Skaak#1st! commented on the post Top 5 Defining Sympathy Cards:

    Sep 13, 2020 PDT

    River Skald has only 3 HP which is too low for a competetive card.

    So does Hammer Knight. Just saying. ;-)

  • angus#5nar commented on the post Top 5 Defining Sympathy Cards:

    Sep 13, 2020 PDT

    I tried to focus on cards that drove there direction of your deck. I don't think raptor herder really is essential to any deck.

    I think that argument should also apply to raptor herder on the nature list, especially when you consider that something like massive growth, while niche, was still a wincon (and as such, drove the direction of the deck) in at least one well known deck (grow finch).

    Your first point about a lack of many choices is a good point in the context of mono colour cards, though.

  • Cronos Genesis#9i6t commented on the post Top 5 Defining Sympathy Cards:

    Sep 13, 2020 PDT

    River Skald has only 3 HP which is too low for a competetive card. If is easily removed and you paying 3 dice and might hold dependant cards in your hand.
    Its very close to competetive though, and because it needs triggers etc. i think it is very structure giving.

    For Raptor Herder, i think it is actually quite relevant to deckbuilding. You want to have 3 attacking Units at some point and there are a lot of setups that cant support that. The mount thing might be relevant in practive or in your playgroup but design wise i think its secondary.
    An Aggro Deck in Ashes mostly can be pure burn deck or a deck with a wide battlefield. For the Latter your standard starting points seem to be Raptor Herder and Summon Fallen.

  • Kailephelps#180e commented on the post Top 5 Defining Sympathy Cards:

    Sep 13, 2020 PDT

    Couple reasons:

    Nature has far fewer relevant cards. So, I think it's easier for the raptor herder to make that list.

    I tried to focus on cards that drove there direction of your deck. I don't think raptor herder really is essential to any deck. It's best use is probably as a mount target, but I don't think it's a necessary part of those decks. So, kind of similar to why I left fire archer off the ceremonial list. It's a really good card, but doesn't have a huge game impact when played and doesn't drive deck construction that much.

    I'm surprised that you're so high on River Skald @cronos. I thought I was overrating it because I don't see it played that often. But I agree it can be so impactful. Especially if you can trigger it the same turn you play it