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  • lidjan1#40jr commented on the deck Hungry Vicki:

    Jul 18, 2019 PDT

    Resonance does not increase the life of Shadow Spirit by 1, as its life does not depend on the focus of the spell, but the number of summons by the correct name.

    Wow. I totally missed it. I also agree with

    Reduce the Number of Shatter Pulse/Magic Transmutation/Magic Syphon by like 33%.

    and cutting one resonance since second is just useless.
    As for Particle Shield i combined it with Secret Door to win long games, beacouse (with presence of Illusionary Cycle) i will never deck out myself ( not the case against mill decks though ). But cutting one particle shield for this purpose seems very solid, and then i can also cut one Secret Door.

    Also i would replace a Fade Away with the third Summon Shadow Spirit.

    Totally agree. The more i think about it the more i want to cut off all Fade Aways.
    I also think that it is good idea to replace Shadow Guard with some dice color independent aly and Spear Master seems to be good choice. Althoug i`m not sure if i want Magic Purity over e.g. Hidden Power. Theese dice color independent ally idea i like for one more reason. I can use my charm dice to play it if it hasn`t landed on class side at least, and then bring it back on power side one way or another. This totally mitigates risk ( minimal but still giving me chills ) of meditating away Summon Shadow Spirit while getting charm dice on class side to play Open Memories.

    You have so much card draw

    This is the only part i don`t agree with you. Could you specify where this card draw is?
    Thank you very much for your advice. I didn`t realize how much depth there is to build deck in this game. But I enjoy it great. Good Luck!

  • Cronos Genesis#9i6t commented on the deck Hungry Vicki:

    Jul 18, 2019 PDT

    Transmute Magic seems a little too much together with Shatter Pulse.
    You do not improve dice pressure by much, you hardly benefit from the active effect, and you spend a die while they only meditate down 2 (which they can fix).
    So you already are sacrificing dice for that, and in addition have 3 Shatter Pulses all of which cost 3.
    Now Vicky has lots of dice but shadow spirit gets board advantage over time any way, so you are essentially using it for tempo.

    3x shatter pulse seems too much to me because the risk of drawing 2 in the same hand is too big. I would only use 2.

    Also you can easily run victory without a meditation spell like Magic Syphon. I get why you took it but what you call the secondary objective of this deck is closer to it's primary function.

    What would i change ?
    Reduce the Number of Shatter Pulse/Magic Transmutation/Magic Syphon by like 33%.
    You have so much card draw, you could afford some discards as a cost and an aggressive ally would fit. Not saying it's optimal but Spear Master plus 1 Magic Purity would fit the bill.
    Also i would replace a Fade Away with the third Summon Shadow Spirit. Often the effect of a shadow spirit on board will be as good as a single fade and the costs are similar enough for comparison. Makes the deck more consistent.

    Note that your deck only has 18 effective life points, which is okay but just barely.
    Maybe think of how to squeeze in a Chant of protection or redirect. Could replace a particle shield - after all your life is more important.

    Lastly : Resonance does not increase the life of Shadow Spirit by 1, as its life does not depend on the focus of the spell, but the number of summons by the correct name. Resonance does not count as such - otherwise you could have 6 Life Shadow Spirits by using 3 copies and Resonance.
    By that the second Copy of Resonance serves no purpose at the moment. Just use the spell you want to focus instead and reduce the number by 1.

  • Cronos Genesis#9i6t commented on the deck Gunning around in the house (resonantly):

    Jul 18, 2019 PDT

    I think resonance is misplaced in this deck.
    That spell has 2 main uses : really early focusing one spell or increasing consistency for focusing.
    You are already in Illusion, a color which already has the mechanic of card draw for focusing.
    You do not really focus anything else but the one summon, so you pretty much have to splash for something in Sympathy.

    For comparison if you run 3xSummon Ghostly Mount and any other Focused spell x2, you can put 2 Resonance into the deck to replace the third/Second copy of each.
    You get to chose which spell to focus instead of just relying on luck and you can even just put 1 Resonance into the deck and gain space that way.
    A nice side effect is the dice fixing.
    Then there are the obvious turn 1 shenanigans, which are powerful but also a major resources investment.

  • Cronos Genesis#9i6t commented on the deck The Grave King:

    Jul 16, 2019 PDT

    I think this deck has too much searching to just say that there are 5 universally best cards to put into your first five.
    Summon Fallen i think is important because it only uses basics and turns 1 dice into 2/2 stats which is worth a lot.
    Only Grave Knight and Vengeance are the only other cards that use basics, so meditation is to be expected. And lots of it.

    If the opponent uses blockers with above 2 live you should try to play Grave Knights but otherwise they often are used best as fodder for Summon Fallen.
    Often an immortal commander will add less stats to the board than Summon Fallen, the main reason for a commander is the bonus damage from vengeance it enables, so i do not think it is needed in the first five - just draw into it.
    Reaping Angles greatly affect the math of combat and make it easy to frustrate ressources with bad decisions.
    Rising Horde is great for its effect but 2 [[ceremonial]] means that after playing 2 many other cards that affect the board can not be played - it mostly comes down to just summon fallen instead which is hard after 2 Rising Hordes. 1 is enough by this logic, but in some matches just throwing fallen into the grinder is the thing to do.

  • cedleon#5x05 commented on the deck The Grave King:

    Jul 15, 2019 PDT

    I think of using the following for my first five:
    Summon Fallen
    Rising Horde
    Reaping Angel
    Immortal Commander
    Reclaim Soul

    Set up Summon Fallen and later discard Reaping Angel and Immortal Commander. It should yield 2 Fallen. You can use Reclaim Soul on your Rising Horde to maintain steady stream of Fallen which you can use to attack or defend. This will use all five ceremonial dice though if I'm not mistaken.
    I'll start recurring Reaping Angel and Immortal Commander during the next round. I'll use James' ability to look for a Rising Horde to keep the steady supply of Fallen for succeeding turns.

    Any thoughts?

  • Cronos Genesis#9i6t commented on the post Drafting Options:

    Jul 15, 2019 PDT

    i started a java application for this once but there are so many details to be aware of* and on board game geek people prepared a reference deck of all card which you can print and use to draft the cards.

    Your select as many of the reference cards as you want to draft with, draft the cards and when you are done you just select the cards you drafted from your collection.

    Here is a link Ashes Files on BGG

    ===========================
    *There are many options about what order you could want to draft the elements (Cards/Phoenixborn/Dice) in and what cardpool you could want to draft from.
    Also people might want to limit certain cards and you might wish to draft a deck in the Hearthstone stile.
    You do not need to code these things in but as soon as you start you will find your self trying to get it as good as possible.

  • Shannon's dexk can be found here

  • Boo#0wld commented on the deck The Grave King:

    Jul 14, 2019 PDT

    I think it's hard to suggest first five for this precon deck. When it came to my first play, I chose:
    ● Chant of Sacrifice
    ● Summon Fallen
    ● Reclaim Soul
    ● Reaping Angel
    ● Immortal Commander
    You may use Convene With Souls to draw 1 Rising Horse and place 1 wound on your PB. Then use Reaping Angel and Reclaim Soul combo to heal that wound and gain 1 additional die. You may need some meditate if you want to play a very aggressive turn by call a lot of fallen conjurations. You may discard Immortal Commander and recur him/remove him from the game to instant 2 damage.
    Personally I think this is the most complex precon to play since it provides you a lot of options in the first round.

  • Karmancer#61wk commented on the post Do you really want to live forever?:

    Jul 11, 2019 PDT

    I want to live forever because working full time means I can't play as much as I want. Bah!

  • lidjan1#40jr commented on the card Cognitive Dissonance:

    Jul 10, 2019 PDT

    Thank you very much for clarification

  • angus#5nar commented on the card Cognitive Dissonance:

    Jul 10, 2019 PDT

    skaak#1st! wins!

  • Skaak#1st! commented on the card Cognitive Dissonance:

    Jul 10, 2019 PDT

    can you use this card at the beggining of the turn when players draw cards?

    No, you cannot. Reaction Spells may only be played during the Player Turns Phase. From the FAQ, p. 2:

    Q: Can I activate Final Cry when my unit with a Fade Away attached to it is destroyed at the end of the round?
    A: No. Reaction spells may only be played during the player turns phase

    The reason for this is that you can only play one Reaction Spell per turn, and the rules also state you may play Reaction Spells during your opponent's turn. This implies that you can't play Reaction Spells if there is no turn.

    Chant of Revenge is different; there's no such restriction placed on triggered effects on cards in play.

  • angus#5nar commented on the card Cognitive Dissonance:

    Jul 10, 2019 PDT

    Interesting question. I would say yes, given that you can trigger chant of revenge from the fade ability.

  • lidjan1#40jr commented on the card Cognitive Dissonance:

    Jul 09, 2019 PDT

    can you use this card at the beggining of the turn when players draw cards?

  • angus#5nar commented on the card Ancestral Army:

    Jun 29, 2019 PDT

    thanks!

  • Thanks for the kind words Carl!!

  • lidjan1#40jr commented on the card Ancestral Army:

    Jun 28, 2019 PDT

    Thank you very much. Unfortunatelly I am big fan of this game but to find someone to play with is almost impossible for me. But if I do get occasion i will inform you immediatelly.

  • Skaak#1st! commented on the card Ancestral Army:

    Jun 27, 2019 PDT

    Raven Rules are a drop-in replacement for the official FAQ (but remain 100% compatible with the core rulebook), which fix a bunch of my long-standing annoyances with the Ashes ruleset. You can download them here:

    https://ashes.live/files/ashes-raven-rules.pdf

    If you try them out, I'd love to hear any feedback you have!

  • lidjan1#40jr commented on the card Ancestral Army:

    Jun 26, 2019 PDT

    What are theese raven rules?

  • Skaak#1st! commented on the card Law Of Assurance:

    Jun 26, 2019 PDT

    Technically per RAW nothing affects your active dice pool because the definition for "affect" only covers card interactions (and says nothing about rolling dice, changing dice facings, etc.). That's clearly not PHG's intention, though.

    There's one semi-relevant FAQ entry:

    Q: Can I play Anguish if Law of Assurance is on my spellboard?
    A: Yes, but your opponent cannot allow you to move 2 dice to their exhausted pool, and therefore, must place 2 wounds on their Phoenixborn.

    This suggests that moving dice from the active pool to the exhausted pool "affects" the active pool, but of course that's moving from active to exhausted (and moving is by FAQ definition different than placing).

    My personal gut feeling is that anything that changes a dice pool "affects" it. So removing dice, moving dice, changing the facings of dice, and adding or placing dice. You'll have to make your own personal ruling, though, since PHG isn't going to.

    If you're playing by Raven Rules, "affect" is defined slightly differently:

    Affect: a card affects another card or player if it directly changes the game state for that card or player

    I should probably adjust this definition to make it more explicitly applicable to game locations other than cards and players, but it at least supports the ruling I suggested above (since the game state of your active dice pool is the number, type, and facings of dice in your pool; change any one of those things, and the game state for the active pool has changed, thus it's affected).

    tl;dr I believe that yes, Law of Assurance should block the re-rolled die from Reclaim Soul if you target an enemy unit.