Jill Traversack and Tolliver I's expansions are released and available for download and PnP!
I am getting back into Ashes following a brief hiatus somewhere around the time when Rimea and Xander came out. Since then, I note that a lot of community-based content has come out, which I think is really cool. In particular, I love the work that has been done for the Raven Rules.
My question is simple but probably hard to answer: was there any sort of analysis done when making Raven Rules to determine the impact the revised rules have on game/card balance?
In particular, I am curious about the immediate resolution of effects that can now "interrupt" card effects rather than resolving a card in its entirety. I think this approach is great and way more intuitive, but it does change the value proposition of cards with several printed effects, such as Meteor or Dark Sacrifice.
In my opinion, most of the changes brought by Raven Rules are more QOL and just enable smoother rule interaction/interpretation, but the card "interruption" is a big one.
Any thoughts on how impactful this is on balance?
Thanks and great job on everything the community is doing.
I started to play the last week with some friends.
I have buy the starter set and the other expasions which print in italian and soon I’ll take the remaining in English.
We love this game, it’s very beautiful and balanced.
But the game is ended right?
I mean, cards and dices will no longer be printed?
I’m sad about that because it’s one of that game which you say: wow!
In this way, the tournament part too it’s ended...
I'm very pleased to share that the print and play (PnP) files for the first two Ashes fan expansions are now available for download!
The ZIP files above provide 300 dpi images, suitable for printing at 63x88mm (the size of the Ashes cards) or 2.5"x3.5" (slightly larger than an Ashes card, but still supported by the images above). There are also card sheets if you wish to print things yourself.
I have ordered a set from MakePlayingCards.com, and will post updates and pictures once I have the physical cards in hand (probably around the end of September). If you're an adventuresome type, you can do the same (download full-size images explicitly sized for MakePlayingCards' 63x88mm poker cards). If the quality is high, I will post them as a ready-to-order project (although note this will be a little more expensive than doing it yourself, because the lowest markup MPC allows is 10%).
I hope you enjoy Jill and Tolliver, and the next two expansions are already in the works!
Hello again Ashes fans! It's time for a preview of the final three cards from Jill’s deck.
The first card up for today is Loyal Hound. This gives Jill a second summon conjuration book, alongside the Flying Monkeys. Loyal Hound costs 3 basic dice to bring each unit into play. While this is on the expensive side (same cost as Turtle Guard), the Loyal Hound provides a versatile mix of stats and abilities. It enters play with 4 life and 0 attack, but for each wound token placed on the hound its attack increases by 2 (Rage 2). So, if a hound has 2 wound tokens, it would a 4-attack unit with 2 life remaining.
So far, this may just sound like a modified version of the Dread Wraith. However, the Loyal Hound’s other ability – Fetch – is what really distinguishes it. Fetch is an exhaustible ability that triggers whenever a hound does damage to an opposing Phoenixborn. When triggered it does two things. First, it lets the controlling player remove a card from the opponent’s discard pile. This could be used to prevent units from being recurred / converted into Fallen soldiers or it could be used to reduce the benefit that an opponent could get from other forms of card recursion (e.g. Essence Druid, Nightsong Cricket, Encore, Hand Tricks, etc.). Probably more valuable, Fetch also lets the controlling player shuffle a card from her own discard pile back into the deck. So, powerful cards like Hidden Power or even unique cards like Fear can be recycled back into play. The trick is finding a way to ensure that a Loyal Hound can damage the opponent Phoenixborn. Cards like Hypnotize and Time Stop provide one option via the Bypass ability. I look forward to seeing other ways that players make use of Fetch.
The second card on the slate for today is Missing Page. This is a reaction spell that costs a time class die and can be played when any unit (yours or your opponents) is destroyed. The effect of Missing Page is to place an exhaustion token on a summon conjuration ready spell that can summon the unit that was destroyed. This is not as powerful as Seal because Missing Page only places an exhaustion token on a single book rather than on every copy. But missing page can be a nice way to shut down Summon Fallen for a round, and it only requires a single dice type. In this respect, Noah’s Shadow Target ability may be a better comparison than Seal.
The final card in Jill’s deck is Hastened Response. This is a ready spell that costs a single time class die to play and gives Unit Guard to one of your units till the end of the turn. You can wait till after your opponent declares attackers before deciding which unit gets the unit guard ability, but you can only use the ability once per round because it requires you to place an exhaustion token on the spell. Devoting a spellboard slot to Hastened Response is probably its biggest weakness. But depending on a deck’s dice type or tempo it may be difficult to include one of the small number of summon unit guard conjurations. Also, Hastened Response can be a nice way to get full value out of some defensive units. For example, Clockwork Frog, Celestial Knight, Majestic Titan, Essence Druid, Indiglow Creepers and even Leech Warriors could all greatly benefit from having access to the unit guard ability.
As noted previously, the images above are placeholders until we can replace them with original artwork. We hope you enjoy the new cards. If you have any questions please post below.
Hello again Ashes fans! It's time for another preview of Tolliver's deck!
Time Stop is a powerful action spell variant of Hypnotize. Like Hypnotize, it grants the Bypass ability, allowing direct hits to the PB with no possible blocker, or an unguardable hit to a key unit. While it is a one-time use as an action spell instead of a ready spell means you get less repeat use, it has several advantages. One is the surprise factor, because your opponent does not know it is in your hand. Another is the lower cost; Time Stop is just a single class die instead of two. However, these advantages come at a great cost. The Reality Fracture ability means that after the turn, the targeted unit will be removed from the game. This makes Time Stop a powerful finishing spell, but playing it on a big unit is a hit to your board presence going forward. Note that Time Stop targets units you own, so Astrea cannot use it on a unit she acquires with Mark of the Goddess.
Summon Clockwork Frog is a powerful new defensive conjuration that gives unique way to control the battlefield. The Armored 1 power makes it difficult to kill a Frog using most forms of direct damage, forcing players to push units into conflict with the Frogs. And while the frogs don’t have the ability to deliver normal counter damage, their Spiked Skin 2 means they deliver a pretty nasty blow. With a low cost of a class die to summon, opponents can expect to see multiple copies of these hardy conjurations come to play each round. When combined with alterations (try Crystal Shield!) they can be particularly tough to deal with.
Tolliver’s deck also delivers a new answer to battlefield clogging, with the Unwavering Loyalty alteration. This alteration allows a unit to take up 1 fewer space on the battlefield, allowing for all PBs to expand their battlefield and put more units into play. Furthermore, units with this alteration gain the powerful Decoy ability we’ve only seen before on the Glow Finch. Of course, players will be reluctant to use Decoy to destroy the unit carrying this valuable alteration, but the presence of this ability creates an interesting dynamic between the players. Unwavering Loyalty is particularly useful for restricted battlefield PBs… most notably, Maeoni.
Art is not final as these are just place holders. If any of you are interested in participating in this project such as design or playtesting please contact me.
Hello everyone. I took a pause from posting these as I was on vacation. I will make the zip files public once I finished previewing these cards. I will also look into posting these on a printing site given that we make zero profit from these. Lastly, I am still working on getting affordable artist together. If you are interested in doing any art please let me know. As for today we go into the last two alterations that Jill’s deck brings and a unit that works very well with alterations.
Deteriorating Armor is among the best defensive alterations in the game, granting life and the Armored ability. This does come at a price. This is the slowest alteration there is costing both a side and main action. It also comes with a new ability that will be unique to time magic. The countdown ability represents the fleeting nature of Time’s most powerful cards. In this case, Deteriorating Armor will only last two rounds.
Next is one of the most versatile alterations. The conceal ability will allow you to get an extra point of damage after having the knowledge of how your opponents set up their blockers. Be careful using this, you will need something in your discard to hide the blade in or else it won’t trigger. The throw ability won’t be used as much as the conceal ability but it is still useful on units you won’t exhausted anyways. Use it on Shield Mage or Immortal Commander instead of using Exert.
Last for today is the Relic Broker. This unit is reliant on the alterations in your deck. It has just enough life to get it in play without being destroyed immediately, you are basically building your own unit with two alterations. Want something offensive with Power Through and Frozen Crown, defensive with Crystal Shield and Spiked Armor or a perfect mix between. With Relic Broker costing just 3 dice and most alteration combinations costing 3-5 dice, you are really making out a strong discount. Though it does come with a downside. It is tough to play round 1 unless you meditate a lot. It will also be tough to play late game since your deck may run thin of alterations. All that said, it has been one of my favorite cards to test and I hope you find as much enjoyment in it as I do.
We're a little behind the spoilers on Facebook, so let's catch up before the new expansions are officially available here on Ashes.live!
I am sorry for the delayed previews. Many of us have gotten busy the last couple weeks. The previews will be coming much faster in the coming weeks. As for today, we will preview the premier alteration holder, an interesting new reaction and Jill’s unique.
When we first previewed Jill she has been given comparisons to both Orrick and Victoria. Both of which have easier restrictions on their dice recursion abilities and Jill was thought of as a weaker version of those two. The unique is where she really shines. Orrick typically builds his deck without a unique and Victoria builds her deck in fear of meditating away her unique. Neither of those cases apply to Jill’s unique Trusted Boomerang.
Trusted Boomerang is the second card that features the unique parallel cost between a class die and a main action that is only in time magic. The damage it deals depends on how many units it destroys. It combos very well with Aftershock, Winged Lioness, Gilder and other cards to ping down an opponent's board while letting Boomerang deal the finishing blow. Fallen decks best hope they don’t run into this card. In addition to dealing its damage, Boomerang will net you a draw as long as the damage wasn’t prevented by cards such as Particle Shield. Lastly, this can return back to your hand with its callback ability. If you believe you have received enough extra dice you can place an exhaustion token on Jill to draw a timely card and deal at least 1 additional damage. Trusted Boomerang is the first card we are previewing with unique art. The rest of the cards today will be using placeholder art.
The first summon spell we will preview is Summon Flying Monkey. This ready spell has a lot to unpack. In addition to placing a Flying Monkey onto your battlefield, this activation allows you to place 1 status token on an alteration or a unit with an alteration attached to it. This leads to some fun combos with Explosive Growth, Mark of the Red Flower, Deep Freeze and an alteration yet to be previewed. If that wasn’t enough the focus 1 ability allows you to get double use out of your alterations. It may not seem like much, but trust me using Power Through or Holy Relics twice a round is incredibly strong. The Monkey itself is a straightforward 3/1/0 unit with no abilities. The 1 life for 2 dice can be worrisome so make sure you make good use of the focus 1 ability to keep it around.
Flying Monkey is now the fifth unit with no abilities and it will be the fourth unit that can be affected by the reaction Paradox Clone.
I am very excited to see all the Iron Rhinos running around and making good use of this card. For the low cost of 1 Time Power, you can summon a second Mist Spirit, Masked Wolf, Iron Rhino or Flying Monkey without the need of a ready spell. In the case of Iron Rhino and Flying Monkey you are also getting a discount on that unit. Though this type of magic does have a drawback. When the conjuration leaves play it is removed from the game. Interestingly, Jill gets to re-roll a die when Paradox Clone attaches a Broken Timeline alteration to a unit.
We're a little behind the spoilers on Facebook, so let's catch up before the new expansions are officially available here on Ashes.live!
Hello Ashes Players! Today we have another preview of some of the cards from Tolliver's Charm/Time deck. Previously, we've seen Tolliver's Renewal ability and the Forever in the Moment unique spell, which give him unique control over the flow of the game. Now, we will see some of the spells he uses to take advantage of that control.
Like all other Laws, Law of Courtesy creates a persistent effect that lasts until the spell is discarded at the end of the round. The effect is much the same as the effect given by an Orchid Dove. Unlike an Orchid Dove, though, this spell can't be destroyed by damage, making it a bit harder for your opponent to avoid paying the "attack tax". However, also unlike Orchid Doves, the effect also works on you, so if you're not careful you may end up finding LoC gets in the way of your own attacks.
The play effect is a powerful one by itself, giving you a refresh-type effect for the cost of only 1 die. It can't be used on big hitters like Nightmares or Elephants (or the Gorillas below), but it can be used to refresh key utility units like Owls, as well as some more dangerous units like Frostback Bears, Majestic Titans, and Sonic Swordsman.
The Exotic Gorilla is the big hitter of Tolliver's deck, without a doubt, and what a beast it is. With a stat-line of 3 attack and 4 life, and a cost (after the initial time power play cost) of only 2 dice to summon (a time class and [[basic]]), the Exotic Gorilla trades favorably with nearly every other big unit in the game. Of course, most opponents would prefer to block the Gorilla with a smaller unit, but like Xander's mighty Archasaurus Mount, Gigantic 2 prevents inexpensive smaller units from blocking or guarding against a Gorilla's attack.
Balancing out these advantages are two big disadvantages. First, the Gorilla's low conjuration count of 2 means it is vulnerable to remove from game effects as well as being marginalized by Regress or exhaustion. Secondly, the Exotic Gorilla introduces a new mechanic, with its inexhaustible negative ability Massive 2. Occupying two slots on the battlefield is a significant restriction, limiting you in one of the more important resources in the game.
You may have noticed how the Gorilla doesn't seem to work well with the previously mentioned Law of Courtesy, since the Gorilla likes to attack and Law of Courtesy makes you pay a die to do so. However, the Focus ability of the Summon Exotic Gorilla effect neatly solves this problem. You can play Law of Courtesy early in a round to buy yourself some time, then later in the round summon an Exotic Gorilla, then use the focus ability to clear out your Law, while also drawing a card and milling your opponent's deck! The focus ability further reinforces Tolliver's ability to force his opponent to play the game on Tolliver's terms. In addition to the interaction with Law of Courtesy, the focus effect can also be used to clear out other Laws, or a copy of Gates Thrown Open that no longer holds any dice.
Tolliver would often prefer to swing those Gorillas directly at the PB for 3 damage. To this end, it's good to have a way to avoid getting blocked by strong defensive units like Turtle Guards or Pale Steed Mounts. Flicker provides Tolliver with just that - a devilish little negative alteration that grants Transparent (previously seen on the Salamander Monk Spirit) to a unit, preventing it from working as a blocker. Because this spell can be played as a side action, you can play the spell to temporarily sideline a big unit, then swing in before your opponent has a chance to react! If your opponent wishes to clear the Flicker alteration from their unit, they can use the Disenchant ability at the cost of a discarded card from hand. However, the card's owner can respark it with a charm die, allowing you to deploy flicker again when the time to strike is right.
Hi! Snorka here!
This is my first post on the Ashes.live community, and I just have one question. Is Ashes going out of print? I understand that PHG is done expanding the game, but from the official post it seemed they are going to keep printing it. Is this true? Should I buy up expansions and dice now, or can I wait?
My friend and I recently started to play ashes.
We decided to give every pre-constructed decks a good try before going into drafting / constructed.
Here's my question:
Do you recommend playing the pre-constructed Saria deck with the more powerful violinist or the weaker errata? Does playing with the errata makes the deck too weak in most matchups?
I'm looking for someone that is willing to sell me their Orrick Set. Willing to pay decent money for it. Please reply if you are interested.
I really enjoy a good draft, but it is frustrating having to take one of each card from all the decks to do so.
Which got me thinking ... there must be a way to do this digitally.
So, how people draft? Is there an online app/tool that would let us randomise and choose from the card list?
Here is a report on my route to 5-0 at the final organized Ashes tournament, held in Dallas TX. I posted a copy of my deck here: https://ashes.live/decks/view/5658/
By winning the event I was given the awesome award of picking the final Phoenixborn left standing at the end. Even though I played Harold in the tournament, I picked Jericho, as she is my personal favorite and is always fun to play.
The folks at PHG did a great job organizing the event. I was especially happy to see that a number of players who had dropped off the competitive ashes playing scene (Elliot, Erik, Nick, Kian, to name a few) came back for this event. I only started playing Ashes competitively last year. So, this was a chance for me to meet and play against some of these legends of the game for the first time.
As for the event itself, my first two matches were against Aradel decks. The first of these was piloted by Tony, a relatively new player. His deck used Gilders, Bear, Butterfly Monks and Owls. I had a better position on the battlefield throughout the match, but Tony did a really good job clearing my bears with gilder ping and water blast, thereby limiting the damage he took (I often ended up swinging with Gilders and Owls). Later in the match when he had several butterfly books on the battlefield I had to switch over to frost bite to push through the final damage. My second match was against Jessica, who also played Aradel, relying on divine conjurations (lion + lioness) and butterfly monks and Jaguars. Lions are a tough play against Harold because he can mark them and remove without sacrificing anything valuable. I also was able to ice-trap a blue-jag. This gave me a big edge on the battlefield and I was able to swing for critical damage in round 3 (I think).
My 3rd match was against Elliot, playing a variation on the Namine deck he used to win GenCon in 2017. Because of all the ping in my deck I had a dominant board position through most of the match and I was ahead on damage throughout. Nonetheless, focused butterflies mitigated damage to Namine considerably and Elliot summoned a LOT of butterflies in this match. I used Harvest Soul on butterflies to avoid triggering last blessing. I switched over to mill/burn later in the match (owl + frost bite), and I was able to deck my opponent. Elliot countered by using ceremonial dice to return anchornauts to hand. While it was clear that I would soon win the match via frost bite + mill damage (I still had a lot of life left), our match went to time. Elliot was extremely gracious by not pushing for a technical draw. He could have created a technical draw by meditating away his butterfly books, stalling the game more than the 2 turns granted when time is called. Side note: 50 minutes is tough when butterflies are involved.
My 4th match was against Xander playing an updated version of his One Trick Pony deck used back in AIL 1.0 [Stallions, Bears and Shadow Spirits]. At this point, Xander and I were the only 2 undefeated players (there were some draws). Gilders assisted by hunter’s mark gave me a big advantage on the battlefield. I also put considerable damage through onto Vicky without taking much on Harold. Xander was able to clear out several of my bears via Crescendo and Seeds of Aggression, but he was unable to put any meaningful illusion pressure on me (he had very bad luck with drawing IC) before I put critical damage onto Vicky.
My final match was against Christian. He was running Coal with spirits, butterflies, bears and hammer knights. This was the only match-up all day where I did not have an upper hand on battlefield from early on. Credit a combination of HK aftershock, slash, and 100 blades for that. This did not surprise me. Christian is an excellent player and Coal is awesome!! Nonetheless I maintained adequate board presence and was also able to trade damage with Coal. Move of the match for me was playing a remorse on Christian late in the game. I think he had about 3 cards left in his draw pile and almost none in hand. This was effectively a 4-damage remorse, as Coal was already going to take draw damage between rounds. It also forced Christian to meditate away his butterfly books. Coal put more damage on me than anyone else all day, but Harold has a lot of life to work with The match ended with Coal taking draw damage between rounds.
It was fun to play against a number of old-school decks. Unlike many big tournaments where the newest PBs are over-represented, I did not see anyone playing James or Fiona. My biggest concern going into the tournament was Vicky meteor, and I was a little surprised no one brought this. My other big surprise is that I was able to put draw damage onto my opponent in three of my five matches. Going in I viewed mill as an unlikely win-con for me, but memory drain proved valuable throughout the day.
I am of course sad that PHG is no longer producing new content, but this was a nice event with a lot of great people, and I hope to keep playing Ashes with many of them into the future.
This is a reminder that you should indicate if you are interested in Turtle dice (custom dice I will produce that are compatible with Ashes Time dice, but do not use any infringing icons):
I'll leave the form open until July 1st, 2019, at which point I will finalize the order based on the amount of interest. I'm planning to order a few extra, but if you want to make sure you get a set, please do let me know you're interested before July 1st! (Filling out the form isn't an obligation to buy, of course! You'll have a chance to see pictures of what the physical dice look like before any money changes hands.)
Today we introduce the child king, Tolliver I, and his unique card, Forever in the Moment. Tolliver uses a combination of time and charm magic. His pre-constructed deck, which will be previewed over the coming weeks, provides a variety of new cards to help mill your opponent’s deck and push through difficult-to-block direct attacks.
Tolliver comes with an average starting life (18) and a relatively large battlefield (8). This combination is valuable for decks that plan to mill their opponent out of cards. Having a large battlefield, for example, makes it easier to use three-eyed owl’s memory drain without necessarily exposing yourself to swing damage. On the other hand, Tolliver is limited to only 3 spellboard slots.
Tolliver’s ability – renewal – allows you to use two main actions in one turn. However, it comes with an unusual restriction. The second main action must be used to pass. At first blush, this may appear puzzling. Why would you want to waste a side action just to pass? But if you can force your opponent to pass, renewal allows Tolliver to take a main action and end the round without giving his opponent a chance to respond. This can be taken advantage of in a variety ways. For example, following an opponent pass, Tolliver could attack a unit that he wants to remove from his opponent’s battlefield or even attack the opponent PB without giving the opponent a chance to launch a counter attack before the end of the round. This will force Tolliver’s opponents to be very careful about whether they really want to pass early in a round. The time power die (previewed here) can be quite helpful in pushing your opponent to pass at inopportune times, as it can be used to prevent your opponent from meditating to get the dice necessary to summon a given unit. Similarly, having an effective attack deterrent – like a butterfly monk or an orchid dove – can push your to either pass or attack on undesirable terms. To be sure, if Tolliver has a large dice advantage it may still be safe for an opponent to pass early in the round, as it would not be in Tolliver’s interest to end the round with a large number of unused dice.
Tolliver’s unique card – Forever in the Moment – provides an interesting solution to this issue, by accelerating multiple main actions into a single turn. For the cost of a main action and a basic die, Forever in the Moment gives Tolliver two additional main actions this turn, provided neither action is used to attack. So if an opponent passes early in a round, Tolliver could play Forever in the Moment to summon two large units and then immediately end the round via renewal. Alternatively, following a meteor Tolliver could play Forever in the Moment to quickly repopulate his board with units. The fact that Forever in the Moment cannot be used to immediately attack, means that Tolliver’s opponent will have at least one turn to respond. Even so, Forever in the Moment gives Tolliver consider flexibility to manipulate tempo.
As previously mentioned, the images here are merely placeholders, until we can find an artist to provide original images for the cards.
Today is the first preview day of the mono-time deck. The dice power has been previewed already on Monday the 29th if you missed it, here it is:
The mono-time Phoenixborn state-line is very common at 5 battlefield and 4 spellboard however, of the previous four Phoenixborn with this state-line none has been given such a low life value. Jill Traversack is the first Phoenixborn to place a major focus on positive alterations.
In ashes competitive history the majority of alterations that has shown prowess has been negative alterations such as regress, fade away and reflections in the water. There has been far more positive alterations released yet they have shown far less competitive play with the exceptions of devotion, power through and to a lesser extent amplify. With Jill’s Treasures of the Ages ability every alteration is a die cheaper as long as it is the first of that alteration you control. Gravity Training, a slow ready spell, becomes a free buff every round. Mark of the Red Flower is a free one time Expand Energy in Jill. Poison a common buff to Hydra also becomes a +1 dice advantage. The combinations are abundant as there are many more I missed.
You all will have to wait for Jill’s unique. Today we are going to showcase one of the many alterations this decks brings to battle. Chimera Smasher may look familiar to many of you. This prized weapon was found by Jill.
The Chimera Smasher gives a straight forward +2 attack and aftershock 1. This is an incredible value of 3 damage/wounds for 1 die however, it comes at a cost. The Battle Impairment ability represents how heavy it is to hold this massive weapon. Only the largest units in Argaia can handle carrying this effectively. I also want all you to note the unique cost of Chimera Smasher. The parallel cost of a Main Action and a class die is a unique theme to Time Magic. This gives you the ability to pay more to go faster or to pay less and take your time but risk losing the unit in the meantime. In Jill, she can afford the speed more often than others due to her ability.
As always this art is a placeholder until we secure an artist. In addition, some of the graphic design has changed most notable is the parallel cost design.
Hello everyone, sorry this is late. The time dice power has the ability to slow down an opponents plays by restricting them from performing a side action for a turn. This may be on the low end of dice powers and while this is likely not a dice power that decks can build around such as the Illusion dice power is, this can be ultra effective in many circumstances. This is able to keep your battlefield stable for a turn against Aradel’s Water Blast or Harold’s Mark Prey. The time power can be used to slow to a opportunist unit such as Squall Stallion for a turn so you have time to have an answer. It can delay a wincon such as Spirit Burn or Hypnotize so you can have one additional turn to win the game. This also has the potential to end the round early if you opponent needs to meditate for their main action. This dice power is not going to be used every game. It certainly wasn’t during playtesting. However, it is a very powerful ability when used timely.
I've bumped Raven Rules (PDF) to v1.1 with the following changes:
Anchornaut and Chant of the Dead errata removed. I originally changed these cards to behave the way Mark of the Red Flower worked in the original Plaid Hat rulings. However, some players pointed out that the MotRF ruling made no sense. As a result, I've removed these errata and added the following rule in order to ensure these cards adhere closer to the "cards as written" principle that guides the rest of Raven Rules:
Raven Rules v1.1, p. 8
An effect without a triggering condition or Main or Side action cost can only be activated before or after a core framework event.
Raven Rules v1.1, p. 12
Core framework event: any top-level bulleted or numbered game step in the core rulebook:
- Prepare Phase: Roll Dice; Discard Cards; Draw Cards
- Player Turns Phase: Pay a cost; Attack a Phoenixborn; Attack a Unit; Pass; Pay a cost; Meditate; Activate Dice Power Ability
- Attack actions (Player Turns Phase): Declare Attackers; Choose Target; Declare Blockers or Declare a Guard; Resolve Damage
- Recovery Phase: Recover; Remove Exhaustion; Exhaust Dice; Pass First Player Token
This means Anchornaut and Chant of the Dead are slightly nerfed in order to maintain consistent effect resolution, while Mark of the Red Flower is buffed (because you can now use it mid-combat; Silver Snake shenanigans are back on the menu, boys!).
Removed Sun Sister errata. Raven Rules explicitly make an exception that allow "discard" and "leaves play" triggers to resolve when the card they are on has left play, so this official errata is no longer necessary (plus it was kind of pointless anyway, because there are several cards using similar templating that didn't get errata from Plaid Hat).
Added explicit errata for Golden Veil, Vanish, Angelic Rescue, Veil of Reversal, and Summon Majestic Titan. This is the same as the previous version, except instead of bulk errata I've applied it to specific cards.
If you re-download Raven Rules, make sure to check the version number (should be v1.1); I've cleared the server caches, but browsers still sometimes like to cache this sort of file.
Can Sembalis Phoenixborn ability (Ban Manifestations) remove dark transformation in Harold Westraven's deck or does it not apply because it is a conjured alteration spell and not a unit?