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  • Do you really want to live forever?

    Introducing the Time/Charm Phoenixborn: Tolliver I!

  • Treasures of the Ages

    Introducing the mono-Time Phoenixborn: Jill Traversack!


  • [WTB] Orrick Gilstream 0

    Hi,

    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.

    Thanks!

  • Drafting Options 1

    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?

    Cheers

  • Complete Your Collection Tournament (Dallas 2019) – Champion Report 2

    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.

  • Reminder: Turtle Dice 2

    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):

    https://ashes.live/phoenix/dice/

    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.)

  • Do you really want to live forever? 12

    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.

  • Treasures of the Ages 2

    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.

  • Time Dice Power 6

    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.

  • Anyone wanting to sell alternative Art cards ? 0

    The ones depicted in this Post :
    https://www.plaidhatgames.com/news/774

  • Raven Rules update: v1.1 ("The errata update") 3

    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.

  • Sembali Grimtongue Ban Manifestation 2

    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?

  • Ashes is Not Dead - A Community Continuation 16

    Hello fellow ashes enthusiast. I am pleased to bring you some good news. Several of the other top players in the ashes community have been working hard in designing and playtesting new decks with a new magic type, Time Magic. The first two decks we are releasing were designed by two former GenCon winners who have a strong pedigree of competitive play. These will be previewed in the coming weeks but I want to give you a small snippet of what we have.

    Matt Bauers, the winner of GenCon 2016 and one of the former voices of the main action podcast, has designed a deck that is Charm/Time. Tolliver the Child King established his prosperous kingdom centuries ago, using his magic to retain his youth. Though his power and influence grew, his capacity for empathy did not, his powers leaving him in a state of selfish narcissism. He now seeks only to spend his time in frivolous pursuits, while his kingdom falls slowly into ruin. Tolliver brings some new mill and time concepts to the table. Tolliver has a unique ability to leverage more main actions than any other Phoenixborn in Argaia.
    The companion deck is mono-time. This one was designed by me, Carl Burns (Diaz) the 2018 Friday GenCon winner. Jill Traversack is the Phoenixborn of the Cradlewreath village, the home of the largest museum in Argaia. Jill has collected items from ancient pages of spell books to large hammers used in the chimera war. Jill’s ability leverages the use of one of the weakest aspects of ashes competitive meta, offensive alterations. Will this make her or alterations competitive?

    It may sound like a bit of a brag here pointing out Matt’s and my own victories at Gencon but that is not the intent. Rather, I want to stress the competitive history of the design team to show you all that this endeavor is going to feel official and not “customy.” I also want to point out that our two lead playtesters, Adam Tarr and Brian Broughman, have plenty of experience in competitive ashes events (and in Adam’s case experience playtesting earlier Ashes decks). While I have focused on the competitive scene, we have also had many playtesters print the two decks out and test them as precons against other precons. These decks are balanced for pre-constructed play as all the previous decks were. So if you are more accustomed to digging into the precons before you deck build or if you never deck build at all, don’t fear these decks are for you as well. Shout out to Yannick, Liam and Angus for doing that.

    Lastly, the art and graphic design has been done by Andrew DiLullo. I am very confident that you all will be impressed with the work that he has done. I personally can’t wait to show these off to you in a PHG preview style. Be sure to keep an eye out for these!

  • Announcing Project Phoenix 5

    Plaid Hat Games ceased development of Ashes in April 2019. But the Phoenix will not be denied. Project Phoenix is a collaboration of Ashes fans working together to continue development on this wonderful game.

    Learn more here, and keep an eye on the new Project Phoenix forum for previews of upcoming cards and more!

  • my rankings of the card pools 2

    Hello everyone. With the release of Fiona and James, we have completed this cycle of Ashes: Rise of the Phoenixborn (and sadly, I have now found out, Ashes: Rise of the Phoenixborn is now just done ☹), and the various card pool are now complete. with that fact in mind, I decided I would give my rankings to all the cards pool in a very similar fashion to albino_penguin#09hg’s article here. all originality goes to him for this post, I’m just jumping on the band wagon (if you can even call it that). I also decided to have the self-imposed rule that no two card pools can have the same score.

    The way I decided what cards belonged in what pool was using the card browsing feature on ashes.live. so cards with alternate costs (like raptor herder) will be listed twice (in this case, sympathy and nature) but cards like hunt master (costing nature AND sympathy) won’t appear at all (however, if people want me to I can do a write up of all the cards I didn’t talk about in this post). I want to note that everything in this post is entirely my opinion, and I am open to discussions in the comments (half the reason I am making his post). I do not claim all knowingness or a perfect knowledge of the game.

    If you notice any formatting errors, please let me know so I can fix them (i.e. if I misspelt raptor herder as rapter herder which would mean the hyperlink wouldn’t work)

    Also haven’t been playing the game nearly as long as a lot of people, so any references I make about the past state of the game comes entirely from articles on the strange copy website and from conversations with people a lot more experienced than I am (essentially, I’m giving myself a get out of jail free card here).

    Also also, I have used some ashes vernacular in this post which assumes you have a basic knowledge of some of the more meta defining decks and other ideas in ashes. If you don’t understand anything, ask in the comments. I’m sure either myself or someone else would be happy to answer your query.
    One last thing (I promise), come join the slack channel! A lot of my thoughts were heavily influenced by the conversations had on there, and I wouldn’t have been able to make this without them.

    That being said, lets start making arguments! :D

    sympathy card pool
    sympathy pre-constructed decks: namine hymntide, echo greystorm, koji wolfcub, Harold westraven, rimea careworn and Fiona mercywind
    allies
    beast mage
    beast warrior
    essence druid
    Flute mage
    hollow
    jungle warrior
    polarity mage
    raptor herder
    river skald
    string mage
    action spells
    new ideas
    seeds of aggression
    shared sorrow
    transmute magic
    reaction spells
    crescendo
    shatter pulse
    alteration spells
    mark of the red flower
    ready spells
    augury
    changing winds
    dark presence
    drain vitality
    gravity training
    guilt link
    hex bane
    join the hunt
    magic syphon
    resonance
    summon spells
    summon mirror spirit (mirror spirit)
    summon nightsong cricket (nightsong cricket)
    summon salamander monk (salamander monk, salamander monk spirit)
    summon squall stallion (squall stallion)

    My thoughts: the sympathy magic is very similar to charm. Both are much more passive styles that aim for a battlefield advantage. Fiona is particularly good at this (no surprises), with cards like summon nightsong cricket being a perfect example. Gain one advantage (either card draw or (more often) an unexhausted ready spell) and, with a small cost, gain another advantage (a new ready spell). Its these small interactions that sympathy is all about. I rank the dice power fifth.
    1/6

    divine card pool
    divine pre-constructed decks: Odette diamondcrest, echo greystorm, astrea, sembali grimtongue, xander heartsblood and james endersight.
    allies
    celestial knight
    holy knight
    immortal commander
    polarity mage
    shepherd of lost souls
    shield mage
    sun sister
    action spells
    enlightenment
    heal
    meteor
    rally the troops
    reaction spells
    divine is the only card pool that doesn’t have any reaction spells.
    Alteration spells
    devotion
    holy relics
    power through
    ready spells
    gravity training
    law of assurance
    law of banishment
    law of domination
    law of fear
    law of repentance
    law of sight
    royal charm
    sacred ground
    summon spells
    summon admonisher (admonisher)
    summon emperor lion (emperor lion)
    summon light bringer (light bringer, infatuated)
    summon winged lioness (winged lioness)
    My thoughts: the divine cards are very much a tempo/agro lot. Cards like shield mage, immortal commander and the emperor lions healing aura all make your holy knight a lot more menacing. The divine cards also lay down the law (see what I did there?) and limit your opponent’s options in a very different way to illusion. While illusion magic takes away resources, the divine cards simply force you opponent to spend those resources in ways that they don’t want. ‘You wish to feed your hungry wolves with my lions? My apologies, but I shall write a law, assuring me that I will be able to use all of my dice.’ Holy knight is still a good wincon, and one punch decks in particular can be devastating if your opponent isn’t expecting it. Dice power is terrible though, I rank it sixth.
    2/6

    charm cards
    charm pre-constructed decks: jessa na ni, maeoni viper, saria guideman, leo sunshadow, astrea and Fiona mercywind.
    allies
    beast tamer
    imperial ninja
    action spells
    change psyche
    mind probe
    open memories
    Refresh
    seeds of aggression
    Transfer
    reaction spells
    call to action
    cognitive dissonance
    redirect
    Remorse
    sympathy pain
    alteration spells
    Amplify
    undying heart
    ready spells
    confusion spores
    Hypnotize
    memory theft
    purge
    royal charm
    summon spells
    summon majestic titan (majestic titan)
    summon mind fog owl (mind fog owl)
    summon nightshade swallow (nightshade swallow)
    summon orchid dove (orchid dove)
    summon three eyed owl (three eyed owl)
    summon weeping spirit (weeping spirit)
    My thoughts: I will be honest, I don’t tend to use charm that much. I am a very agro player, and charm has a very slow and controlled style. However, I have been smacked about the head with a few control decks, so I like to think I have some idea about what I’m talking about. Generally slowing the game down and prioritizing control seems to be the way to play charm. The wincon I tend to see is mill, especially with the introduction of cognitive dissonance. However, I think it is worth noting that I most often see charm as support in decks, not as the primary colour. The die power comes in fourth in my rankings.

    3/6

    Ceremonial cards
    Ceremonial pre-constructed decks: coal roarkwin, jessa na ni, noah redmoon, brennan blackcloud, Harold westraven and james endersight.
    Allies:
    crimson bomber
    fire archer
    leech warrior
    psychic vampire
    rising horde (fallen)
    action spells
    blood chains
    bound soul
    dark reaping
    reclaim soul
    reaction spells
    adrenaline rush
    choke
    final cry
    summon sleeping widows (sleeping widow)
    alteration spells
    bring forth
    poison
    regress
    ready spells
    chant of revenge
    chant of the dead
    cut the strings
    drain vitality
    expand energy
    small sacrifice
    summon spells
    summon blood puppet (blood puppet)
    summon dread wreath (dread wraith)
    summon fallen (fallen)

    My thoughts: Ok, I admit. Ceremonial is my favourite card pool. Brenan was the first phoenixborn I played, and the first one I took to a tournament (never mind I finished dead last). This card pool has a lot of synergy. It mostly just boils down to ‘destroy unit. Trigger a load of damage. Get some dice. Shut down opponents’ units. Get some more units for yourself. Win the game.’ This has always been one of the most aggressive card pools out there, and the expansions have only strengthened that position. They tend to be very quick in the first round or two of the game and then slow down and burn the final points of damage to win the game. the dice power comes third in my rankings.
    4/6

    illusion card pool
    illusion pre-constructed decks: aradel summerguard, noah redmoon, saria guideman, Victoria glassfire, sembali grimtongue and rimea careworn.
    allies
    flash archer
    hollow
    rose fire dancer
    shadow guard
    action spells
    hidden power
    sleight of hand
    steady gaze
    strange copy
    summon spectral assassin (spectral assassin))
    reaction spells angelic rescue
    figures in the fog
    shadow counter
    vanish
    alteration spells
    body inversion
    fade away
    reflections in the water
    ready spells
    abundance
    gates thrown open
    secret door
    shifting mist
    to shadows
    summon spells
    summon ancestor spirit (ancestor spirit)
    summon false demon (false demon)
    summon mist spirit (mist spirit)
    summon shadow hound (shadow hound)
    summon shadow spirit (shadow spirit)

    my thoughts: ah illusion. The dice everyone loves to hate (only when facing though). The illusion card pool has always had a strong showing, and Vicky absolutely dominated the meta for a while. Some highlights from here includes shadow spirits and hidden power. Another control card pool, it also has a heavy focus on powerful things that are easily interrupted (the illusion ability anyone?). this card pool is possible the one that is most all over the place when it comes to power levels, having cards like hidden power, but also having cards like figures in the fog. Die power is first in my rankings.
    5/6

    natural card pool
    natural pre-constructed decks: aradel summerguard, coal roarkwin, maeoni viper, rin northfell, koji wolcub and xander heartsblood
    allies
    frost fang
    raptor herder
    sleeping bear
    action spells
    freezing blast
    molten gold
    natures wrath
    reaction spells
    ice trap
    alteration spells
    crystal shield
    deep freeze
    frozen crown
    mark of the red flower
    massive growth
    root armour
    spiked armour
    ready spells
    empower
    frost bite
    summon spells
    summon biter (biter)
    summon butterfly monk (butterfly monk)
    summon frostback bear (frostback bear)
    summon ice golem (ice golom)
    summon iron rhino (ice golom)

    My thoughts: when it comes to raw power, you can’t beat natural magic. frostback bears and ice trap were meta shifting and butterfly monks have had a good showing since release. Not particularly subtle, but who needs a scalpel when you can throw a bear on a dinosaur at someone? Nature magic tends to just steam roll (as shown off in BDR), and when steam rolling isn’t quite good enough to finish the game, molten gold has been a favoured finishing card for many decks. It still has the award for most alterations no one wants to use. I would rank the die power second.
    6/6

    and, just for funsies, I decided to put all of the colourless cards together and give my judgment on them.

    Basic Card Pool
    Basic pre constructed deck: Jericho kill

    Allies:
    anchornaut
    battle mage
    elephant rider
    enchanted violinist
    iron worker
    spear master
    squire
    temple elder

    Action spells:
    call upon the realms
    dispel
    hand tricks
    Mass heal

    Reaction spells:
    particle shield

    Alteration spells
    There aren’t any (non-loyal) alterations that cost basics.
    Ready spells:
    Chant of protection
    Magic purity
    prepare

    Summon spells
    summon lucky rabbit (lucky rabbit)
    summon turtle guard (turtle guard)

    My thoughts: the basic card pool is interesting, in that all of these cards can be used in any deck. This can be both a blessing and a curse. They are great because I love anchornauts (as many people do), but they can also feel slightly over costed (as in number of dice) because of how versatile they can be. That being said, cards like particle shield, turtle guards and elephant riders are still very influential in the meta. I hate the dice power though :p

    And that is my thoughts, feelings and beliefs on all of the officially supported cards in Ashes: Rise of the Phoenixborn. If you are still reading this, a. what on earth are you doing? The torture is over, you can stop now, but b. thank you for sticking with it until the end. I hope you at least found it mildly interesting! Looking forward to a whole lotta discussion (I hope!)

  • Community Errata / Balance changes 9

    Hello everyone,
    i wanted to motivate some Community made balance changes so here are the changes we discussed in our playgroup, some of them tested, some of them not.
    Obviously not all of them have been tested with each other.
    Tested does not mean 'good' or 'bad' it literally is just the opposite of 'untested'.
    Those changes mostly worked okay.

    You are invited to post your opinion.

    tested
    Chant of Revenge - only triggers when a unit is destroyed by an opponent.
    Turtle Guard - Recovery reduced to 1
    Elephant Rider - Recovery reduced to 2, Life reduced to 5, can not be the target of a spell with 'mount' in the title.
    Beast Mage Recovery increased to 2, Life increased to 3.
    Frozen Crown - Cost reduced to 1[[natural:class]]
    Crystal Shield - Cost reduced to 1[[natural:class]]
    Holy Relics - Added Respark : 1 [[basic]] or 1 [[discard]]
    Undying Heart - Respark costs reduced to 0 [[basic]] for lack of a better term
    Bring Forth - costs reduced to 1[[ceremonial:class]]1[[basic]], Respark : changed to 1[[basic]]
    Deep Freeze - now places 5 status tokens on itself.
    Freezing Blast - costs reduced to 1[[natural:class]] 1[[basic]], may pay an additional [[basic]] to deal 3 damage instead, no more status token removal.
    To Shadows - Playcost is now 1 [[illusion:class]], activation only costs [[side]]
    Figures in the Fog - also can be used on defense.You may take an exhausted [[illusion]] die back (from your exhausted ..) on a side of your choice.
    Hidden Power - Cost increased to [[main]] [[side]]1[[illusion:class]]
    Empower - cost changed to 1[[natural:class]] 1[[basic]]
    Prepare - Added Focus 2 : Prepare does not use a Spellboard slot (this one works really well)
    Odette Diamondcrest - Changed ability to [..] may place 2 wounds. Increased Life to 19.
    Maeoni Viper - now has 5 spellboard

    Untested changes

    Hunt Master Life increased to 4
    Light Swordsman Added 'After this enters the Battlefield, draw a Card then Put a Card from your Hand on the top or bottom of your draw pile'
    Flash Archer - costs reduced to 2[[illusion:class]] 1[[basic]]
    Turtle Guard - Instead of the Above change Ability to 'When this takes damage, place an exhaustion token on it'
    Hidden Power - Instead of the above add "Can only be played when your Phoenixborn is unexhausted. Exhaust your phoenixborn"
    Dark Reaping - Also exhaust your Phoenixborn as with Hidden Power.
    Chant of Revenge - instead of the above, change costs to 1[[ceremonial:class]] 1[[basic]]
    Summon Blood Puppet - Added Focus 2 : May change activation cost to [[side]] 1 [[ceremonial:Power]]
    Brennen Blackcloud - ability now costs 1[[ceremonial:class]].
    Summon Steadfast Guardian - costs changed from 1[[divine:class]] 1[[charm:class]] to 2[[basic]] but can only be used if you have a [[divine:class]] AND [[charm:class]] in your pool.
    Sleight of Hand - Costs changed to 1[[illusion:class]] 1[[Discard]].
    Transfer - Cost changed to [[side]] 1[[charm:class]]1[[basic]]
    Golden Veil - Added : You may shuffle Golden Veil into your draw pile.
    Summon Ice Golem - Playcost increased : 1[[natural:class]] ,Activation Cost reduced to 1[[natural:class]] 1[[basic]] (probably too much with all the cost reduction for Attachments)
    Summon Iron Rhino - Activation cost changed to 1[[natural:class]] 4 [[basic]]
    Holy Knight - Added Ability : (unexh.) Purity - can only gain Abilities that are not unexhaustable.
    Augury - Playcost increased to 1[[Sympathy:class]]1[[basic]], activation cost is now [[side]], can search for Cards of Playcost between 1 and X.

  • Ashes 500 for everyone (and view decks by card)! 4

    The entire published card pool now has a value for those of you who enjoy the alternative deck construction format Ashes 500!

    For those of you new to the format, all rules are the same except that each card has a point value associated with it, and the total value for your deck must be 500 points or less. The Ashes 500 format is explicitly designed to discourage popular meta-dominant decks, and encourage creative deck-building by making otherwise-underused cards relevant.

    You can enable Ashes 500 for your deck by clicking the "Meta" tab in the deck-builder, then clicking "Enable Ashes 500". Remember to save your deck after doing this if you want it to persist, or you can just toggle it on and off if you want a feeling for how overpowered the Ashes 500 format thinks your deck is. ;-)

    View decks that use a particular card!

    Additionally, you can now view recent published decks for any given card on the card detail page. For instance, ever wondered how the heck people are even using Exhortation? Well, click that link and see for yourself!

  • Meta and tips 7

    New player here. Just wanna know what is the favourite meta for constructed decks. I dont like the idea of certain cards being the hot favourite due to their meta tactics.

    I like the idea of Ashes 500, as it's supposed to give penalty points for cheap OP combinations, but my friend went and construct this deck.

    Lulu Firststone 499/500 with 27 cards
    5 [[ceremonial]] 5 [[illusion]]

    Phoenix Barrage
    Shifting Mist
    Abundance
    Stormwind Sniper
    Bound Soul
    Hidden Power
    Final Cry
    Expand Energy
    Fire Archer

    Plainly direct damage to Phoenixborn.

    Is this considered OP? How would i counter this with low HP Phoenixborn? Very curious on the community response.

  • How long for reprints? 4

    I can snap up what my local store has, but I won't be able to for a bit - that'll total around 90 for what's in stock, but that's not everything. Do we have any idea of when the cutoff time will be? Also, is there any chance to get hands on Lulu and Orrick? Or are we limited to literally printing them out?

  • Do the reprints include the errata 0

    In the "Ashes is a finished product now" post from plaidhat they mentioned a reprint of the base game.
    Has anyone bought said reprint and can confirm that they do included the enchanted violinist errata (and the others) ?

  • No more Decks 5

    Just in case you did not hear it already :
    Plaidhat just stated that consider ashes a finished product with no more content to come.

    Offical Post

    We do not have much details on this, but the way it is written suggest that there might be some news on the game in the future but nothing essential. So maybe an FAQ but nothing certain.

  • Expansions 2

    When do the Grave King and Protector of Argaia expansion decks get released? I see you can preorder on Plaid Hat's website, but didn't see a date.