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Gunning around in the house (resonantly) v2

Victoria Glassfire

  • Battlefield 5
  • Life 18
  • Spellboard 4

Cards 30 / 30

Allies (1)

Alteration Spells (1)

Reaction Spells (6)

Conjuration Deck (7)


Description

Suggested first five:

After the release of Resonance I have often thought, how to implement it in a Summom Shadow Hound-centred deck with Vicky. Main problem was that it automatically reduces the number of [[illusion]] dice. In the end, some more changes were made to the initial deck and the number of [[illusion]] went even further down.
Due to the inforcement of two [[sympathy]] in your pool for Resonance, I wanted to add some drain for these in later rounds. It turns out that Crescendo fits nicely to clear path for a Shadow Hound attack on their house.

Start-up of the Summon Shadow Hound should be rather smooth thanks to Open Memories and Resonance. Shifting Mists will come handy, too.


Comments

  • This comment was posted on a previous snapshot of this deck.

    Do you primarily use Fade Away to get rid of Elephants?

    Thanks for sharing this. I'm fascinated with this deck.

  • This comment was posted on a previous snapshot of this deck.

    Do you primarily use Fade Away to get rid of Elephants?

    FYI: Fade Away can only be attached to an Elephant Rider if the Elephant has 3 or more wounds. (The Elephant cannot be affected by cards that would destroy it, and when attaching an alteration the alteration does not "target" the card, but it does "affect" it; see Ashes FAQ p. 10 "Expanded Glossary: Affect" and p. 2 "Q: Can my opponent use Golden Veil to cancel my Regress...".)

    I'm unsure what happens if you lay 3 wounds on an Elephant, attach Fade Away, and then heal the Elephant, though. I suspect Fade Away would stay attached, but would not do anything at the end of the round, but I can't definitively support that with the current rulebook and FAQ (it depends on whether you define "attaches" as "the state of being attached to something" vs. "the moment when an alteration is attached to something").

  • This comment was posted on a previous snapshot of this deck.

    Yeah, I figured you would attach Fade Away if and only if the Elephant had three wounds on it. However, I didn't think about what would happen when the Elephant healed before the end of the round.

    That being said, how would you deal with Elephants?

    Thanks for responding.

  • This comment was posted on a previous snapshot of this deck.

    how would you deal with Elephants?

    Though I haven't played it, I assume this deck doesn't have too big of a problem with Elephants, actually, for two reasons:

    • Elephant's Overkill doesn't work vs. Illusion units (because the unit dies to Illusion, not to the Elephant's attack)
    • Elephants are not protected from direct damage, so all of the "machine gun" elements in this deck are perfectly good vs. an Elephant (and of course you only need two Shadow Hounds to kill an Elephant, which leaves you ahead on dice, or one focused Summon Shadow Hound and a Body Inversion)

    First round you might have to soak up an Elephant attack, but if you're able to get your engine up in the way kapitan#4=pg describes then Elephants will require a substantial resource investment to destroy, but less than what your opponent paid (possibly a lot less if you double focus Summon Shadow Hound).

    Now, how you'd deal with Kneel or Meteor, which often accompany Elephants? That I'm not so sure about. :-)

  • This comment was posted on a previous snapshot of this deck.

    I'm quite sure you can attach Fade Away to the Elephant at any point in time, it just won't do anything. Especially since the Elephant will recover before the end of the round, so it would need to have 6 wounds on it (and thus also a life value boosting alteration spell) before Fade Away would have any value.

  • This comment was posted on a previous snapshot of this deck.

    Now, how you'd deal with Kneel or Meteor, which often accompany Elephants? That I'm not so sure about. :-)

    First of all, Shadow Hounds are probably one of the perfect units to survive Meteor. Paying the basic die to avoid exhaustion might also be an option in one or two cases...

    With Kneel I do indeed see a problem. But the deck was not designed as an everything killer, but more as a fun theme.

    BizTheDad#7xhl is right that I was worried about Elephants and other beefy allies. You might want to use Frost Bite and Chant of Revenge on the PB as often as possible, therefore I thought of extra unit removal. Actually, I misinterpreted the Elephant Rider text. So, maybe Fade Away is not so useful after all. In an earlier stage I also had Flash Archer in. Maybe it could return. Would at least fit nicely with the gunning theme and could be used to burn [[illusion:class]] if all the hounds are out and exhausted (e.g. because of Kneel, see above)

  • This comment was posted on a previous snapshot of this deck.

    Leonard03#9-oh said:
    I'm quite sure you can attach Fade Away to the Elephant at any point in time, it just won't do anything

    This is not the case; a closer look at the FAQ provided me with an even more explicit ruling to support my interpretation:

    Ashes FAQ, p. 3:

    Q: Can I play alteration spells on my opponent’s Seaside Raven?
    A: You cannot. Magic Guard prevents opposing alteration spells from being attached to them since attaching an alteration spell affects the unit.

    Seaside Raven's Magic Guard and Elephant Rider's Unbreakable abilities are phrased identically; the only difference is the stipulation that one applies to the opponent's spells and the other applies to spells that would destroy the unit.

  • This comment was posted on a previous snapshot of this deck.

    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.

  • This comment was posted on a previous snapshot of this deck.

    I think resonance is misplaced in this deck.

    I tend to agree with you. I was giving it a try, nevertheless.

    You are already in Illusion, a color which already has the mechanic of card draw for focusing.

    Yes, that was the original deck. But card draw is very expensive and not as reliable. Another reason against Resonance is that you might want to summon three Shadow Hounds in one round. I think, I might try to compile a "draw"-style deck again...

    That spell has 2 main uses : really early focusing one spell or increasing consistency for focusing.

    The first use is exactly what I included it for. That's still the main goal of this kind of deck: Doubly focussing Summon shadow hound in the first round.

  • Wao this deck is beautiful, I want to try it!
    My only question is Polarity Mage. In my current meta players use heavy direct damage agro decks with brennen, zombies, fire archers and that stuff.
    For this kind of decks you need a good ally to survive the first round without getting heavily wounded.

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