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Custom Errata

A long time ago i posted a list of changes that me and my playgroup did to the official Ashes Cards in order to address some of the common problems with underused Cards. (Old Post)
This has been furher developed and has increased our enjoyment of the game quite a lot. You can find the Change list below.

The main things that have been done are :

  • Increased the relevancy of Status Tokens
  • 3 Copies of any given Card have been made potentially legitim
  • Increased the overarching themes of Magic Types
  • Increased the relevancy of most underused Cards
  • Some overperforming Cards have been nerfed in a minor fashion

We also tried to have the pre-constructed Decks still make sense so you can just play them with these changes and not have the powerlevel of Cards explode.
Mostly you are just given another exclusive option instead of more stats or lower costs.
These Changes are not inteded to be balanced with Project Phoenix Cards.
Timing rules make a difference but you can use normal, what we call simplified timing, or Raven Rules and they all mostly work fine for kitchen table play.

The Document could be improved in many ways but i figured i should post this Version, so that people that are interested can use our rules while the game still has some life in it !

############################### Community_Custom_Errata_1.4.txt ############################# How to read this

If a Card is listed twice, the lower one in the list is up to date and the other is to be ignored. I removed most of those but probably not all.

At the Current time the Changes are 'informally' written, meaning I did not write the precise wording that you might be use to on an actual
Card (all the time).
Example :
Secret Door : Cost lowered to 1[Illusion]. Putting a Reaction spell back into you hand costs an additional 1 [Basic].
The Intention is that you put the Reaction Spell back into your Hand at the same time you normally would, which is after the Effect of the Reaction spell has been resolved. And of course the Playcost becomes 1[[Illusion:class]].

You are assumed to know what the intention is here.
Text is usually additional to what the card already reads.
(New Version) does not mean it is a replacement Text, we just had multiple versions of this.
Have Fun !

################################### Status Tokens ############################################

Shining Hydra : Now uses up to 7 Status Tokens instead of Hydra Heads for the same effect.

Drain Vitality : Second Part may now take up to 2 Statustokens from a single Card and place as many on a single Unit.

Transfer : Changed "Move Up to 1 Exhaustion and 2 Wound or Status Tokens between any non-phoenixborn Cards of the same player."

Deep Freeze : Comes into play with 5 Status tokens. Can be attached to Units that are Immune to your spells if you pay an additinoal 1 [Basic].

Vampire Bat Swarm : Removed Fleeting. Gain 1 Status Token when killing a Unit. Remove 1 at the End of the Round or destroy the Swarm.

Strange Copy : "that has an attack and Life Value equal to X.
X = Number of Status Tokens on this Unit plus 1."
Fleeting Removed
Added "Unstable: At the End of the Round return this to your Hand. Then you may return Target Ready Spell to its Owners Hand."

################################## (Mana)cost Changes & Similar #########################################

Summon Gilder : Activation Cost increased to 1 [natural:class] 1[Basic]

Blood Transfer :
+"Channeled : For each exhausted copy of this spell on your Spellboard you may
reduce the costs of the spell by any one class Die."
(First Activation would cost 1[charm] 1[ceremonial], second would cost 1[charm] or 1[ceremonial], third would be free, you never get dice back !)

Summon Steadfast Guardian :
+Channeled (ref. : Blood Transfer)

Purge : +Channeled (ref : Blood Transfer) (note that even with focus, Purge still costs 1 Basic, since that is not a class Die).

To Shadows : + channeled (ref. Blood Transfer) (you do not get back dice!)

Secret Door : Cost lowered to 1[Illusion]. Putting a Reaction spell back into youre hand costs an additional 1 [Basic].

Flash Archer : Cost reduced to 2 [Illusion] 1[Basic]

Blood Archer : Cost Reduced to 1 [charm] 1[ceremonial] 1[Basic]

Augury : Activation cost is now "[Mainaction] [SideAction] or 1[Basic] [Sideaction]".

Vanish (new Vesion): Cost reduced to 1[Illusion].
Blue Text : You can play Vanish from your discard pile.
If you do, remove Vanish from the game after the effect concludes.

Veil of Reversal : Costs reduced to 1 [Basic]. Also is triggered by the end of the Round in which case you return an ally, remove a conjuration but prevent no effect.

Fear : Only targets opponents Allies. Cost X Basic. X=Target Units Play Cost minus 1.

Elephant Rider (New Version): When this is delcared as an Attacker, place a Card from your Hand Face Down under your Phoenixborn. If you do not, discard this from play.

Brennen Blackcloud : Spirit Burn now costs 1[ceremonial] (can still destroy conjurations).

Figures in the Fog : Cost reduced to 1[illusion] 1[Basic]
'You may play this when an Opponents Units would deal damage to a Unit you control in Combat.
Prevent all damage your Units would receive from those Units.'

Frozen Crown : Cost reduced to 1[natural] 1[basic]
Respark : Reroll 1 exhausted Die, put it into your active pool.

Victoria Glassfire : Illsionary Cycle. PlayCost increased to [MainAction] 1[Discard].

Hidden Power : Can only be used while Phoenixborn is not Exhausted. Exhausts your Phoenixborn.

Blood Chains : Can only destroy allies.

Dark Reaping : Can only destroy allies.

Sleight of Hand : Costs changed to 1[Illusion : Power] 1[Discard]

Empower : Focus 1 is now always active.

Enlightenment : If the target was not a Unit, regain 1 Dice on its Class Side.

################################### Class Identity Improvments #################################
####### natural / rerolling Dice, raw stats instead of text ###########

Empower : Focus 1 is now always active.

Golden Veil : Added "Reroll a Die or Draw a Card"

Freezing Blast : "Deal 2 Damage to a target Unit. Shuffle this Card into your Draw Pile."

Shining Hydra : Now uses up to 7 Status Tokens instead of Hydra Heads for the same effect.

Crystal Shield (New Version): Now grants 'Spell Guard'.

Ice Golem : Now has Skin Morph 3 instead of Skinmorph 2.

Iron Rhino (conjuration) : Now is a 4/5/0 with 'Trample : When this destroys a Unit via Combat, remove that Unit from the game'.

Rin Northfell : Rins Furry : Now Costs X Basics. Rerolls X+1 Dice. Rest stays the same. Can at most deal 3 Damage.

Forst Fang : now has 2 Attack.

Hunt Master : now has 4 life.

Massive Growth : Spell Guard removed.

########### Ceremonial / Using allies instead of Conjurations, Discardpile Interaction ############

Chant of Revenge : Only is triggered by Allies:

Blood Chains : Can only destroy allies (you control).

Dark Reaping : Can only destroy allies (you control).

Summon Blood Puppet : Focus 1 : Blood Puppet counts as an ally if targeted
by a Spells that costs ceremonial Dice to play or activate.

Summon Dread Wraith : Focus 1 : Dread Wraiths count as an ally if targeted
by a Spells that costs ceremonial Dice to play or activate.

Summon Vampire Bat Swarm : Focus 1 : Vampire Bat Swarm counts as an ally if targeted
by a Spells that costs ceremonial Dice to play or activate.

Vampire Bat Swarm : Removed Fleeting. Gain 1 Status Token when killing a Unit.
Remove 1 at the End of the Round or destroy the Swarm.

Cut the Strings : Additonally :
Focus 1 : You may take an alteration spell without
'Respark' from your Discard pile and put it into your Hand.
Focus 2 : You may remove an Ally you control from the Game instead of the above. If you do, you may put an Ally from your discard Pile into your Hand."

Bring Forth : The Unit with this attachment also counts as an ally count as an ally if targeted
by a Spells that costs ceremonial Dice to play or activate.
Respark "Remove an Ally in your Discard Pile from the Game."

Regress : Does not remove Attachments anymore.

########### Illusion / Situational Card Draw, mana efficient ######################

Strange Copy : "that has an attack and Life Value equal to X.
X = Number of Status Tokens on this Unit plus 1."
Fleeting Removed
Added "Unstable: At the End of the Round return this to your Hand. Then you may return Target Ready Spell to its Owners Hand."

To Shadows : + channeled (ref. Blood Transfer) (costs can not become negative)

Secret Door : Cost lowered to 1[Illusion]. Putting a Reaction spell back into you hand costs an additional 1 [Basic].

Flash Archer : Cost reduced to 2 [Illusion] 1[Basic]

Sleight of Hand : Costs changed to 1[Illusion : Power] 1[Discard].

Victoria Glassfire : Illsionary Cycle. PlayCost increased to [MainAction] 1[Discard].

Hidden Power : Can only be used while Phoenixborn is not Exhausted. Exhausts your Phoenixborn.

Body Inversion (new Version): additionally : When in Combat, decreases the one of the printed Values by 1 and increases the other by 2.
Active Players Choice.

Seal : added Text '...then put seal at the Bottom of your Draw Pile.'

Vanish (new Vesion): Cost reduced to 1[Illusion].
Blue Text : You can play Vanish from your discard pile.
If you do, remove Vanish from the game after the effect concludes.

Masked Wolf : When you would pay the Costs of a Card that costs at least 1[ceremonial:class] from your hand or 'Shadow Target', you may discard this unit to pay for 1[Discard] or 1[ceremonial].

Magic Syphon : Now has Focus 1 : Whenever you would discard a Card from your Hand or Deck, you may exhaust this Spell instead. This can be used to pay for 1 [Discard].

Summon Ancestor Spirit : After you discard through an effect* or play this Card you may remove 1 exhaustion Token from a Target Ready Spell.

##################### Divine / Magic Aversion, Returning Permanents, Combat expertise, Preventing effects #########################

Holy Relics : When the Unit with this attachment is destroyed, shuffle this Attachment into your Draw Pile.

Holy Knight : Purity : This Unit can not Gain abilities.

Light Swordsman : You may 'use the Sympathy Dice power' when an Ally enters play on your battlefield (including this one).

############# Sympathy / parallel Costs, Card searching, conditional effects##############

Augury : Activation cost is now "[Mainaction] [SideAction] or 1[Basic] [Sideaction]".

Light Swordsman : You may 'use the Sympathy Dice power' when an Ally enters play on your battlefield (including this one).

New Ideas : Only draws a Card on Discard, if you started the game with Sympathy Dice in your active pool.

############# Charm / Defensive, Direct Damage, Manipulating Handcards, Exhaustion Manipulation #################

Seal : ...then put seal at the Bottom of your Draw Pile.

Royal Charm : 'Whenever a Divine or Charm Power Dice enters your exhausted pool ..."

Golden Veil : Added "Reroll a Die or Draw a Card"

Undying Heart : Only attaches to allies.
When attaching this spell to an Ally, you may remove 1 exhaustion token from that ally.
When attached Ally is destroyed, you may Discard a Card to put that ally into your Hand.
Removed Respark (See Cut the strings)

Refresh : "... and remove 1 wound from that Unit".

Transfer : Changed "Move Up to 1 Exhaustion and 2 Wound or Status Tokens between any non-phoenixborn Cards of the same player."

Hypnosis : Target Unit with attack X or less gets 'Bypass, where X is 3 plus 2 times the Focus of Hypnosis.(X can be 3,5 or 7)

Summon Steadfast Guardian :
+Channeled (ref. : Blood Transfer)

Purge : +Channeled (ref : Blood Transfer)

##################### Phoenixborn rebalancing ##################

Maeoni : Now has a Spellboard of Five. Ability is now 0 Basics (free) instead of 1.

Astrea : Ability now costs 1 Basic in addition.

Sembali Grimtongue :
Ban Manifastion : You may also look into the opponents Conjuration Pile at any time.
Veil of Reversal : Costs reduced to 1 [Basic]. Also is triggered by the end of the Round in which case you return an ally, remove a conjuration but prevent no effect.

Noah : Masked Wolf : When you would pay the Costs of a Card that costs at least 1[ceremonial:class] from your hand or 'Shadow Target', you may discard this unit to pay for 1[Discard] or 1[ceremonial].
Life increased to 21. .

Rin Northfell : Rins Furry : Now Costs X Basics. Rerolls X+1 Dice. Can at most deal 3 Damage. Rest stays the same.

Victoria Glassfire : Illusionary Cycle : PlayCost increased to [MainAction] 1[Discard].

Brennen Blackcloud : Spirit Burn now costs 1[ceremonial] (can still destroy conjurations).

Saria : Ability now costs 1 [Basic].

Odette : Life reduced to 16. Ability reworked :
Honorable : After your first turn, Odette may be declared as an attacker and can counter the same way a Unit would, including exhaustion after combat.
She is still a Phoenixborn and not a Unit and has an Attack Value of 2.

Diamona, Rayward Knight (new Version) now have 'Armored 1'. Life reduced to 2.

Astrea, Mark of the Goddess : Can only be attached to an unaltered* Unit.

Orrick, Gobi Sunshield : Spells owned by Opponents that Target or alter this Unit have their Cost increased by 1 Basic.

Leo Sunshadow : Added Ability Text :
'If Glow Finch is removed from the Game, you may remove any Conjuration you control from the game to return Glow Finch.
Place a Glow Finch Conjuration onto your Battlefield.'

##################### Tempo Based Mechanical Changes #######################

Beast Mage : Now has 'Spell Guard'.

Summon Weeping Spirit : Focus 2 : You may change the activation cost of this spell to [sideaction] 1[charm].

Undying Heart : additionally : Only attaches to allies.
When attaching this spell to an Ally, you may remove 1 exhaustion token from that ally.
When attached Ally is destroyed, you may Discard a Card to put that ally into your Hand. (Removed Respark)

Prepare : "When this comes into play, put the top Card of your draw Pile facedown under your Phoenixborn."
"Focus 2 : This Spell does not use a Spell Board Slot anymore."

Turtle Guard : Now always exhausts while taking damage by being attacked (even if not countering). Life is now 4. Recovery is 1.

Royal Charm : 'Whenever a Divine or Charm Power Dice enters your exhausted pool ..."
(Difference is that a Divine Dice can then be used over multiple turns and the Illusion Dice Power hits less bad).

Transfer : Changed "Move Up to 1 Exhaustion and 2 Wound or Status Tokens between any non-phoenixborn Cards of the same player."

Refresh : "... and remove 1 wound from that Unit".

Transmute Magic : Play costs is now 1 [Sympathy]. You now pay X in the Effect then return X dice from your exhausted pool on a side of your choice.
Only difference is the interaction with counterspells that would normally force you to pay X dice.

#################### Changed Unit Stats & Similar #####################

Turtle Guard : Now always exhausts while taking damage by being attacked (even if not countering). Life is now 4. Recovery is 1.
(Essentially Attacked Units are in Combat, which is not the case in standard rules for some reason)

Enchanted Violinist : Now has 3 Life.

Elephant Rider (New Version): When this is delcared as an Attacker, place a Card from your Hand Face Down under your Phoenixborn. If you do not, discard this from play.

Iron Rhino (conjuration) : Now is a 4/5/0 with 'Trample : When this destroys a Unit via Combat, remove that Unit from the game'.

Forst Fang : now has 2 Attack.

Hunt Master : now has 4 life.

Diamona : Rayward Knight now have 'Armored 2'. Life reduced to 1.

Orrick, Gobi Sunshield : Spells owned by Opponents that Target or alter this Unit have their Cost increased by 1 Basic.

Strange Copy : "that has an attack and Life Value equal to X.
X = Number of Status Tokens on this Unit plus 1."
Fleeting Removed
Added "Unstable: At the End of the Round return this to your Hand. Then you may return Target Ready Spell to its Owners Hand."

Light Swordsman : You may 'use the Sympathy Dice power' when an Ally enters play on your battlefield (including this one).

################## Ready Spell relevancy increases #################

Strengthen : Target Unit also gets Battle Advantage until end of turn.

Join the Hunt (new Version): Target Unit also gets 'Gigantic 1' until end of turn. (Gigantic 1 : Unit cant be blocked by Units with 1 or less life)

Shifting Mists : Now has Focus 2 : You may remove 1 exhaustion Token from a Target Ready Spell instead of the above.

Magic Syphon : Now has Focus 1 : Whenever you would discard a Card from your Hand or Deck, you may exhaust this Spell instead. This can be used to pay for 1 [Discard].

Summon Ancestor Spirit : After you discard this through an effect* or play this Card you may remove 1 exhaustion Token from a Target Ready Spell.

============== Unsorted Changes in late 2019 ==============

Astrea, Mark of the Goddess : Can only be attached to an unaltered* Unit.

Enchanted Violinist : Now has 3 Life.

Body Inversion(new version) : additionally : When in Combat, decreases the one of the printed Values by 1 and increases the other by 2. Active Players Choice.

Hypnosis : Target Unit with attack X or less gets 'Bypass', where X is 3 plus 2 times the Focus of Hypnosis. (X can be 3,5 or 7)

Freezing Blast(new Version) : Damage reduced to 2 again. Status Token get removed again. Now shuffles itself into your draw Pile after use.

Enlightenment : If the target was not a Unit, regain 1 Dice on its Class Side.

Strengthen : Target Unit also gets Battle Advantage until end of turn.

Join the Hunt (new Version): Target Unit also gets 'Gigantic 1' until end of turn. (Gigantic 1 : Unit cant be blocked by Units with 1 or less life)

Shifting Mists : Now has Focus 2 : You may remove 1 exhaustion Token from a Target Ready Spell instead of the above.

Magic Syphon : Now has Focus 1 : Whenever you would discard a Card from your Hand or Deck, you may exhaust this Spell instead. This can be used to pay for 1 [Discard].

Summon Ancestor Spirit : blue Text : After you discard this through an effect* or play this Card you may remove 1 exhaustion Token from a Target Ready Spell.

Protect : Now comes into play with 4 Status Tokens.

Orrick, Gobi Sunshield : Spells owned by Opponents that Target or alter this Unit have their Cost increased by 1 Basic.

Diamona, Rayward Knight (new Version) now have 'Armored 1'. Life reduced to 2.

Leo Sunshadow : Added Ability Text :
'If Glow Finch is removed from the Game, you may remove any Conjuration you control from the game to return Glow Finch.
Place a Glow Finch Conjuration onto your Battlefield.'

Transmute Magic : Play costs is now 1 [Sympathy]. You now additionally 'pay' X in the Effect then return X dice from your exhausted pool on a side of your choice.
Only difference is the interaction with counterspells that would normally force you to pay X dice if countered.

Shatter Pulse :
Order of Operations Changed.
Change was made to reflect the intention under old timing rules. Was meant to be able to prevent Reactions to the Destruction via Dice Changes, which is possible under standard rules.
(Short version : changes dice first, then kills)
Was
'You may play this spell after a unit you control is destroyed.
Destroy a target unit.
You may change 2 dice in a target player's active pool to a side of your choice.'
and now is
'You may play this spell after a unit you control is destroyed.
You may change 2 dice in a target player's active pool to a side of your choice.
Destroy a target unit.'

Drain Vitality(Value Changed again) : Second Part may now take up to 2 Statustokens from a single Card and place as many on a single Unit.

======================= unsorted changes 23.01.20 =========================

Summon Biter : Focus 1 : While you control at least 2 Biters, your Phoenixborn has 'Spellguard'.
Focus 2 : Biters you control have 'Spellguard'.

Summon Salamander Monk : Focus 2 : At the End of the Round, remove 1 wound Token from your Phoenixborn if you control an unexhausted Salamander Monk Conjuration.

Summon Turtle Guard : Now has 'Bound'.
After you play a 'Summon Spell', you may put 3 Exhaustion Tokens on this Card,
to activate that Spell without paying its Main Action Cost. If you do, draw a Card. (Dice still need to be paid)

Summon False Demon :
Focus 2 : [Main] Search your Drawpile for a Ready Spell, reveal it, and put it into your Hand.
Then shuffle this Card into your deck.

Exhortation : To Do

Elephant Rider (New Version): When this is declared as an Attacker,
place a Card from your Hand Face Down under your Phoenixborn.
If you do not, discard this from play.

All 'Summon XYZ Mounts' : Can only remove an Ally from play that you own, not any that you control.

========== Clarifications =========

  • A Unit is unaltered when it has no Alteration Spells attached to it. Otherwise it is 'altered'.
  • Effects are any Spell, Unit or Phoenixborn Abilities and Dice Powers. Meditating and paying costs are not effects.
  • A 'Summon Spell' is a >Ready Spell< that >can< summons a Conjuration. E.g. Summon Ancestral Spirit is a Summon Spell.
  • A Spell can only be activated if it has an activated Ability. Triggered Ability like Summon Stead Fast Guardian do not qualify.

Comments

  • I found all it brilliant! I'll try it out with my friends on preconstructed and tell you how it feels

  • I'm very happy that some one likes it :D

  • Hello again !

    I had some questions about your errata, hoping you can enlight me !

    First is about cere reactions like final cry or summon sleeping widows, does it work on allies only too, or also with conjurations ?

    Also, with Plutarch unique cere-based, wouldn't it make sense to use it on allies only, too ?

    Thanks kindly for your answers !

  • First is about cere reactions like final cry or summon sleeping widows, does it work on allies only too, or also with conjurations ?

    Those work on any Unit. We tried to only change cards that needed it and those are fine.

    Also, with Plutarch unique cere-based, wouldn't it make sense to use it on allies only, too ?

    This only adresses Cards in the official release.
    Plutarch is a community made card, so it is in another design space with other balancing ideas in mind. So i can't say if it makes sense without doing a lot of testing, which will not happen.

    In general we allowed Phoenixborn specific cards to be stronger than arbitrary cards (brennan is also allowed to blow up Conjurations).
    The main exception would be if the card seriously disobeyed prizing rules (like with Fear).
    Extend Animation does non of those things just because it allows for Conjurations to be keept alive. In other words, if it is okay with allies, it is probably okay with conjurations too. It is not worth the extra text on the card.
    Those cards are also not made by me.

  • Alright, thanks for all the clarifications, especially since the text is not from you ^^

    We'll try the balance with precons first before diving into constructed

  • I would recommand Noah, Namine or Saria for preconstructed. They actually have some fun new options.
    The main intention is to balance out constructed decks though, so you will find that some decks contain mostly nerfs or are unable to gain something from the changes.

    Examples :

    • I think Brennan essentially got only nerfs.
    • And Maeoni having 5 spell board slots obviously does not affect her premade deck, and the average costs of actions in her deck are about the same.
    • Most of the changes to Jessa will not come into effect if the game is short.

    Those things are intentional though.
    If you have feedback i will read it.
    I'm already aware that the new Unit abilities should have names.