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  • No more Decks 2

    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.

  • Making a Community Phoenixborn : Limiting Mechanics 6

    Continuing the post from a little over a week ago i present to you 4 Mechanics the deck could evolve around. The deck will not use the devotion mechanic or only one maybe 1 card if it really fits - it will primarily use the Payment Method which i called Alpha-Omega.
    As the deck will be colorless i intend to have some built in limitations to most of the cards, much like Jerichos theme of interacting mostly with cards that cost 3 or more basics.
    Like last time you get to vote what i focus on.

    What i came up with are the following mechanics/phrases :

    • (1) If your Phoenixborn is unexhausted, place 1 exhaustion token on it. If you do ...
    • (2) If your Main Action this turn was "Pass", you may ... (Note that the "pass" [[main]] does not end your turn automatically. You can still do stuff until you give the turn to your opponent)
    • (3) Allies/Ready Spells with "If you use a dice power, discard this card from play."
    • (4) Allies/Ready Spells with "If you perform a Meditate side action, discard this card from play."

    Why those ?
    I looked for mechanics that fulfill the following

    • Can in theory be used by any phoenixborn
    • Do not promote degenrate gameplay (meditating your entire deck turn 1)
    • Respects the current relations between mechanics and magic type.
    • Not too frustrating to play against
    • Is easy to understand, use and maybe make slight alterations to.
    • Does not mess with opponents right to meditate or use dice powers or similar

    Here are some proofs of concept of how these could be used :
    Alpha : Any class symbol, Omega : Any Power symbol

    (1) Readyspell "Phoenix Amulet" :
    Play cost : [[Main]]

    Activation cost : [[Main]]-1Apha If your Phoenixborn is unexhausted, place one exhaustion token on it. If you do, summon 2 "Phoenix Flame" conjurations onto your Battlefield.
    Phoenix Flame : (1/2/0) (Limit: 4)
    (Unexhaustable) When this Unit is destroyed by an Opponent, you may pay 1 [[basic]], to remove an exhaustion token from your Phoenixborn.

    -

    (2) Action spell "Summon Fleeting Spirit"
    Play Cost : [[side]]1Omega1Alpha
    You can only play this card, if your Main Action this turn was "pass".
    Put a "Fleeting Spirit" Conjuration onto your Battlefield.

    Fleeting Spirit : (4/3/0) (Fleeting: At the end of the Round, discard this Unit from play)

    -

    (3) Ready Spell "Phoenix Blood"
    Play Cost [[main]]
    After you used a Dice Power and concluded its effect, discard at least 1 spell called "Phoenix Blood" from your spell board.

    Activation Cost [[side]] [[exhaust]]
    Turn 1 Die in your active pool from its class side to its power side.

    -

    (4) Ally "Phoenixborn Adept"
    Play Cost : 1Omega 1Alpha1[[basic]]
    (4/4/2)

    (unexhaustable) Fade : At the End of the Round, destroy this Unit.
    (unexhaustable) Power Overwhelming : If you perform a meditate side action, discard this Unit from play.
    When this leaves play, you may turn 1 dice in your active dice pool on its power side.

    (1) is my personal favorite. You trade a consistent Option, but it really could help Phoenixborn that are unpopular.
    (2) can be interesting in that it allows the opponent to pass to mess with your plan, but obviously aggressive decks might not want to pass before they have done anything with their cards.
    (3) This goes more in the direction of giving up the very consistent option of a dice power to make up for you playing colorless. Favors unpopular Dice colors.
    (4) very similar to (3) - more strict in that you won't want to combine this with too aggressive decks but has nothing to do with dice colors.

    Again : This week is about possible limitations to Cards.
    The effects from the examples are mainly for illustrations, they are not meant to be balanced. I kept them on the simple side.
    Next week will be about the actual effects of cards.

    You can vote again one which one you think makes the most sense :
    StarwPoll
    The Vote will again be open for a week - until april, 8th.

  • Beatrix Southmoor - Adam's Custom Deck 1

    Beatrix Southmoor

    Shift: Side Action+Exhaustion+Basic : Move 1 status token from a target player’s unit to another unit that player controls. Select a die in your exhausted pool and place it into your active pool on a side of your choice.

    Battlefield 7 Life 15 Spellboard 5

    Summon Immortal Spirit (unique spell)
    Ready Spell - Spellboard
    Main Action

    [Inexhaustible] Focus 1: After a player has declared attackers, you may may place 1 exhaustion token on this spell and remove a status token from an Immortal Spirit you control. If you do, for the remainder of this turn, that Immortal Spirit gains the following ability:

    [Inexhaustible] Immortal Replacement: If this unit is destroyed in battle, place an Immortal Spirit conjuration on your battlefield.

    [Inexhaustible] Focus 2: You may then remove 1 exhaustion token from this spell.

    Main Action+Exhaustion+2 Basic: Place an Immortal Spirit conjuration onto your battlefield. Place a status token on an Immortal Spirit you control.

    Immortal Spirit [6]
    Conjuration - Battlefield
    Attack 2 Life 2 Recover 0

    Summon Time Slip Shade
    Ready Spell - Spellboard
    Main Action+Time Class

    Main Action+Exhaustion+Illusion Class+Basic : Place a Time Slip Shade onto your battlefield.

    Focus 2: Place a status token on a time Slip Shade you control.

    Time Slip Shade [6]
    Conjuration - Battlefield

    Rewind: When this unit would receive damage, you may remove all status tokens from this unit. If you remove at least 1 status token, prevent that damage.

    [Inexhaustible] Illusion: If this unit receives damage as a result of a unit’s attack or counter, destroy this unit.
    Attack 2 Life 2 Recover 0

    Change Fate
    Ready Spell - Spellboard
    Main Action+Time Power

    Main Action+Exhaustion : Choose a target player to draw a card, then look at that player's hand and choose a card in that hand. That player must reveal 1 card from their hand and shuffle it into their draw pile, if possible. If they do not choose the same card you chose, place 1 wound token on their Phoenixborn.

    Hall of Mirrors
    Ready Spell - Spellboard
    Main Action+Illusion Class

    Before a target opponent chooses a target unit to attack, you may place an exhaustion token on this spell to choose a unit you control. The attacking player must target the chosen unit for the attack.

    Time Skip
    Ready Spell - Spellboard
    Main Action+Time Power
    When an opponent would use a spell that affects all units you control but not that opponent’s units, you may discard this spell. If you do, cancel the effects of that spell.

    Main Action+Exhaustion : Place a status token on a unit you control.

    Mirrored Conjuration
    Reaction Spell - Discard
    Illusion Class

    You may play this card when you place a conjuration with no abilities on your battlefield. You may place an additional copy of that conjuration on your battlefield. Attach an illusionary copy conjured alteration to that conjuration.

    You may select a die in your exhausted pool and place it into your active pool on a side of your choice.

    Illusionary Copy
    Conjured Alteration Spell - Unit

    [Inexhaustible] This unit now has the following ability:
    Illusion: If this unit receives damage as a result of a unit’s attack or counter, destroy this unit.

    Temporal Vortex
    Alteration Spell - Phoenixborn
    Illusion Class+Time Class

    [Inexhaustible] When attaching this spell, place 3 status tokens on this spell. Discard this spell when it no longer has any status tokens on it.

    The player who controls this Phoenixborn cannot take a Side Action other than Concentration.

    This Phoenixborn unit now has the following ability:
    [Inexhaustible] Concentration: :side: : Remove 1 status token from a Temporal Vortex alteration spell attached to this unit.

    Slow
    Action Spell - Discard
    Main Action+Time Power

    Place an exhaustion token on a target unit.
    Remove 2 status tokens from that unit.

    Recall
    Action Spell - Discard
    Main Action+Time Class
    Search your discard pile for a ready spell and place it into your hand.

    Alchemist
    Ally - Battlefield
    Main Action+2 Time Class+Basic

    Create Talisman: :side: : Select a die from your active pool and place it on this card on its class side.

    [Inexhaustible] Consume Talisman: You may exhaust dice on their class side on this card as if they were in your active pool when paying the costs of cards in your hand or the activation costs of ready spells.

    Attack 1 Life 3 Recover 1

  • Plutarch Eastgate - Adam's Custom Deck 0

    Plutarch Eastgate

    Death Link: After any player’s turn, if a unit was destroyed on that turn, you may place an exhaustion token on any unexhausted card you control. If you do, you may place a status token on any card you control.

    Battlefield 6 Life 20 Spellboard 3

    Extend Animation (unique spell)
    Ready Spell - Spellboard

    When a destroyed unit with no inexhaustible abilities would leave play, you may target that unit, spend a ceremonial class and a basic, and place 1 exhaustion token on this card. If you do, remove all tokens from the targeted unit and place it on your battlefield with a Animated conjured alteration attached to it.

    Animated [5]
    Conjured Alteration Spell - Unit

    As long as this spell is attached to this unit it is considered to have no abilities on its card.

    If this alteration would be removed from this unit, discard this card and destroy the attached unit.

    Recover -3

    Summon Necromantic Abomination
    Ready Spell - Spellboard
    Main Action+Basic

    Whenever an ally is destroyed as a result of a spell, attack, counter, ability, or dice power you control, you may place 1 status token on this card.

    Main Action+Exhaustion+Ceremonial Class+Time Class+Basic : Remove X status tokens from this card. Place a Necromantic Abomination conjuration onto your battlefield with X status tokens on it.

    Necromantic Abomination [2]
    Conjuration - Battlefield

    Unnatural : Alteration spells cannot be attached to this unit.

    Terrifying 1: This unit cannot be blocked or guarded against by units with an attack value of 1 or less.

    [Inexhaustible] X = the number of status tokens on this unit.

    Attack X Life X Recover 0

    Summon Reaper Mount
    Ready Spell - Spellboard
    Main Action+Basic

    Side+Exhaustion+Ceremonial Class+Time Class : Remove an unexhausted ally you control from play. If you do, place a Reaper Mount conjuration onto your battlefield and place that ally face down under that unit.

    Reaper Mount [2]
    Conjuration - Battlefield

    Deathstrike: When this unit deals 1 or more damage to a unit it is attacking or countering, destroy that unit.

    [Inexhaustible] Unsummon: :ma: : Discard this unit.

    [Inexhaustible] Dismount Rider: After this unit leaves play, choose a face down ally that was under this unit and dismount that ally.

    Attack 3 Life 3 Recover 0

    Cheat Death
    Reaction Spell - Discard
    Time Class

    You may play this spell when a unit would be removed from the game. Discard that unit instead of removing it from the game. Draw 1 card.a

    The Reaper’s Rescue
    Reaction Spell - Discard
    Ceremonial Class

    You may play this spell when an opponent would use a spell, ability, or dice power that targets a unit you control. Draw 1 card. Select 1 die in your exhausted pool, re-roll it, and place it into your active pool. Destroy the targeted unit. If you do, cancel the effects of that spell, ability, or dice power.

    Temporal Knight
    Ally - Battlefield
    Main Action+Time Power+Ceremonial Class+Basic

    Dauntless: If this unit receives damage in battle, remove 1 exhaustion token from this unit at the end of that battle.

    Attack 3 Life 4 Recover 2

    Nihilist
    Ally - Battlefield
    Main Action+Time Class

    Erase from Existence: Main Action+Exhaustion : Place 1 wound on a target unit. Place 1 wound on a target Phoenixborn. Destroy this unit and remove it from the game.

    Attack 0 Life 1 Recover 1

    Augur
    Ally - Battlefield
    Main Action+Time Class+Ceremonial Class

    When this unit would leave play, you may search your draw pile for an ally with a title other than this unit's title, reveal it, and place it into your hand. Shuffle your draw pile.

    Attack 2 Life 2 Recover 1

    Corpse Cart
    Ally - Battlefield
    Main Action+Ceremonial Class+2 Basic

    [Inexhaustible] Resourceful 1: When this unit comes into play, place 1 status token on this unit. At the beginning of the player turns phase, place 1 status token on this unit.

    Not Quite Dead: When a target ally would be destroyed, you may remove a status token from this card. If you do, place that ally face-down under this card instead of destroying it.

    Icy Hand of Death: Side Action : Choose 1 face down ally under this unit and destroy it. You are considered in control of this ally while it is destroyed.

    Attack 1 Life 3 Recover 2

    Life Drain
    Alteration Spell - Unit
    Main Action+Ceremonial Class+Basic

    At the end of your turn, if you did not pass, place a wound on this unit and choose an opponent. That opponent may remove a wound from a unit they control.

    [Inexhaustible] Respark: 1 Basic

  • Tolliver I - Matt's Custom Deck 0

    Note--this deck functions no matter what the Time dice side action is, but I tentatively suggest this power.

    Time dice, side action (no dice spent): Change one time die in your active pool to a side of your choosing (basic, class, power). Choose a die in a target opponent’s pool and turn it to the corresponding side.

    Tolliver I, Phoenixborn of the Shining Kingdom 5 Time Dice, 5 Charm Dice

    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.

    17 life, 8 Battlefield, 3 Spellboard

    PB ability: Side action “Renewal”, exhaustion token--You may use a second main action this turn, but only to take the Pass action.

    Ready Spells

    Law of Courtesy (main action and 1 charm power to place): When this spell comes into play, you may remove one exhaustion token from a unit that has less than 3 attack. Inexhaustible: Fleeting, Bound. Exhaustible: Players must pay one basic die to declare an attack action.

    Future Vision (main action and 1 time power to place): Side action, exhaust “Target opposing Phoenixborn draws a card. You may turn a time class or power die to its basic side to draw a card.” Inexhaustible: “After each prepare phase, all players draw 1 card.”

    Summon Clockwork Frog (Main action to place): 1 Time class die, main action, exhaust to summon. Frog is 0/1/0 with Armored 1 and Spiked Skin 2. Conjuration Limit 3.

    Summon Gorilla Guardian (Main action and 1 time power to place): 1 time class and 1 basic die, main action, exhaust to summon. Guardian is a 3/4/0 with Gigantic 2 and Massive 2 (Inexhaustible--this unit occupies 2 battlefield slots). Conjuration Limit 2.

    Action Spells

    Capricious Mood (PB unique): 1 basic die to play, side action or main action. Choose 2 of the following effects: Deal 2 damage to a target unit, Deal 1 Damage to a target Phoenixborn, Draw 1 Card, Discard the Top Card of a target Phoenixborn’s deck. Eternal (between the realms--”When this card is placed in the discard pile on your turn and you haven’t meditated during that turn, you may shuffle it back into your deck.”)

    Time stop: 1 time class die, side action to play. Target unit gains Bypass for the turn. At the end of the turn, remove that unit from the game.

    Reaction Spells

    Rewind Time: 1 discard, 1 time class to play. You may play this card when a unit is destroyed. After the unit is destroyed, return it to the battlefield with no alterations or tokens on it.

    Allies

    Sycophant: 1 charm class and 1 basic die to play. 1/2/0 with Last Blessing 2, Last Request 1, and Exile (Between the realms--when this unit is placed in the discard pile, remove it from the game).

    Royal Vizier: 1 time power, 1 charm class, and 1 basic die to play. 0/3/1 with Ambush 2, Intrigue 1 (exhaustible--”When this unit would deal damage to a PB, instead reveal that many cards from the PB’s deck. Remove one card from the game, return the rest in the order you choose), and Diplomacy (exhaustible--”Reduce to 0 all damage dealt to other units by this unit”).

    Alterations

    Dissipate: 1 charm or time class die. Attached unit gains fleeting and transparent.

  • Jill Buff - A Custom Deck 6

    Jill Buff – 5/19/4
    Tool Use – When an alteration is attached to a unit you control, you may move a die from your exhausted pool to your active pool on its class side. If you do, turn all power dice you control to their class side. You may only use this ability if no other alterations of that name are on your battlefield.

    Unique – It Chooses You – Reaction Spell – No Cost
    You may place this spell after an alteration is attached to a unit you control. Move 1 token from a target player’s non-Phoenixborn card onto another non-Phoenixborn card that player controls. You may spend 1 class die to shuffle this card into your draw pile

    Duplication – Reaction Spell – 1 Class Die
    You may play this spell after a conjuration with no abilities you own comes into play. You may place a second copy of that conjuration on a target battlefield and attach this spell to it. When the attached unit leaves play remove it from the game.

    Surge – Ready Spell – Main Action - 2 Class Dice
    After a player has declared attackers, you may place one exhaustion token on this spell. If you do, add 1 to the attack value of a unit you control or add 2 to the attack value to a unit you control whose current attack value different than its printed attack value.

    Summon Flying Monkey – Main Action
    Main Action - Exhaustion - 2 Class Dice – Place a Flying Monkey conjuration onto your battlefield.
    Focus 1 – Inexhaustible – If a Flying Monkey has an alteration attached to it, it gains the following ability:
    Aftershock 1
    Flying Monkey – 3/1/0 Limit 4

    Summon Loyal Hound – Main Action
    Main Action - Exhaustion – 1 Class Die – Place a Loyal Hound conjuration onto your battlefield.
    Focus 1 – Inexhaustible – If a Loyal Hound has an alteration attached to it, it gains the following abilities:
    Unit Guard, Skin Morph 1
    Loyal Hound – 1/1/1 Limit 4

    Reload – Ready Spell – Main Action
    Side Action + Exhaustion – Choose a card in your discard pile, shuffle it into your deck. Draw 1 card

    Focus 1 – Discard 1 card from the top of your deck.

    Focus 2 – You may discard all copies of this card to add an alteration from you discard pile to you hand.

    Soul Link – Alteration – Main Action/Side Action - 1 Class Die
    When this spell enters play, choose a unit and attach a Soul Tether conjuration alteration to that unit. This unit gains all abilities with a number listed on units with a Soul Tether alteration attached to them.
    +0/+0/+0
    Soul Tether – Limit 3
    [Inexhaustible] When this unit leaves play, remove 1 wound token from all units with a Soul Link alteration attached to them.

    Magnify – Alteration – Side Action - 2 Class Dice
    Add 1 to all the number abilities of the attached unit.
    Between the Realms – You may play this from your discard pile.
    +0/+0/+1

    Concealed Blade – Alteration – Side Action - 1 Class Die
    Between the Realms – You may play this from your discard pile.
    +1/+0/+0

    Inner Focus – Action Spell – Main Action
    Shuffle a ready spell you control with a focus effect into your deck. If you do, search your deck for a ready spell with a focus effect but a different name, place it on your spell board. Shuffle your deck.

  • Marty Leap - A Custom Deck 5

    This is the last of my 3 custom decks. This is mono time. The theme is time's speed on the battlefield. This is done through the battle advantage ability and battlefield vortex. Most of the other cards interact with those two. I also gave time's units the Charge ability. This is time's counterpart the sympathy opportunist ability. One of the cards is influenced by Matt B. I will take a vote soon on which of these 3 decks I should implement on TTS and playtest first.

    Marty Leap – 7/15/4
    Quick Attack – After a unit is placed on your battlefield you may immediately take an attack a unit main action with that unit.

    Marty Leap's Unique – Reaction – 1 Time Class - Basic
    You may play this spell after your opponent guards a unit you control that has the battle advantage ability with their Phoenixborn. Place an exhaustion token on a target Phoenixborn. Place an exhaustion token on a target ready spell. Place an exhaustion token on a target unit.

    Slow – Alteration Spell – Main Action - 1 Time Class (Influenced by a Matt B)
    Treat all units that are declared as an attacker against this unit as if they have the battle advantage ability.

    Berserker Mode – Reaction Spell – 1 Time Class
    You may play this when a unit you control with the battle advantage ability is in battle. Make that units attack equal to the life value of the unit it is in battle with.

    Summon Pouncing Cheetah – Ready Spell – Main Action
    Main Action - Exhaustion - Time Power - Basic – Place a Pouncing Cheetah onto your battlefield.

    Pouncing Cheetah 1/2/1 Limit 4
    Charge 1 – When you take a main action or side action, add 1 to this
    unit’s attack value for the remainder of the turn.

    Battle Advantage

    Summon Robotic Sail Fish – Ready Spell – Main Action – Time Power
    Main Action - Exhaustion - Time Class - Basic – Place a Robotic Sail Fish onto your battlefield. You may take an additional Main Action this turn.

    Robotic Said Fish X/3/0 Limit 3
    Charge 2 – When you take a main action or side action, add 2 to this unit’s
    attack value for the remainder of the turn.

    [Inexhaustible] X = Number of status tokens on this card.

    Velocity Adjustment – Ready Spell – 1 Basic
    Main Action/Side Action - Time Class – Choose a target player. Place one status token on a target card they control or remove one status token from a target card they control. Change X dice in that player’s active pool to a side of your choice.

    X = Number of status tokens on the target card.

    Battlefield Vortex – Ready Spell – 1 Time Class - 1 Basic
    After you declare a unit as a blocker or a guard, you may place 1 exhaustion token on this card. If you do, place that unit face up under this card.

    Side Action - Time Power – Place a face up unit under this card onto your battlefield.

    Time Traveler – Ally – 2/2/2 – 1 Time Class - 1 Basic
    Foresight – If this card is placed onto your battlefield and it was not in your hand, you may reveal the bottom 2 cards of your deck. From those cards, add one card to your hand place the other on the bottom of your deck.

    Hindsight – When this unit would leave play, your opponent chooses one card from your discard pile. Place that card on bottom of your deck.

    Fast – Action Spell – Main Action - 1 Time Class
    Take 2 additional main actions.

    Changed Events – Action Spell – Main Action - 1 Time Power - 1 Time Class
    Remove 2 status tokens from a target card. If you do, remove that card from the game.

    Dice Power – Side Action - Time Power
    Add 1 on status token to a target card or remove 1 status token from a target card you control.

  • Jaze Tempus - Jason's Custom Deck 5

    Jaze Tempus
    Phoenixborn of Tomorrow’s Keep
    Time/Ceremonial

    Jaze Tempus (Phoenixborn)
    7 Battlefield
    18 Life
    3 Spellboard
    Dust to Dust: (Side Action+ Exhaust +1 Basic Die) : Place 1 Status Token on a target card. You may destroy a unit you control, if you do place 1 Status Token on a target card.
    It’s Time for me to write the ending of your story. You will not like it.

    Summon Soul Carrier Crow (Ready Spell, Spellboard)
    Play Cost (Main Action+1 Basic Die)
    Activation Cost (Main Action + Exhaust + 1 Class Time Die): Place a Soul Carrier Crow Conjuration onto your Battlefield.
    Focus 1: Your Soul Carrier Crow Conjurations gain Stalk
    Focus 2: Your Soul Carrier Crow Conjurations lose Fleeting
    My mother taught me to fear their murders. It is a lesson I failed to learn.

    Dark Bargain (Ready Spell, Spellboard)
    Play Cost (Main Action+ 1 Class Time die or 1 Class Ceremonial Die)
    Activation Cost (Side Action): Remove up to 2 Status Tokens from this card. For each Status Token removed place a target die onto a side of your choice.
    My father taught me to revere the shadows. It is a lesson I know well

    Weight Of Ages (Ready Spell, Spellboard)
    Play Cost (Main Action+ 1 Class Time Die)
    (Inexhaustible Ability) When Weight of Ages comes into play place 5 Status Tokens on it. At the Start of each round you may add or remove 1 Status Token form Weight of Ages.
    Activation Cost (Main Action): If Weight of Ages has 10 or more Status Tokens on it Target Player discards the top 5 cards of their draw deck. If Weigh of Ages has 0 Status Tokens on it Target player must choose and exhaust 5 dice in their active pool. Remove Weight of Ages from the game.
    In time all debts are paid.

    Jaze’s Betrothed (Ally Battlefield – Jaze Tempus’s Signature Card)
    0 Attack
    2 Life
    0 Rcover
    Play Cost (Main Action + 1 Class Time Die+ 1 Class Ceremonial Die+ 1 Basic Die)
    (Inexhaustible Ability: Spawn 2) When this unit comes into play, place 1 Sleeping Widow conjuration onto your battlefield. When this unit leaves play, place 1 Sleeping Widow conjuration onto your battlefield.
    A gift for you my love, in the hope we may come to know a life without burden.

    Temporal Banshee (Ally, Battlefield)
    3 Attack
    2 Life
    0 Recover
    Play Cost (Main Action + 2 Class Time Die)
    (Ability: Mourning Wail) After this unit deals damage to a Phoenixborn by attacking, remove 1 Status Token from this unit to place 1 Exhaustion Token on a Target Ready spell.
    *Woe unto the fools who made them widows. *

    Time Skip (Action Spell, Discard)
    Play Cost (Side Action + 1 Class Time Die)
    Target a unit or ready spell without exhaustion tokens on it, removed the targeted card from play then return it to play under it’s owner’s control.

    I’ll be right back.

    Make Your Offering (Action Spell, Discard)
    Play Cost (Main Action + 2 Power Ceremonial Die) Target a Phoenixborn Signature Card in play. The cards owner must chose to discard it from play or place 2 exhaustion tokens on it.
    I have come to collect what is owed. Why are you not prepared?

    Never Forget (Action Spell, Discard)
    Play Cost (Main Action+ 1 Power Ceremonial Die) Discard a Ready Spell from your spellboard. If you do, search your discard pile for a Ready Spell and add it to your hand.
    I remember that which came before I even drew my first breath.

    Bound In Blood (Reaction Spell Discard)
    Play Cost (1 Class Cerimonal Die)
    Play when your Phoenixborn receives damage. Target a player who may deal an equal amount of damage to their own Phoenixborn. If they do not deal damage to their Phoenixborn born, prevent all damage your Phonixborn received
    Shall we die together then?

    Entropy Web (Alteration Spell, Unit)
    Play Cost (Main Action + 1 Class Time Die)
    -X Attack
    -X Life
    -X Recover
    (Ability: Bind) X is equal to the number of Status Tokens on Entorpy Web
    (Inexhaustible Ability: Respark: Free)
    If you fight it, it will only hurt more.

    Soul Carrier Crow (Conjuration Battlefield)
    2 Attack
    2 Life
    0 Recover
    5 Conjuration Limit
    (Inexhaustible Ability: Fleeting)
    It is said, if love is strong enough, they will bring a wronged soul back from the dead to make amends.

  • Captain Devlin Longbow - Jason's Custom Deck 0

    Captain Devlin Longbow
    Phoenixborn of The Bone Sea
    Time/Natural

    Captain Devlin Longbow (Phoenixborn)
    6 Battlefield
    17 Life
    4 Spellboard
    Duel: Side Action + Exhaust: Target two unexhausted units controlled by different players. Each unit deals damage equal to it’s attack value to the other unit.
    On land I’m deadly but on the water I am death.

    Summon Deepwater Hammerhead (Ready Spell, Spellboard)
    Play Cost (Main Action + 3 Class Time Dice + 2 Basic Dice)
    Activation Cost (Main Action + Exhaust): Place a Deepwater Hammerhead Conjuration onto your Battlefield.
    They fear nothing that dwells below the waves.

    Summon Riptide Siren (Ready Spell, Spellboard)
    Play Cost (Main Action + 1 Class Time Die)
    Activation Cost (Main Action + Exhaust): Discard the top two cards of your draw deck, If you do place a Riptide Siren Conjuration onto your battle field.
    Focus 1: Discard the top card of your draw deck instead

    They have lured many a strong mariner to their end with their songs.

    Whirlpool (Ready Spell, Spellboard)
    Play Cost (Main Action)
    Activation Cost: After Attackers are declared you may place one exhaustion token on this card and spend one Class Natural Die to give a target attacking unit minus one attack until the end of the turn.
    Focus 1: Give the targeted unit minus two attack instead
    Focus 2: Give the target unit minus three attack instead.
    Muscle and Armor is nothing compared to the strength of the sea.

    Loot the Future (Ready Spell, Spellboard)
    Play Cost (Main Action)
    Activation Cost (Side Action + Exhaust + 1 Class Time Die): You may take up to two additional consecutive side actions this turn.
    Tomorrow often has the most valuable treasures.

    The Perfect Storm (Action Spell Discard – Captain Devlin Longbow’s signature card)
    Play Cost (Main Action + 2 Basic Dice)
    Deal two damage to each unit without one or more status tokens on it
    From the ports of Ironside to the harbors of Aeros there will be nothing left that sails.

    Time Walk (Action Spell, Discard)
    Play Cost (Side Action + 1 Power Time Die)
    Place three wound tokens on your Phoenixborn. Take up to one additional Main Action this turn.
    Moving across time has a heavy price but the rewards are great.

    Pearl Conch Shell Venom (Alteration Spell, Unit)
    Play Cost (Side Action + 1 Power Natural Die)
    The attached unit gains Battle Advantage and Deathstrike.
    Beautiful, Deadly, Priceless.

    Reverse Fate (Alteration Spell, Unit)
    Play Cost (Main Action+ 1 Class Time Die)
    When this unit would be destroyed, remove all wound tokens from it and discard this spell instead.
    You are one of the proud few who can now remember what dying feels like.

    Bone Sea Privateer (Ally, Battlefield)
    1 Attack
    2 Life
    0 Recover
    Play Cost (Main Action + 1 Class Natural Die + 1 Basic Die)
    (Ability: Plunder) When Bone Sea Privateer comes into play you may search your discard pile for a unit alteration spell and attach it to Bone Sea Privateer ignoring any Main Action or Side Action costs.
    I’ll take that if you please.

    Stasis Knight (Ally, Battlefield)
    4 Attack
    3 Life
    1 Recover
    Play Cost (Main Action + 1 Power Time Die+ 1 Class Time Die + 1 Basic Die)
    (Inexhaustible Ability: Suspended Animation) While this unit has one or more exhaustion tokens on it, it cannot be affected by other players spells, abilities or dice powers and it cannot be chosen as the target of an attack action.
    Trying to chase one of them down is like trying to swim with a cannon ball tied to your boot.

    Deepwater Hammer Head (Conjuration Battlefield)
    3 Attack
    4 Life
    1 Recover
    2 Conjuration Limit
    (Inexhaustible Ability: Consume)
    They might be big enough to swallow a man whole but the most terrifying thing about them is that they can hunt and kill their prey without making a sound.

    Riptide Siren (Conjuration Battlefield)
    2 Attack
    2 Life
    0 Recover
    4 Conjuration Limit

    If you can hear their call then you at least get to listen to something beautiful before drowning.