Help / feedback


  • Shinig hydra + Poison 16

    If i use Poison on my Shining Hydra it just gets aditional attack every turn ( til limit of Shining Hydra Head). Is my reasoning correct?

  • Do Vampire Bats make To Shadows worth using? 23

    Okay, but for real, Vampire Bat Swarm with To Shadows is actually kinda horrendous.

    If you make the opponent's creature an Illusion for a [[side]], than perform an "Attack a Unit" [[main]] targeting the Illusion creature, there's no good outcome.
    - Unit takes the hit and is destroyed due to Illusion ability.
    - Phoenixborn guards for unit, triggers "Swarm 2", deals 1 damage to unit which is destroyed by Illusion ability (since it's the result of an attack)

    I'm currently working on a decklist for this right now that uses Harold Westraven since Harvest Soul becomes super easy to fulfill and Hunter's Mark addresses the Unit Guard issue, but I'm curious to know what other people think of this cool combo.

  • Dimona and her Elephants 5

    Is this the deck to beat?

    What other decks are up there?

  • Does anyone have general starting tips for new to medium level players? 3

    One sorry about the long worded post, I was hoping that this will be searchable by other players in the future.

    Second if there is a thread on this let me know I could not find anything on this subject.

    Anyways I am at a point in the game where I can not take a single match in an event and when playing casually with my friends they generally can not win.

    I am not really sure of when it is good to attack or discard cards or hold cards etc.

    I am wondering if anyone has some general tips on playing the game and what to look out for in general not every fringe case of course.

    Also I assume some of the starter decks are better then others is there a deck that should always win vs the other player? A deck that I could train my friends with and I pick an objectively worse deck and at some point they should be able to win consistently.

    Or perhaps there is a handicap mechanic like chains in keyforge, I considered applying chains to a deck in the same manner but drawing does not seem super important in this game.

  • How to Use: Cut The Strings 2

    yes, i know I'm not Cronos Genesis#9i6t, however I did find these sorts of posts useful and would like to try and reboot them, so to speak.

    you know the deal. when is Cut The Strings viable? are there any synergies with anything? what sort of decks would you use it in?

    now go wild! :D

  • How to Use : Shieldmage 16

    There are some Cards in Ashes that i don't see used in a lot of decks.
    Since many people interested in deck building seem to visit this site i would like to ask, over a series of posts, if you could come up with some use cases or cute interactions for specific cards.

    The first Card i want to ask about is "Shield Mage".
    It also only has 2 life so that the unit effectively represents a walking Divine Die. It often seems to me be the same to just use a divine die at a critical moment instead of playing the Card. The recovery value also seems hard to use.

    What does a Deck look like that uses Shieldmages and are there any (no matter how stupid) Interactions with other Cards ?

  • How to Use : Crystal Shield 6

    Hello everyone, as with my last post i would like to hear about your ideas for using a specific card, this time Crystal Shield
    The first thing that comes to my mind is the Combo with Dread Wraith as the damage becomes an advantage.
    Leech Warrior or FrostBack Bear with Crystal Shield can also discourage the opponent from attacking.
    But putting this on big units is also a huge dice investment and defines a clear target for the opponents exhaust spells, which is why i usually do not end up putting it in my decks.

    What are your favorite use cases for this card ? Are they good enough for competitive play ? Do you know any interesting interactions with other cards ?

  • How Good Is Card Draw? 16

    If anyone comes from a Magic/Hearthstone background, card draw is a really important resource. I believe this is because each player only draws one card a turn. In Ashes however, at the start of a round we are able to draw up to five cards in hand. My inclusion of card draw in decks has (up to this point) felt rather ineffective.

    It seems that in an Ashes round a player is more limited by their number of dice than their cards.

    Unused cards left at the end of a round mean you draw less in the next round. Since the prepare phase draw is free, drawing cards you won't use is paying resources to not take full advantage of free draw.

    I am left with the conclusion that card draw doesn't provide you with more options overall. It does provides more options in a short window (before the round end) but you also have consummately less resources to make use of those increased options.

    If searching for a specific card, Open Memories is a better choice.

    When do you include draw in your decks?
    What dice value should we place on draw in the current meta?
    What draw cards have worked for you?

  • Vicky Meteor 2

    What kinds of lists are good for Vicky Meteor these days? Looking for something without [[ceremonial:power]] to be specific, though I'd imagine they're not running it anyways.

  • Meta-Defining Decks, A History. 4

    Here is a list of decks that have, in my opinion, had a big impact on the game of Ashes, over the years. This can be used for players to see where the meta has been, and to read about decks and their strategies that are considered great decks, at least in their time.

    I'll provide links from the original creators, where possible. The descriptions in the links of some of these decks are pretty informative about how to construct and play a great deck.

    All of the below decks have existed is slight variations, so I'll just try to post as close to possible to the original decklist, as I can.

    BDR: Ashes Weekend Winner Credit: Erik Rodriguez

    Bear and Hammer Knight has been a strong and aggressive game opener since this deck first appeared, and it has spawned many copycats. BDR stands for Big Damage Rin, and this deck could put out some great ground damage.

    Rin Northfell

    2 Illusion
    4 Ceremonial
    4 Nature

    3x Frostback Bear

    1x Enchanted Violinist
    3x Hammer Knight
    3x Stormwind Sniper
    3x Crimson bomber

    3x Rin's Fury
    3x HIdden Power
    3x Molten Gold
    3x Out of the Mist
    3x Blood Chains

    1x Choke
    1x Ice Trap

    Brennen 4 A New Hope: Consistent strong showing at many tournaments Credit: Kian Jones

    There are many, many versions of this deck. The idea is to stick as much direct Phoenixborn damage in Brennen as you can, and rush burn. Brennen decks of this fashion can very often do enough direct player damage to win in Round 3 of the game. This burn style is good to keep in mind, as well, when constructing for tournaments.

    Brennen Blackcloud

    2 Ceremonial
    3 Charm
    5 Nature

    3x Chant of Revenge
    3x Summon Butterfly Monk
    2x Gilder

    3x Enchanted Violinist

    1x Open Memories
    3x Molten Gold

    3x Choke
    3x Ice Trap
    3x Final Cry
    3x Sympathy Pain
    3x Redirect

    The Southern Dandy: Gencon 2016 winner Credit: Matt Bauers

    This deck championed a major tournament has inspired basically every Leo and Owl deck since Leo's release.

    Leo Sunshadow

    5 Ceremonial
    5 Charm

    3x Summon Three-Eyed Owl
    3x Summon Orchid Dove
    1x Summon Dread Wraith
    3x Summon Blood Puppet

    2x Fire Archer

    1x Open Memories

    3x Sympathy Pain
    3x Final Cry
    3x Redirect
    3x Blood Chains

    3x Regress
    2x Poison

    Luck 14: Gencon 2016 3rd place Credit: Elliot Kramer

    A competitive Coal list. Some variation of this is what I think of, when I think of how Coal can win.

    Coal Roarkwin

    2 Ceremonial
    4 Illusion
    4 Nature

    3x Chant of Protection
    3x Chant of Revenge
    3x Summon Butterfly Monk
    1x Summon Frostback Bear
    3x Summon Shadow Spirit

    2x Anchornaut
    2x Hammer Knight

    2x Blood Chains
    3x Hidden Power
    3x Mist Typhoon
    1x Molten Gold
    3x One Hundred Blades

    1x Choke

    Fear the Bear: A top tier deck for years Credit: Nick Conley and Daf

    Jessa is one of the more aggressive Phoenixborn, dealing with Fear and big units has proven to be a lot to deal with in Round 1.
    (I was unsure of who to credit here, as so many versions of this deck have existed. While Nick had the oldest version that I could find, Daf's version is more after the Enchanted Violinist nerf.)

    Jessa Na Ni

    3 Illusion
    3 Ceremonial
    4 Nature

    1x Summon Frostback Bear
    3x Summon Butterfly Monk
    3x Chant of Revenge

    1x Fire Archer
    2x Hammer Knight
    2x Stormwind Sniper

    3x Blood Chains
    3x Fear
    2x Hidden Power
    2x Molten Gold

    1x Choke
    3x Final Cry
    3x Ice Trap

    1x Regress

    Vicky Meteor: Ashes International League 1st place (season 1) and Gencon 2017 Top 8 Credit: Matt Bauers and Christian Pratt

    Since the deck doesn't have much description in the link, I'll speak to this, a bit. The deck currently exists in MANY variations, but I think that this version, with Butterfly Monks was when it was at its peek. Using Illusionary Cycle and Abundance, Vicky takes all of your dice, then plays a crippling Meteor near the end of a round, then she summons her own units and attacks, trying to finish the game by attacking on her first turn of the next round.
    "Vicky Meteor" is a generic term for any deck that wants to win with this style. If you plan in playing in any major tournament, you have to keep this deck in mind.

    Victoria Glassfire

    3 Divine
    3 Nature
    4 Illusion

    3x Summon Butterfly Monk
    3x Abundance
    2x Shifting Mist
    3x Summon Shadow Spirit
    1x Summon Emperor Lion

    1x Holy Knight

    1x Molten Gold
    3x Hidden Power
    3x Illusionary Cycle
    1x Steady Gaze
    3x Heal
    3x Meteor

    2x Particle Shield
    1x Ice Trap

    Duck and Cover: The first of a prominent strategy Credit: Adam Tarr

    There have been a lot of decks, since the release, that have relied on Elephants. They are largely used for their immunities. This is one of the first of many decks that focused on using the Elephants' immunities to counter the drawbacks of your own cards, in Kneel and Meteor. Both of those cards being run next to Elephants has been a common siting. Both Elephants and Turtles have spent a lot of time on top, and these high life units are good enough to plan strategies around.

    Victoria Glassfire

    5 Illusion
    3 Divine
    2 Charm

    3× Abundance
    3× Magic Purity
    3× Summon Shadow Spirit
    1× Summon Turtle Guard

    3× Elephant Rider
    1× Polarity Mage

    3× Hand Tricks
    3× Hidden Power
    3× Illusionary Cycle
    3× Kneel
    3× Meteor

    1× Call To Action

    Astrea: Ashes International League 1st place (season 2) Credit: Jason Pere

    This deck shows off the power of Astrea and Hypnotize at the same time. Astrea's Beguile works really well with Orchid Doves (and watch out for the upcoming Admonishers!) and her Mark of the Goddess does not have any strong counters. Outside of that, Elephants and Holy Knights are both very strong units, when combined with Hypnotize. Both units are next to invulnerable, in the right situations, so getting those big hits through is very big, and has been a reason for the recent increase of Redirect in the current meta. Both pieces of this deck (Astrea's kit and Hypnotize/Elephants) work separately, and this deck does a great job of showcasing both.


    1 Ceremonial
    4 Charm
    5 Divine

    1× Hypnotize
    1× Summon Emperor Lion
    3× Summon Orchid Dove
    1× Summon Three-Eyed Owl
    1× Summon Winged Lioness

    1× Elephant Rider
    1× Holy Knight
    1× Imperial Ninja
    1× Polarity Mage

    3× Blood Chains
    2× Heal
    3× Kneel

    3× Redirect

    3× Devotion
    3× Mark Of The Goddess
    2× Power Through

    Magnitude 11: Ashes International League Top 8 and Slam Jam winner Credit: Carl

    This is another aggressive deck. It puts out a mess of aggressive units in Round 1 to try and gain an advantage, then keeps the pressure on.

    Orrick Gilstream

    1 Sympathy
    1 Ceremonial
    2 Illusion
    3 Nature
    3 Divine

    1× Cut The Strings
    3× Frost Bite
    1× Gravity Training
    2× Law Of Assurance
    1× Summon Frostback Bear
    1× Summon Winged Lioness

    3× Hammer Knight
    1× Holy Knight
    1× Sleeping Bear
    3× Sonic Swordsman

    3× Blood Chains
    2× Enlightenment
    3× Hidden Power
    1× Molten Gold

    3× Crescendo
    1× Ice Trap

    I hope that the above is helpful to many of you new and existing players! Feel free to discuss and ask questions below. I will attempt to update this list as the game continues to grow.

    It is important to note that not all of these decks are in their current best form, due to meta shifting and new cards.

    Not all of the links seem to be working right. You can just copy and paste the whole link, and that should work. There is useful information in many of those links.