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Note that if many players take ‘power’ cards to slay monsters, expensive heroes and constructs build up in the middle. If many players buy ‘rune’ generating cards, many monsters build up in the middle. It’s a beautiful little self-balancing mechanic, so be sure to diversify if you want to capitalize on cards your opponents cannot.
Per Gary Games, this is the official Ascension variant, 2v2 Team Play.
Originally posted here.
My Dominion style has always been for more actions and more card drawing (yes, I’m the guy that plays his deck each round), and so I was instantly drawn to the Enlightened Heroes in Ascension. While the early cards force you to discard in order to draw, this is a decent use for the militias you haven’t banished yet. Eventually, these heroes will have you burning through your deck in a single turn.
Mix this with some Vile heroes to allow you to banish apprentices while purchasing Mystics and you should be off and running.
Spoiler: Keep an eye on those Honor Tokens, or this strategy will put you squarely into last place. If they are vanishing too quickly, you’re going to need to somehow switch to a hybrid strategy.
While this isn’t my favorite strategy, when done well, it can be very effective. Your start by focusing your purchases around combat centric cards. These should be supplemented by things that let you banish cards in the center row. Many monsters offer as a reward either the ability to banish another card or force the discard of an in play construct. Use these to control the key cards you can not purchase yourself. Any remaining combat can be used to reap the rewards of non control monsters, but remember leaving some monsters in place can be beneficial. If you find that you are the only player going for a combat themed deck, be sure to choke up some of the spots with monsters you know your opponent can’t kill. Drain the honor off the board by killing cultists, and pop the center row monsters at strategic intervals. It will take some practice to get used to the timing, but in the end, it works.
As I’ve stated in a previous tip, you really want to keep your deck thin and cycle through it as fast as possible. One great way to do this is by buying constructs. First, constructs tend to have a higher than normal honor point value. Secondly, while their abilities tend not to be the most useful out of the cards in ascension, Having several of them in play adds up. Lastly, once they are in play, they are out of your deck. Keep it that way, and you’ll cruise on to victory.
Despite the best efforts of the playtesters and a very vocal crown on the main Ascension forums, there is an infinite combo in Ascension (and I couldn’t be happier about it). It requires the RotF expansion and is relatively difficult to pull off, but can occur.
To start, you need some way to thin/banish your deck down to the bare minimum. My preferred method of doing this is Black hole, as it doesn’t clog up your deck by way of drawing it multiple times. You will also need ONLY the following cards in your deck:
1x Hedron Link Device
1x Reclamax
1x Tablet of Time’s Dawn
2x Mystic
1x Lifebound Initiate
Basically, you need all the constructs in play. Crack the Tablet to take an extra turn, then pay 5 (gaining 1 honor in the process), discard Reclamax, and bring the Tablet back to your hand.
At the end of your turn, draw up to 5 (Tablet, Reclamax, 2 Mystics, and an Initiate). Later/Rinse/Repeat taking X number of consecutive turns and gaining 1 honor X number of times, presumably running the honor pool out and/or gaining enough honor to win the game.
Mechana Constructs are great, and have amazing synergy. It seems simple enough to say, “buy as many as you can”, and should you do that it will work. The real key to this strategy, however, is monster control. The constructs only work for you if they can stay in play. You’ll need cards that either let you defeat monsters or banish cards in the center row. Make sure to get rid of any monsters that will force you to discard your precious machines as fast as possible!
All those cards in the center row are really appetizing, but if you start the game just going for center row cards, you’ll get off to a slow start. The buying power and military might acquired from early heavy infantry and mystics (except when you can get strictly better cards in the center row) give your deck the edge it needs for an early boost.
Additionally, an early buy of arbiter of the precipice will do you wonders in thinning your deck of weaker initiate and milita cards. It is difficult to thin your deck in this game, so the earlier you start the better.
I often notice when people play Ascension they will play any cards with draw abilities, then play cards with runes for purchasing, and then buy whatever they want. Often, this works fine, but there are times, especially in the mid-game where some care may yield you a few more points, or a more likely draw of that new card.
If playing all of your draw cards at the start of the turn will cause you to shuffle your deck, any cards you buy that turn will sit in your discard pile until your next shuffle. If you have enough runes to buy a card you want before using all of your draws, you are generally better off doing so before using enough draw cards to shuffle your discard pile (unlike cards played this turn which stay out until the end of the turn, cards purchased immediately go to your discard pile). Then, when you play the draw cards to force the shuffle, your newly purchased card will come up sooner as it is in your deck; there’s even a chance you’ll draw it that turn!
This may not always be an option if you need to use those draw cards to purchase what you want, but in cases where you can afford a card without using enough draw cards to reshuffle your library, and it’s a card you want to play later in the game, you should aim to get the card into your discard pile before the shuffle.
I know it should go with out saying but you have to keep an eye on what your opponent is “drafting”. It’s easy to get lost in your own strategy and forget to “hate” draft a card that would compliment your opponents deck. Banishing creatures from the center row is a great way to hurt a heavy infantry strategy.
Also be mindful of the end game. I always try and maximize honor gained to try and seal the deal. This is especially true in the IOS version where the game moves so fast you might not be aware of the end game creeping up!
One house rule I’ve seen is to have two separate center rows. One for the expansion cards and one for the base set. This isn’t a favorite variant of mine, but one I’d like to share. This allows significant exposure to both the base set and the expansion, and allows for more cards to select from.
The 6 cards in the row are all superior, rune for rune, or power for power, to the Mystic, Heavy Infantry, or Cultist. So when you get the chance, deny your opponents cards from the row.
This strategy works best in a one-vs-one game. With more players, you’re likely to confront different strategies at the same time, making it impossible to deny all opponents the row cards. Your goal is to leave nothing on the row that your opponent can buy or kill that will help them build momentum in the early game, or grab meaningful points in the late game. If your opponent is playing a power-heavy deck, leave only expensive purchasable cards on the row. If they’re playing a purchase-heavy deck, get rid of all the cards worth buying and let the row fill with monsters.
There are two ways of denying row cards to your opponents: Buying/killing them or banishing them. To pull this strategy off well, you’ll be doing some of both.
The most common way to lock the row is to be playing a rune-heavy (buying) deck yourself, while your opponent plays a combat-heavy deck or tries to balance the two. It’s harder to pull off a monster-heavy lock, because you’re less likely to redraw a new monster when you take cards off the row. Also, the cheaper price of combat cards makes it easier to pivot into a combat strategy from an economic one if your opponent figures out what you’re doing in time.
Some golden opportunities to keep an eye out for for are the Avatar of the Forked Path and the Mephit. The Forked Path is the most pure card for pursuing this strategy, especially when taken in combination with a thinned out deck that will redraw it often. And the Mephit (or Mistake of Creation) is a one-shot row-control opportunity that your opponent will soon turn against you if you don’t grab it first.
Like all strategies in Ascension, the luck of the draw is a factor, and you have to know when to make a play for this one and when to save your efforts for other strategies. If there’s too many cards on the row that are tasty for your opponent’s deck strategy, locking the row is a distraction. It’ll help you to get rid of the ones s/he wants most, but your efforts are better spent building your own deck than trying to block their every play when the draws aren’t playing along.
It’s also worth knowing which cards you can safely leave for your opponent. Cards like the Mechanica Initiate or Void Adept combo poorly with many decks, actually making them less tuned. It’s often safe to leave these on the row, letting your opponent pollute his deck with cards that work contrary to his strategy. The Thorn Witch, so powerful in a thinned-out redraw-heavy deck, is a waste of runes as a late game buy for a bulked-out deck in the late game. In the last third of the game, the time to buy most (non-mechanica) Constructs is past. Knowing the cards you can safely leave for your opponent to buy is another key to this strategy. Just knowing your opponent’s playstyle preferences may often give you the chance to leave a card on the row that you know they will refuse.
It’s rare that you get the chance to make a major play of this strategy – more often it’s a minor compliment to the core strategies of building a tight deck and grabbing the best opportunities. But when the draws give you the chance to pull it off at the same time, it’s a key factor in the most runaway victories you’ll ever see.
Short version:
This is a rare strategy that gives you the chance to walk away with HUGE victories when it goes big. In a 2-player game, watch for your opponent to blunder into a combat heavy or balanced strategy in a game where you’ve chosen economic (rune) power and the deck has played along with you. Use selective buying, killing and banishing to deny your opponent the cards that would compliment their deck’s strategy.
This game makes it feel like you have to kill monsters in order to gain honor, and sometimes it is, the center row is random. However, if you are given access to them, a great combination of cards to utilize are the Lifebound and Enlightened. The Enlightened allows you to draw out your deck in no time at all, along with banishing monster cards that you don’t want other people defeating, and the Lifebound will gain you tons of honor and quite a few heroes as well.
One of the better strategies I’ve seen in this game is focusing only on cards that either: Add power, or banish center row cards. it lets you do 2 important things, Kill bigger monsters (fairly reliably), and cycle through the cost cards your opponent can use. Once it’s working, it’s a very tough nut to crack, and scores very highly, particularly in 3-4 player games.
There is now an iPad / iPhone version of the game. http://itunes.apple.com/us/app/ascension-chronicle-godslayer/id441838733?mt=8
This is a well balanced game; there’s no single winning strategy. Every card can be good in the right circumstance, the key is to ****** up the combos that the row offers and adapt as it presents new opportunities.
As a rule of thumb, most colors/factions combo with themselves, so grab multiple cards from the same color and you won’t go far wrong. For example, if there’s a Void Adept (1 cost purple) and a Shade of the Black Watch (3 cost purple) in the row at the start of the game, jump on that. This is a natural combo that will thin the trash out of your deck, leaving you with mean power combos by the last third of the game. If there’s a Snapdragon (5 cost green construct) and anything else green on the row at the start of the game, dive for that. Again, you’ve got a natural combo.
Not all cards that share a color are natural combos. Experience will teach you the many exceptions to this rule. Until you have experience, look for a chance at the opening to specialize in a color or two early on.
Since the game can feel fairly random and go pretty quickly, this variant gives you a bit more control over your choices for deck-building. This variant is really a lot of fun.
Sort your cards by faction creating a stack for each and one stack for the monster cards. For each faction (incl. monsters) create 2 face-up spots. Use the stacks you created to supply these spaces. This guarantees that each player will have two options from each faction available each turn and two monsters to attack.
Warning: Mechana constructs being much more readily available can easily tip the scales if one player goes for them, especially after the Hedron Link Device comes out.
As an additional condition for the game ending, the game ends when one (or more) faction/monster pile is completely depleted.
When a card in the main row gets banished or purchased, replace it with the card below it instead of a random one from the deck. Then, replace the bottom card with one from the deck. This allows you to develop a little more strategy to your choices and cuts down on the randomness a bit.
A key strategy to Ascension is knowing if you’re going with a fat deck or thin deck strategy.
In an ideal world, you’d love to run a thin deck. Grab purple cards that let you banish the trash from your deck early, such as the Void Adept, Shade of the Black Watch, and Avatar of the Precipice. Build the deck up with cards that make you draw after playing. Blue cards have the purest options for these. (Library Adept combos especially well with the purples named above in the early game.) A thinning deck will often pass up the opportunity to grab Heavy Infantry and any other card that isn’t a construct or have a free redraw, even when it has runes left over at the end of the turn.
Playing vs. iPad AI 1v1, 165 points in a game is my personal record. It was a thin deck that got me there.
But the card row doesn’t always offer you the option to thin, or your opponent snatches up all the good purple thinning cards and leaves none for you. When this happens, it’s time to swing the opposite way and bulk out your deck. Every card you add is worth a point or more. Heavy Infantry? Buying it gets you one point and every time you play it, at worst it’s one point from a defeated Cultist.
If your opponent is thinning, it’s vital that you rush draining the honor pool before his/her deck tuning is complete and s/he steamrolls you. Combat power is the classic way to drain the honor pool and end the game early, but certain Lifebound(green) cards accomplish the same results while keeping your card buying power strong: Lifebound Initiate, Snapdragon, Thorn Witch, and the Yggsdrasil Staff all give you noncombat avenues for speed draining the honor pool and ending the game while you’re still ahead. These are especially handy since buying power will allow you to cycle the cards in the center row to keep a steady stream of monsters available.
Overview: Figure out in the first few turns if you’re running a thin deck or a bulked out deck. Commit to it and push for an early or late game end based on it.
P.S. For the last turn or two, all decks are bulk decks. It should be obvious, but when you don’t have to worry about what trash you’re going to draw next turn, grabbing up the most points the row offers is the way to go.
P.P.S. Thin deck strategies work best with the core game. Once you add the “Return of the Fallen” expansion the ratio of cards in the deck that let you redraw after playing falls, and it’s rare that you get the chance to build the unstoppable play-my-entire-deck-every-turn combos that the core set allows.
In the iOS version of Ascension, the computer is programmed to automatically buy the card that gives the best cost to honor ratio. This is why you will often see your computer opponents purchasing an inordinate number of heavy infantries and mechana constructs. Having this knowledge under your belt can sometimes help in deciding what card to purchase (i.e. you can rest assured that it will be in the center row next turn if a better cost: honor card is present)