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 <title>GAMERS DECIDE - Ascension: Deckbuilding Game</title>
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 <title>Ascension Best Strategy: Top 10 Card Combos To Outplay Your Opponent</title>
 <link>https://www.gamersdecide.com/articles/ascension-strategy</link>
 <description>&lt;div id=&quot;comment-wrapper&quot;&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-news-image field-type-image field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot; rel=&quot;&quot; resource=&quot;https://www.gamersdecide.com/sites/default/files/styles/news_images/public/ascension_strategy.jpg&quot;&gt;&lt;img typeof=&quot;foaf:Image&quot; src=&quot;https://www.gamersdecide.com/sites/default/files/styles/news_images/public/ascension_strategy.jpg&quot; width=&quot;786&quot; height=&quot;500&quot; alt=&quot;Ascension Best Strategy&quot; title=&quot;Ascension Strategy&quot; /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-body field-type-text-with-summary field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot; property=&quot;content:encoded&quot;&gt;&lt;p&gt;Yes, I am talking about these card combinations that, sometimes make our life easier, but some other times will utterly destroy the opponent.&lt;/p&gt;
&lt;p&gt;But do not be fooled. Simple combos are just that, simple to perform, but not so powerful, while merciless combos are exceptionally difficult to achieve. And here is the difference between pro players and novice players.&lt;/p&gt;
&lt;p&gt;Read further to find out what card combinations will ensure you an easy victory, or will simply be an insta-win.&lt;/p&gt;
&lt;h2&gt;#1: Serpentcall + Eternal Askara&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension_combos_1.jpg&quot; style=&quot;height:388px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;If you are a fanatic of control strategies, this is among the most powerful combos available.&lt;/p&gt;
&lt;p&gt;Serpent Call is a Lifebound Construct that allows you to acquire any hero in the Void as if they were in the center row.&lt;/p&gt;
&lt;p&gt;In the other hand, Eternal Askara is an Enlightened Hero that can banish any card in the center row, and If that card is a monster, you obtain 3 Honor points.&lt;/p&gt;
&lt;p&gt;If played correctly, this combo can deny any kind of strategy for the opponent, and also give you exclusive access to virtually any hero you want.&lt;/p&gt;
&lt;p&gt;How this works:&lt;/p&gt;
&lt;p&gt;~ First, play Eternal Askara, and banish whatever card you don’t want your opponent to acquire or defeat.&lt;/p&gt;
&lt;p&gt;~ This card is sent to the Void, where nobody can reach it back again.&lt;/p&gt;
&lt;p&gt;~ Lastly, use Serpent Call to acquire whatever hero you banished with Eternal Askara.&lt;/p&gt;
&lt;h2&gt;#2: Forgotten Scripture + Scryer of the Lidless Eye + Master Dhartha&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension_combos_2.jpg&quot; style=&quot;height:369px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;This is a very powerful combo that will give you a huge card advantage.&lt;/p&gt;
&lt;p&gt;If you manage to pull out this combo, you will be able to draw 6 cards in a single turn, without any negative side effect.&lt;/p&gt;
&lt;p&gt;If you are building a deck thinking about late game strategy, this is a combo that you should really consider.&lt;/p&gt;
&lt;p&gt;Of course, you can scale this combo even further if you add another Scryer.&lt;/p&gt;
&lt;p&gt;It works like this:&lt;/p&gt;
&lt;p&gt;~ Play Forgotten Scripture.&lt;/p&gt;
&lt;p&gt;~ Play Scryer of the Lidless Eye.&lt;/p&gt;
&lt;p&gt;~ Draw 2 cards.&lt;/p&gt;
&lt;p&gt;~ Discard Master Dhartha.&lt;/p&gt;
&lt;p&gt;~ Master Dhartha will come back to your hand.&lt;/p&gt;
&lt;p&gt;~ Play Master Dhartha.&lt;/p&gt;
&lt;p&gt;~ Draw 3 cards.&lt;/p&gt;
&lt;p&gt;~ Transform Forgotten Scripture into Mantra of True Sight.&lt;/p&gt;
&lt;p&gt;~ Draw another card for a total of 6 cards.&lt;/p&gt;
&lt;h2&gt;#3: Adayu, the Serene + Vir, Ephemeral Guru + Daybreak Askara&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension_combos_3.jpg&quot; style=&quot;height:389px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;A game breaker combo. Expensive to obtain. You need three different cards that are unique (basically only one copy per deck).&lt;/p&gt;
&lt;p&gt;But oh, boy! This thing will almost guarantee your victory.&lt;/p&gt;
&lt;p&gt;That is what happens when you combine 3 of the most powerful cards in Ascension that are not only brutal by themselves, but 3 times the brutality when played together.&lt;/p&gt;
&lt;p&gt;But wait, doing this combo is not an easy task. It could be even impossible if you don’t plan incredibly well your deck.&lt;/p&gt;
&lt;p&gt;You need to meet several incredibly difficult conditions, as well as drawing two cards in the same turn, and have one card of each faction in your hand. Difficult, but if you pull this, well… enjoy easy victory.&lt;/p&gt;
&lt;p&gt;Look:&lt;/p&gt;
&lt;p&gt;~ Obtain and play Adayu, the Serene.&lt;/p&gt;
&lt;p&gt;~ Obtain and play Vir, Ephemeral Guru.&lt;/p&gt;
&lt;p&gt;~ Obtain all the heroes in the center row.&lt;/p&gt;
&lt;p&gt;~ Play Daybreak Askara.&lt;/p&gt;
&lt;p&gt;~ Copy Vir twice&lt;/p&gt;
&lt;p&gt;~ Start playing your new heroes and triggering Adayu’s effects.&lt;/p&gt;
&lt;p&gt;~ (Probably) Win the game.&lt;/p&gt;
&lt;h2&gt;#4: Umbral Edge + Penumbral Edge + Hedron Canon + Hedron Link Device&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension_combos_4.jpg&quot; style=&quot;height:388px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Here we are getting into serious business.&lt;/p&gt;
&lt;p&gt;If you thought that the previous combo will hit hard, wait for this:&lt;/p&gt;
&lt;p&gt;Umbral and Penunmbral Edge are two Void Constructs that, if played together, will give you 8 Power per turn. But this is not enough, right? We always want more. Combine that with Hedron Cannon and Hedron Link Device.&lt;/p&gt;
&lt;p&gt;What you will obtain is a wooping amount of 12 power points every turn, more than enough to defeat any monster in Ascension.&lt;/p&gt;
&lt;p&gt;Do you want to destroy that big guy? Please, do it. Do you want to clear the center row of small monsters, please, go ahead.&lt;/p&gt;
&lt;p&gt;To make this work:&lt;/p&gt;
&lt;p&gt;~ Play Hedron Link Device&lt;/p&gt;
&lt;p&gt;~ Play Hedron Canon&lt;/p&gt;
&lt;p&gt;~ Play Umbral Edge and Penunbral Edge.&lt;/p&gt;
&lt;p&gt;~ Profit.&lt;/p&gt;
&lt;h2&gt;#5: Tablet of Time’s Dawn + Reclamax&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension_combos_5.jpg&quot; style=&quot;height:349px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;As simple as this, but this combo could easily be the most powerful ever in Ascension. Basically, if build correctly, a deck with these two cards will grant you infinite turns.&lt;/p&gt;
&lt;p&gt;The Tablet of Time’s Dawn is a Mechana Construct that gives you one extra turn if you banish it.&lt;/p&gt;
&lt;p&gt;Reclamax is another Mechana Construct that allows you to acquire any Mechana Construct from the Void, back to your discard pile.&lt;/p&gt;
&lt;p&gt;If you build a sufficiently small deck with a few “Draw two cards” heroes, you can easily keep bringing back the Table to your deck, and obtaining extra turns again and again.&lt;/p&gt;
&lt;p&gt;To make this work::&lt;/p&gt;
&lt;p&gt;~ Acquire Tablet of Time’s Dawn and Reclamax. Do not play them until you have both of them.&lt;/p&gt;
&lt;p&gt;~ Banish as much as you can from your deck. Leave only the necessary Rune and Power generation heroes to play both Mechana Constructs.&lt;/p&gt;
&lt;p&gt;~ Leave 2 or 3 “Draw X cards” heroes.&lt;/p&gt;
&lt;p&gt;~ At the begining of your turn, play cards that allow you to draw cards. Cards like Flytrap Witch are optimal because they give honour and allow you to draw another card.&lt;/p&gt;
&lt;p&gt;~ Once you draw the Table and the Reclamax, play both of them.&lt;/p&gt;
&lt;p&gt;~ Finally, banish the Tablet and re-acquire it with Reclamax.&lt;/p&gt;
&lt;p&gt;~ Finish your turn and enjoy the new one.&lt;/p&gt;
&lt;h2&gt;#6: Cell Block E + P.R.I.M.E. Directive + Rat King&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension_combos_6.jpg&quot; style=&quot;height:326px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;With this combo, you insta-win the game even before the opponent has the chance to develop his strategy.&lt;/p&gt;
&lt;p&gt;Basically, what we want is to obtain mechana constructs so PRIME Directive effect is triggered.&lt;/p&gt;
&lt;p&gt;Thanks to Cell Block E, any monster that you defeat or play, is converted into a Mechana Construct under your ownership.&lt;/p&gt;
&lt;p&gt;From his side, PRIME Directive tells you that if you conrol 8 or more Mechana Constructs, you win the game.&lt;/p&gt;
&lt;p&gt;And finally, Rat King is a monster that, once it enters the game, it summons another 5 Giant Rat monsters on top of the other cards in the center row. Also, if you defeat the Rat King, all the Giant Rats are automatically defeated. That is a total of 6 monsters defeated, that if you add up to PRIME Directive and Cell Block E, is a total of 8 Mechana Constructs.&lt;/p&gt;
&lt;p&gt;To win the game with this combo:&lt;/p&gt;
&lt;p&gt;~ Acquire enough power build cards to be ready to defeat the Rat King.&lt;/p&gt;
&lt;p&gt;~ Play Cell Block E and PRIME Directive.&lt;/p&gt;
&lt;p&gt;~ Once the Rat King appears, defeat it.&lt;/p&gt;
&lt;p&gt;~ The Rat King and all the Giant Rats will be defeated and converted into Mechana Construct,&lt;/p&gt;
&lt;p&gt;~ You win.&lt;/p&gt;
&lt;h2&gt;#7: Vir, Ephemeral Guru + Daybreak Askara&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension_combos_7.jpg&quot; style=&quot;height:348px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Another big hit combo. If you bring it into play, you will completely destroy your opponent!&lt;/p&gt;
&lt;p&gt;The explanation is simple: Vir lets you acquire ALL the heroes in the center row without paying their cost and put them in your hand, ready to be played, while Daybreak Askara duplicates the effect of any hero, and if that hero is Enlightened, this duplication happens twice.&lt;/p&gt;
&lt;p&gt;Basically, you will acquire all the heroes in the center row three times in one turn if you triplicate Vir.&lt;/p&gt;
&lt;p&gt;The correct order to play this is:&lt;/p&gt;
&lt;p&gt;~ Play Vir, Ephemeral Guru&lt;/p&gt;
&lt;p&gt;~ Acquire all the heroes in the center row.&lt;/p&gt;
&lt;p&gt;~ Play all these heroes as you please.&lt;/p&gt;
&lt;p&gt;~ Play Daybreak Askara&lt;/p&gt;
&lt;p&gt;~ Duplicate twice the effect of Vir.&lt;/p&gt;
&lt;p&gt;~ Acquire new heroes…&lt;/p&gt;
&lt;p&gt;~ Profit…&lt;/p&gt;
&lt;h2&gt;#8: Dhartha, the Eternal + Vir, Ephemeral Guru + Daybreak Askara&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension_combos_8.jpg&quot; style=&quot;height:348px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Another destroyer combo. This is an upgraded version of the previous combo.&lt;/p&gt;
&lt;p&gt;It works in a similar way, but in this case, you can trigger the effect of Dhartha many times and keep defeating and acquiring new heroes and monsters.&lt;/p&gt;
&lt;p&gt;It works in this way:&lt;/p&gt;
&lt;p&gt;~ Complete the previous combo, up to “Acquire all the heroes”.&lt;/p&gt;
&lt;p&gt;~ At this moment, play Dharta.&lt;/p&gt;
&lt;p&gt;~ Next, play one of the heroes in your hand, so Dhartha’s multi-united effect is triggered.&lt;/p&gt;
&lt;p&gt;~ Acquire or defeat the new hero or monster.&lt;/p&gt;
&lt;p&gt;~ Repeat.&lt;/p&gt;
&lt;h2&gt;#9: Dhartha’s Retreat + Twofold Askara + Nairi, Henge Queen&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension_combos_9.jpg&quot; style=&quot;height:430px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Do you love Honor, right? And how about drawing extra cards per turn? Well, this powerful combo is just about that. You will easily outrun your opponent with a big advantage.&lt;/p&gt;
&lt;p&gt;In one side, Dhartha’s Retreat allows you to draw two extra cards per turn. Solely with this, we are talking about a serious advantage. The only condition is that you cannot acquire or defeat anything.&lt;/p&gt;
&lt;p&gt;In the other side, we have Nairi, Henge Queen. When you play her, you will earn 5 honour points.&lt;/p&gt;
&lt;p&gt;And to empower the combo, you can make use of Twofold Askara (or any duplicating effect card).&lt;/p&gt;
&lt;p&gt;Additionally, if your deck is small enough and correctly built, you can keep drawing this combo every single turn, earning at a pace of 10 Honour per turn and acquiring a huge advantage respect your opponents.&lt;/p&gt;
&lt;p&gt;How this really works?&lt;/p&gt;
&lt;p&gt;~ First, Play Dhartha’s Retreat, and keep it in game.&lt;/p&gt;
&lt;p&gt;~ Next, play Nairi, so you will earn 5 honour points.&lt;/p&gt;
&lt;p&gt;~ Then, play Twofold Askara, and duplicate the effect of Nairi, earning another 5 honour points, for a total of 10.&lt;/p&gt;
&lt;p&gt;~ Finish your turn. Then, you will draw 2 extra cards.&lt;/p&gt;
&lt;h2&gt;#10: Orb of Nyx + Rat King&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension_combos_10.jpg&quot; style=&quot;height:353px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;If you are a lover of big armies, this is the right combo for you.&lt;/p&gt;
&lt;p&gt;When the Rat King enter the center row, another 6 Giant Rats are summoned.&lt;/p&gt;
&lt;p&gt;Now, according to Orb of Nyx, everytime you defeat a monster, you obtain a Soul Gem.&lt;/p&gt;
&lt;p&gt;Can you then smell something fishy here? Yes, of course.&lt;/p&gt;
&lt;p&gt;Just imagine this:&lt;/p&gt;
&lt;p&gt;~ Play Orb of Nyx.&lt;/p&gt;
&lt;p&gt;~ Wait for Rat King to appear.&lt;/p&gt;
&lt;p&gt;~ Defeat Rat King (and all the Giant Rats)&lt;/p&gt;
&lt;p&gt;~ Trigger Orb of Nyx 6 times.&lt;/p&gt;
&lt;p&gt;~ Enjoy a new army that you can immediately play.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Do not forget to check this out:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;~ &lt;/strong&gt;&lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/articles/ascension-deckbuilding-game-guide&quot; target=&quot;_blank&quot;&gt;Ascension: Deckbuilding Game Guide: 50 Pro Tips For Beginners&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;~ &lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/articles/12-best-hearthstone-decks-right-now&quot; target=&quot;_blank&quot;&gt;The 12 Best Hearthstone Decks Right Now:&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;~ &lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/articles/hearthstone-best-packs-buy-2018-2019&quot; target=&quot;_blank&quot;&gt;The Best 2018 - 2019 Hearthstone Packs to Buy&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;~ &lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/articles/15-best-hearthstone-minion-cards-will-utterly-destroy-your-opponents&quot; target=&quot;_blank&quot;&gt;15 Best Hearthstone Minion Cards That will Utterly Destroy Your Opponents&lt;/a&gt;&lt;/p&gt;
&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-subtitle field-type-text field-label-above&quot;&gt;&lt;div class=&quot;field-label&quot;&gt;Main Image caption:&amp;nbsp;&lt;/div&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot; property=&quot;&quot;&gt;What kind of strategic combos could turn the game and outplay your opponent?&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;!--
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 <pubDate>Fri, 01 Feb 2019 12:39:42 +0000</pubDate>
 <dc:creator>TokyoGamer2</dc:creator>
 <guid isPermaLink="false">4436 at https://www.gamersdecide.com</guid>
 <comments>https://www.gamersdecide.com/articles/ascension-strategy#comments</comments>
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 <title>Top 15 Ascension Best Cards in 2019</title>
 <link>https://www.gamersdecide.com/articles/ascension-best-cards</link>
 <description>&lt;div id=&quot;comment-wrapper&quot;&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-field-news-image field-type-image field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot; rel=&quot;&quot; resource=&quot;https://www.gamersdecide.com/sites/default/files/styles/news_images/public/ascension_best_cards.jpg&quot;&gt;&lt;img typeof=&quot;foaf:Image&quot; src=&quot;https://www.gamersdecide.com/sites/default/files/styles/news_images/public/ascension_best_cards.jpg&quot; width=&quot;786&quot; height=&quot;521&quot; alt=&quot;Ascension Best Cards&quot; title=&quot;Ascension Best Cards&quot; /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-body field-type-text-with-summary field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot; property=&quot;content:encoded&quot;&gt;&lt;p&gt;As a deckbuilding game, Ascension offers a lot of flexibility in each game. Basically, each game you play will be completely different to the previous one. The tactics you apply now will likely not work in the next game. In this respect, Ascension will reward imaginative and adaptive players.&lt;/p&gt;
&lt;p&gt;But this does’t mean you can randomly play and acquire cards. You must rethink your strategy each game and each turn.&lt;/p&gt;
&lt;p&gt;But even though, what are those cards that you should always try to acquire? What cards will give you an edge leading to victory?&lt;/p&gt;
&lt;p&gt;In this article I will show you what are the 15 more powerful cards in Valley of the Ancients.&lt;/p&gt;
&lt;h2&gt;#1: Crypt Lurker&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_crypt_lurker.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Don’t underestimate this small foe. Within him, a really powerful effect is hidden.&lt;/p&gt;
&lt;p&gt;In VotA, a big part of the strategy lies down in acquiring a Temple of Life or a Temple of Death. The Temple of Death is, in general, a better bet, mostly if you are thinking about endgame, where you only want to draw only the most powerful cards and clean up your deck.&lt;/p&gt;
&lt;p&gt;Crypt Lurker is a great card to acquire Temple of Death very early. Easy to defeat, it rewards you with 3 Honor Points and a a Death Keystone. This is an excellent choice in the early stages of the game.&lt;/p&gt;
&lt;h2&gt;#2: Hurras, Sea’s Fury&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_hurra_seasfury.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Hurras, Sea’s Fury is basically the father of Crypt Lurker.&lt;/p&gt;
&lt;p&gt;It costs more to defeat, but the reward is bigger. 4 Honor Points and getting in control of 2 temples (or activating their effect).&lt;/p&gt;
&lt;p&gt;Excellent card for late or endgame. Obtaining 7 power is rather easy, so expect all your opponents trying to defeat this monster.&lt;/p&gt;
&lt;h2&gt;#3:Kan’zir, the Ravager&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_kanzir.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;This beast talks by itself. It could easily be the best creature in VotA to completely destroy your opponent.&lt;/p&gt;
&lt;p&gt;If you think about it, you can defeat Kan’zir with just 6 Power, and it rewards you with 5 Honor Points and it devastates your opponents, like the old Sea Tyrant but on steroids.&lt;/p&gt;
&lt;h2&gt;#4: Isla, Serene Prodigy&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_isla.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Here we have a Hero, from the faction Enlightened, that could be a total game changer.&lt;/p&gt;
&lt;p&gt;Isla, Serene Prodigy is similar to Cetra, Weaver of Stars from CotG, but in this case, Isla not only allows you to acquire any Hero, but also any Construct.&lt;/p&gt;
&lt;p&gt;And if that is not enough, Isla does not go to the center of the board, it will be shuffled back in your deck, among with the new hero or construct you acquired.&lt;/p&gt;
&lt;p&gt;This is a great combo with a draw-intensive deck. If you have a very thin deck, you could easily be acquiring several big Heroes and Constructs and playing them withing the same turn.&lt;/p&gt;
&lt;p&gt;But not only that: for the 8 runes that you will spend, you will also acquire 6 Honor points.&lt;/p&gt;
&lt;h2&gt;#5: Jubilant Monk&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_jubilant.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;This little guy here, that you can acquire with just 3 runes, would become easily one of the best supporters in any  of your decks.&lt;/p&gt;
&lt;p&gt;Usually, drawing cards will cost you about 2.5 runes per card, for example, Ascetic of the Lidless Eye or fMaster Dhartha from CotG.&lt;/p&gt;
&lt;p&gt;Other heroes or monsters allow a lower rune - card ratio, but with some kind of side effect that could be good, or bad, depending on the stage of the game.&lt;/p&gt;
&lt;p&gt;But what if I tell you that you can draw 2 cards for 3 runes, and with the possibility to draw 3 or even more?&lt;/p&gt;
&lt;p&gt;This is basically what Jubilant Monk does. You draw one card. After that, you draw another card. If it is a Mystic, Heavy Infantry or Enlightened card, you draw again. So basically, you will draw at least 2 cards for 3 runes.&lt;/p&gt;
&lt;h2&gt;#6: Ominous Augur&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_ominous.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;The Enlightened version of Druids of the Stone Circle from CotG.&lt;/p&gt;
&lt;p&gt;Very cheap to acquire, but allows you to get a higher level Hero or Construct. And if you trigger Serenity, you can play that Hero or Construct directly from the central row.&lt;/p&gt;
&lt;p&gt;This is probably the best “opportunist” card you can find in VotA or CotG.&lt;/p&gt;
&lt;p&gt;This is mostly an early game card, and as such, your discard pile will not have lots of card on it, so you can trigger Serenity rather easily.&lt;/p&gt;
&lt;p&gt;What it makes this card far better than Druids is its lower cost as well as the possibility to acquire a higher level Hero, while Druids cost more and is useful only for low level stuff. Also, Ominous Augur puts the Hero into your hand, instead of the top of your deck, so you don’t have to rely on an extra card draw (or next turn) to play the new hero.&lt;/p&gt;
&lt;h2&gt;#7: Asalas, the Impaler&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_impaler.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;This hero, by itself, is not so powerful. It gives you extra Power, that is always good, but its true potential lays down in the possibility to trigger an excellent combo.&lt;/p&gt;
&lt;p&gt;Basically, when you acquire another hero, its cost in Runes will be added to your Power resource pool.&lt;/p&gt;
&lt;p&gt;The best synergy happens with any Lifebound Hero that has the Unite skill, and among them, Qadim Stalker could easily be the best because for 5 Runes, 2 of them will be returned, but you will obtain 5 power and 2 Honor points.&lt;/p&gt;
&lt;p&gt;If you combine this with a hero like Ominous Augur, that allows you to acquire a hero and put it in your hand, you can then play Qadim Stalker to obtain 5 Power from Asalas, and another 2 power from Qadim’s ability, for a total of 7 power.&lt;/p&gt;
&lt;p&gt;Then, you can use these 7 power to defeat Hurras, Sea’s Fury. Basically, you obtain 9 honor points and 2 Keystones for a just 3 Runes.&lt;/p&gt;
&lt;h2&gt;#8: Salvagemaster Mila&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_salvagemaster.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;A must for any Construct-based deck.&lt;/p&gt;
&lt;p&gt;It could be a bit pricey to acquire at first, but for mid or late game stages, it is a very valuable asset.&lt;/p&gt;
&lt;p&gt;It gives a big boost to your Runes pool, and if you acquire any Construct, you can directly play it.&lt;/p&gt;
&lt;p&gt;Notice how it doesn’t specify “Mechana” Constructs. The skill works with any Construct.&lt;/p&gt;
&lt;p&gt;Do you see any construct you want to acquire and cannot wait to play it? Ask Mila for help: she will reduce it’s cost by four, and put it directly into play. Think big: how about that Reckless Excavator for a mere 4 Runes? Tempting, right?&lt;/p&gt;
&lt;h2&gt;#9: Reckless Excavator&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_excavator.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;A bit on the expensive side, but Reckless Excavator is a very powerful card.&lt;/p&gt;
&lt;p&gt;For 8 Runes, you obtain a big chunk of Honor points and any one Keystone. Remember that a huge part of the strategy in VotA revolves around Keystones and Temples.&lt;/p&gt;
&lt;p&gt;If you manage to acquire reckless Excavator, you will end up with 13 Honor points, and potentially 18 and a Temple of Immortality, if you have spare Keystones to activate the Temple of Life or Temple of Death you acquire with Reckless Excavator..&lt;/p&gt;
&lt;p&gt;For Mechana Construct decks, acquiring this Construct should be fairly easy, specially with this last expansion, where you can make use of Tyranyx, the Pillager to acquire Reckless Excavator even easily, having leftover Runes to trigger the effect of Temple of Immortality.&lt;/p&gt;
&lt;h2&gt;#10: K-YL3 Repairbot&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_repairbot.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;A lighter version of The All-Seeing Eye from CotG, K-YL3 Repairbot will allow you to draw one extra card per turn, that is always a good thing, if you play a Mechana Construct or if you control a Temple.&lt;/p&gt;
&lt;p&gt;This is a card that could give you mixed feelings. If you want to focus on Mechana or Temple deck, go for it. The benefit will be big, either in Honor points and card drawing speed.&lt;/p&gt;
&lt;p&gt;Also, the skill of this Construct will be triggered when you play it, so you will not lose a “draw” with it.&lt;/p&gt;
&lt;h2&gt;#11: Tyranyx, the Pillager&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_tyranyx.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Under this mechanical dragon, lays down one of your main Mechana deck supporters in early and mid game, and a generous source of Honor Points in late game.&lt;/p&gt;
&lt;p&gt;A 100% non-aggressive Mechana Deck is not advised because you will not be able to keep up the pace of your opponent if he is focusing mostly on defeating monsters.&lt;/p&gt;
&lt;p&gt;That being said, you should always have some Power income to defeat any interesting monster appearing.&lt;/p&gt;
&lt;p&gt;And here is where Tyranyx plays a key role in your Mechana Deck. Or I would say “plays a key role NOT in your deck”.&lt;/p&gt;
&lt;p&gt;For the holy grace of Christ, do not acquire this guy early in the game. Each turn you will earn a couple of Power points that you could use to acquire those big Mechana Constructs sooner.&lt;/p&gt;
&lt;h2&gt;#12: Randall, Umbral Sage&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_randall.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Expensive to acquire, and with a not-so-attractive amount of Honor Points rewarded, this guy only gives you 3 Power and will put all your deck in your discard pile.&lt;/p&gt;
&lt;p&gt;Who on hell wants this guy?&lt;/p&gt;
&lt;p&gt;But wait, there is a small detail: he will put literally ANY Void card from your discard pile into your hand.&lt;/p&gt;
&lt;p&gt;But wait… who on his right mind would like to trade one card for his whole deck? The answer is, everyone… with the right strategy.&lt;/p&gt;
&lt;p&gt;Basically, Randall will search for any Void card and put it in your hand. Yes, your deck will be completely discarded, but remember: if you would happen to draw a card from an empty deck, the whole discard pile will go back to your deck.&lt;/p&gt;
&lt;p&gt;This is basically a powerful combo card. You must play this only if you have a card-drawing hero or construct in your hand, so you can return all your deck back to its natural place.&lt;/p&gt;
&lt;h2&gt;#13: Deranged Dirge&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_deranged.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Void decks are based on drawing cards, banishing useless stuff and obtaining Power to defeat Monsters.&lt;/p&gt;
&lt;p&gt;And Deranged Dirge is the epitome of the Void Decks.&lt;/p&gt;
&lt;p&gt;Basically a Void Construct that will give you Power and allow you to banish any card whenever you please. And besides that, it is a Construct, meaning, you will not lose one draw once you play it. It just lays down in your Construct Tray until you need to use it.&lt;/p&gt;
&lt;p&gt;And that for just 4 Runes. You can even acquire it the first turn and start getting rid of all those pesky Apprentice and Militia.&lt;/p&gt;
&lt;p&gt;Basically, Deranged Dirge is a convenient way to do what a Void Deck should do.&lt;/p&gt;
&lt;h2&gt;#14: Temple of Death&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_temple_death.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;The best choice for mid and late game, no matter what type of deck you have.&lt;/p&gt;
&lt;p&gt;Each turn you could potentially banish any number of useless cards from your deck, as soon as you have Death Keystones.&lt;/p&gt;
&lt;p&gt;As for late game, you will want to draw only the most powerful cards from your deck. If you keep looting Apprentice and Militia, your advancement will be heavily taxed.&lt;/p&gt;
&lt;p&gt;You can use Void Cards that are designed, in part, for this purpose, but their usage is limited to once per turn.&lt;/p&gt;
&lt;p&gt;In replacement of that, Temple of Death can be used multiple times, given that you feed him with Keystones.&lt;/p&gt;
&lt;p&gt;Basically, Temple of Death is a must once you reach endgame stage.&lt;/p&gt;
&lt;h2&gt;#15: Temple of Immortality&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/vota_templ_immortality.jpg&quot; style=&quot;height:856px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;Love it or hate it. These will be your feelings towards this card.&lt;/p&gt;
&lt;p&gt;Basically it is like a mini slot machine. You name a faction, then you acquire any Hero or Construct. If the new card appearing if of the named faction, you get it for free.&lt;/p&gt;
&lt;p&gt;This could be a benediction or a malediction.&lt;/p&gt;
&lt;p&gt;The effect is very powerful. You could easily acquire a big boy for free, but if you are towards endgame stage, Temple of Immortality might not be a great acquisition.&lt;/p&gt;
&lt;p&gt;But doubtless, during early and mid game, it will greatly support your deck by giving you new Heroes and Constructs and accelerating the movement of the central row.&lt;/p&gt;
&lt;h2&gt;Conclusion &lt;/h2&gt;
&lt;p&gt;Ascension: Valley of the Ancients is a very solid expansion that refreshes the game with new and interesting tactics.&lt;/p&gt;
&lt;p&gt;You will be pleased by the new mechanics, the new cards and the new possibilities, either if you like fast-paced aggressive games, deeper tactics with combos or dynamic games.&lt;/p&gt;
&lt;p&gt;Thanks to the digital version of the game, you can easily combine VotA with any other expansion and keep a balanced game…&lt;/p&gt;
&lt;p&gt;It works very well with the basic set CotG as well as with other expansions, mostly with those that have simpler mechanics such as Return of the Fallen; Rise of the Vigil and Darkness Unleashed if you want a more agile treasure income ~ outcome; Realms Unraveled with the Multi-Unite effect that works wonders with VotA.&lt;/p&gt;
&lt;p&gt;In conclusion, Valley of the Ancients is a recommended expansion for any player either in the digital platform of the game, or the tabletop version, with easy to grasp rules but surprisingly tactical depth and countless possibilities.&lt;/p&gt;
&lt;p&gt;You may also be interested also in:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt; &lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/articles/best-card-games-for-pc-best-digital-card-games&quot; target=&quot;_blank&quot;&gt;Top 10 Best Card Games for PC (Best Digital Card Games)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/pc-game-news/top-11-games-hearthstone-ranked-good-best&quot; target=&quot;_blank&quot;&gt;Top 10 Games Like Hearthstone (Games Better Than Hearthstone In Their Own Unique Way)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/articles/hearthstone-best-packs-buy-2018-2019&quot; target=&quot;_blank&quot;&gt;Hearthstone Best Packs to Buy 2018 - 2019&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt; &lt;/p&gt;
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 <pubDate>Fri, 01 Feb 2019 12:07:30 +0000</pubDate>
 <dc:creator>TokyoGamer2</dc:creator>
 <guid isPermaLink="false">4435 at https://www.gamersdecide.com</guid>
 <comments>https://www.gamersdecide.com/articles/ascension-best-cards#comments</comments>
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 <title>Ascension: Deckbuilding Game Guide: 50 Pro Tips For Beginners</title>
 <link>https://www.gamersdecide.com/articles/ascension-deckbuilding-game-guide</link>
 <description>&lt;div class=&quot;field field-name-field-news-image field-type-image field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot; rel=&quot;&quot; resource=&quot;https://www.gamersdecide.com/sites/default/files/styles/news_images/public/ascension_game_guide.jpg&quot;&gt;&lt;img typeof=&quot;foaf:Image&quot; src=&quot;https://www.gamersdecide.com/sites/default/files/styles/news_images/public/ascension_game_guide.jpg&quot; width=&quot;786&quot; height=&quot;489&quot; alt=&quot;Ascension: Deckbuilding Game Guide&quot; title=&quot;Ascension: Deckbuilding Game Guide&quot; /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div id=&quot;comment-wrapper&quot;&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-body field-type-text-with-summary field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot; property=&quot;content:encoded&quot;&gt;&lt;p&gt;Discover the best strategies for Ascension: Deckbuilding Game.&lt;/p&gt;
&lt;h2&gt;#1: Drawing Cards is King:&lt;/h2&gt;
&lt;p&gt;Ascension is basically a game of efficiency. What you do in one single turn might not seems of a great impact, but it really adds up towards the end of the game. Taking this into account, what you want is that each single turn you are able to play the most powerful and useful cards in your deck. One of the best things to do so, is to draw many cards from your deck. To achieve this, you should consider obtaining heroes or defeating enemies that allow you to draw extra cards.&lt;/p&gt;
&lt;h2&gt;#2: Throw away the garbage:&lt;/h2&gt;
&lt;p&gt;Related to drawing cards, it doesn’t matter how many cards you draw per turn, if all those cards are useless or do not offer you enough utility or power. Here is where banishing cards comes into play. As you keep banishing low level cards from your deck, only the most useful ones will be left, guaranteeing you that only these powerful cards will come into your hand.&lt;/p&gt;
&lt;h2&gt;#3: 1-rune-cost traps:&lt;/h2&gt;
&lt;p&gt;You will notice that there are several 1-rune-cost cards in the game named “initiate”, such as “Arhan Initiate”, “Void Initiate”, “Lifebound Initiate” and “Mechana Initiate”. There is plenty of discussion about this topic, and common agreement concludes that Arhan Initiate is the best of them. The reason is because it is a card that doesn’t “delay” your deck drawing and it never loses utility. On the other hand, other initiates keep losing utility as the game advances. For example, “Void Initiate” is thought to be very useful, but towards mid or late game, you only have a card that gives you one single rune, that allows you to banish a card. But if you think about it, towards end-game you already banished all your weak cards, so there is probably nothing else to banish, so you will end up with a Apprentice-like card.&lt;/p&gt;
&lt;h2&gt;#4: Investing for the future:&lt;/h2&gt;
&lt;p&gt;Like in real life, money gives power. The more money you have, the more expensive things you can acquire. And in Ascension, the situation is basically the same: if you invest in rune-granting heroes or constructs, later in the game you will be able to obtain the heavy hitters easily. Some players prefer to invest mostly in power. The problem of this is, once a powerful hero appears, they will have a hard time acquiring it.&lt;/p&gt;
&lt;h2&gt;#5: Be water, my friend:&lt;/h2&gt;
&lt;p&gt;You cannot develop a consistent strategy for Ascension. Each game will be different. The set of cards available might not even work with your well developed strategy. The only thing you can do is to be flexible and be able to adapt to each game and to each turn. If you fail to do this, you will see your chances of wining greatly reduced. Each turn you have to study the board, your hand, your deck and what kind of goal is following your opponent. If you do this, you can envision what you should do next.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/1.jpg&quot; style=&quot;height:388px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;h2&gt;#6: A dish with variety:&lt;/h2&gt;
&lt;p&gt;Once you learn to be flexible, the next natural step is to understand that single-faction strategies do not work. Ascension rewards variety. You must be able to react to each single situation. Is there an interesting monster to defeat? Good, you have power enough to destroy it. Is there a good mechana that you could make use of? Great, acquire it.&lt;/p&gt;
&lt;p&gt;Do not skip on killing or acquiring something just because you want t only-mechana deck, or do not skip on acquiring a mechana because you want to just kill monsters. Again, flexibility and adaptability is the key in Ascension.&lt;/p&gt;
&lt;h2&gt;#7: You have a new bible:&lt;/h2&gt;
&lt;p&gt;Yes, you absolutely have to learn by heart three things: first, the rules; second, how each card works; and third, what card combinations work the best. As the old saying suggests, “knowledge is power”. The more you know about the engine, the more efficient you can run it.&lt;/p&gt;
&lt;p&gt;Do your homework, learn the rules, study the cards, and understand what card combinations are a killer.&lt;/p&gt;
&lt;h2&gt;#8: Be a bad guy:&lt;/h2&gt;
&lt;p&gt;What if you have nice cards, but your opponent can also have access to great ones? You don’t want that, right? In Ascension, each move will have a repercussion for you and for your opponent.&lt;/p&gt;
&lt;p&gt;Whenever you perform an action involving the center row, you are also offering a new opportunity to your opponent to achieve something.&lt;/p&gt;
&lt;p&gt;In this respect, before acquiring or defeating something, you should carefully think “how much this will benefit me? How much could it benefit my opponent? What could come next?”&lt;/p&gt;
&lt;p&gt;For example, if you see in the center row a “Samael’s Trickster”, should you defeat him? You will obtain 1 victory point and 1 rune. How impactful that would be in your overall strategy? What if you defeat it and a new great card pops up for your opponent?&lt;/p&gt;
&lt;p&gt;If you don’t defeat it, you will be denying you 3 power, that he could use for a possible bigger guy popping out after Samael’s Trickster.&lt;/p&gt;
&lt;h2&gt;#9: Action and Reaction:&lt;/h2&gt;
&lt;p&gt;Many novice players tend to play all their cards altogether. That is a terrible tactic. You don’t know what will come up new in the center deck, so it will be a waste if you play all your cards and then you regret it.&lt;/p&gt;
&lt;p&gt;You have to be precise. Do not waste anything, and play your resources as you need them.&lt;/p&gt;
&lt;p&gt;Acquire or defeat cards, play more resources, and keep the pace. Wasting resources will tax you over time, little by little.&lt;/p&gt;
&lt;h2&gt;#10: Keep track on the track:&lt;/h2&gt;
&lt;p&gt;It is absolutely essential that you keep track of the cards that have been shown up in the center row, so you can perform a prediction on when the big guys could come into the catwalk.&lt;/p&gt;
&lt;p&gt;Once you reach this level, you can easily be prepared to hit hard or buy expensive things.&lt;/p&gt;
&lt;p&gt;Always be prepared and always keep track of the things that are happening.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/2.jpg&quot; style=&quot;height:349px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;h2&gt;#11: An efficient engine:&lt;/h2&gt;
&lt;p&gt;When playing Ascension, pro players think about long-term efficiency. This is a key concept if you want to win a high level match. Let me explain this concept: Ascension is like the prehistoric ages: flexibility and adaptability to the environment is essential. You will not reach a far land if you cannot walk through mountains, or if you cannot hire good allies to help you, or if you cannot hunt properly.&lt;/p&gt;
&lt;p&gt;In the other hand, during prehistoric ages, the human beings have to be efficient, but not just today. They have to take decisions taking into account two things: first, how much profit this action will report to me; and second, how much effort do I need to perform to do do that action.&lt;/p&gt;
&lt;p&gt;Ascension falls in the same bag. Whenever you are going to perform an action such as acquiring a card or defeating a monsters, think about how much overall benefit can it offer you over the turns, and how much you have to trade off.&lt;/p&gt;
&lt;p&gt;Usually, cards that can scale your honour, runes or power points, tend to be efficient, while cards that do not scale their benefits over time, are inefficient.&lt;/p&gt;
&lt;h2&gt;#12: The Machines are your friends:&lt;/h2&gt;
&lt;p&gt;Mechana… the faction with weird machines and crazy engineers. What could end up well from such a maddness? Well, the answer is… a lot!&lt;/p&gt;
&lt;p&gt;Mechana is, in fact a strong faction to invest on. If you analyze their cards, you will soon realize that they are the most rune~honour efficient, in particular, their constructs, being in a ratio of 1:1.&lt;/p&gt;
&lt;p&gt;But the thing doesn’t stop there. Mechana is a faction that relies in building-up feedback benefits. The more mechana you play, the more its power scales up, and the easiest it becomes to build up.&lt;/p&gt;
&lt;p&gt;Of course, you should not go 100% mechana, since their utility is in many cases limited, but using Mechana as a big part of your strategy is a good idea.&lt;/p&gt;
&lt;h2&gt;#13: To flow or not to flow, that is the question:&lt;/h2&gt;
&lt;p&gt;We discussed before about maximizing your possibilities and minimizing you opponents’ Now, we should discuss further how we can take that to the next level.&lt;/p&gt;
&lt;p&gt;In Ascension, there are a few cards that allow you to directly manipulate the center row by banishing card from it. Such is the case of Seer of the Forked Path. This card allows you to draw one card from your deck and banish a card from the center row.&lt;/p&gt;
&lt;p&gt;This card has also been long discussed, and there is no common agreement if this is a good or bad card. In the one hand, you can negate a card for your opponent. Lets say, he is going for the monster kill strategy. You could banish a monster you don’t him to defeat. Of if he is collecting Mechana, you could destroy his strategy with the Seer.&lt;/p&gt;
&lt;p&gt;But on the other hand, what happens if you banish a 5-cost monster in the center row, but a 7-cost monster appears, ready to be killed by your opponent?&lt;/p&gt;
&lt;p&gt;Well, here is were you should really have into account what you learnt in #7. If you are good at keeping track of the game, you can really benefit from this type of cards.&lt;/p&gt;
&lt;h2&gt;#14: Reactive chemistry:&lt;/h2&gt;
&lt;p&gt;There are two types of players in Ascension: active and reactive.&lt;/p&gt;
&lt;p&gt;Active players tend to take the initiative. They study the board and follow their strategy to achieve their preferred deck with the resources available.&lt;/p&gt;
&lt;p&gt;Reactive players, in the other hand, they play to counter-act the opponent’s actions. Basically they closely track the game, and they play with probabilities. Then, they try to minimize the opponent’s chances to develop his strategy.&lt;/p&gt;
&lt;h2&gt;#15: Veni, Vidi, Vincit:&lt;/h2&gt;
&lt;p&gt;From old latin, “I came, I saw and I won”.&lt;/p&gt;
&lt;p&gt;As you learn more and more about Ascension, you realize how important is to manage the match duration. Why this is important, you might be asking? Well, because each strategy is good at certain things. Some strategies could be good at steady, long-term honour gaining, while others could be good at acquiring honour fast and ending the match before the opponent has time to build his strategy.&lt;/p&gt;
&lt;p&gt;It is said that pro Ascension players decide the type of strategy as soon as the very first five cards are placed on the board.&lt;/p&gt;
&lt;p&gt;Because Ascension relies a lot on probabilities and luck factors, players should rely on that too, or at least take that into account. As soon as you see the first cards, you should already think about how to make use of then, rather than wait for better cards to come up. It could happen that those cards you wish never appear.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/3.jpg&quot; style=&quot;height:388px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;h2&gt;#16: Each thing in its own time:&lt;/h2&gt;
&lt;p&gt;We already discussed about efficiency. Now, I have to introduce an advanced concept that is derived directly from that, and it is “timeframe”.&lt;/p&gt;
&lt;p&gt;Timeframe is a concept that matches efficiency and power of decision.&lt;/p&gt;
&lt;p&gt;When you acquire or defeat a card, you should think about how efficient it is. But this level of efficiency should be compared against something. And this something is the timeframe of the match.&lt;/p&gt;
&lt;p&gt;Lets see: in the first turn, Flytrap Witch shows up, and you have 5 runes available. Should you buy her? Definitely! This card is extremely efficient. It allows you to draw more cards, it gives you 2 honour, and it will make you gain another 2 honor again and again.&lt;/p&gt;
&lt;p&gt;But what happens if you are in late game? This same card, Flytrap Witch, even when it is the same card, its efficiency in this timeframe is not so good. That is because in late-game, you will not have many chances to play that card. Remember, the game is almost concluding, so most likely you are spending 5 runes for a card that you could maybe use once, maybe twice to draw 2 card and earn 6 honour in total.&lt;/p&gt;
&lt;p&gt;Then, timeframe changes efficiency, so you should consider carefully before buying or defeating any card: how much benefit could this card report me from now until the end?&lt;/p&gt;
&lt;h2&gt;#17: Return to the source:&lt;/h2&gt;
&lt;p&gt;With each expansion of the game, new monsters, heroes, constructs and a wide variety of content is added to the game to spice things up.&lt;/p&gt;
&lt;p&gt;Many of these expansions include a new mechanic that offers players some kind of advantage in a more or less passive way. Lets say, for example, Valley of the Ancients (VotA). This expansion offers “Temples” that are always available to the players. Any player who controls any number of temples will have a clear advantage.&lt;/p&gt;
&lt;p&gt;Why you should ignore an element of advantage? Build up an strategy around this advantage, and you shall triumph!&lt;/p&gt;
&lt;h2&gt;#18: Constructs, Constructs and Constructs:&lt;/h2&gt;
&lt;p&gt;Why the fuzz about Constructs? Well, because they are amazing! Why so? Because Constructs grant you benefits without slowing up your deck. You don’t have to keep drawing and playing then all the time. Just put them into play and that’s it. But of course, again, you have to think about time frame. Do not acquire Muramasa if the game is almost finishing.&lt;/p&gt;
&lt;h2&gt;#19: Muramasa wins the game:&lt;/h2&gt;
&lt;p&gt;Talking about Constructs, this could be possible one of the most powerful artifacts. As simple as it might be, it allows you either to kill at least one Cultist per turn, or brings you very close to killing a big dude.&lt;/p&gt;
&lt;p&gt;You can think of it like this: “acquire 1 honour per turn, for free, or reduce the cost of any monster by 3”.&lt;/p&gt;
&lt;h2&gt;#20: Opening the Box of Pandora:&lt;/h2&gt;
&lt;p&gt;We already talked about the importance of defining your own strategy in the first turn.&lt;/p&gt;
&lt;p&gt;And here we will go one step further: how you use your the opening hand will win or lose the game.&lt;/p&gt;
&lt;p&gt;Yes, it might sound too radical, but it is true!&lt;/p&gt;
&lt;p&gt;A mistake in the first turn will already encumber your next turns.&lt;/p&gt;
&lt;p&gt;Your first hand can be either 3 Apprentices and 2 Militia; 4 Apprentices and 1 Militia; or 5 Apprentices.&lt;/p&gt;
&lt;p&gt;What you do with those resources will heavily impact the game.&lt;/p&gt;
&lt;p&gt;Some people like to buy a Mystic (as an investment). Other people like to buy from center row. Other people like to buy a Mystic and a Heavy Infantry. What you should do, it depends on how is the setting of the center row.&lt;/p&gt;
&lt;h2&gt;#21: A solid foundation:&lt;/h2&gt;
&lt;p&gt;Because the way of your opening (your very first turn) has so much of weight on your strategy, what should you really acquire in the first turn?&lt;/p&gt;
&lt;p&gt;Well, nobody can really answer that question. Or if there is an answer, it would be “it depends”.&lt;/p&gt;
&lt;p&gt;Instead, you can think of good investments that will build a solid foundation for your deck.&lt;/p&gt;
&lt;p&gt;Cards like Arbiter of the Precipice, Arhan Initiate, Ascetic of the Lidless Eye, Temple Librarian, Wolf Shaman, Reactor Monk, Burrower Mark II, Rocket Courier X-99, Watchmaker Altar, Shade of the Black Watch or Spike Vixen, could be a good investment. The reason is simple: they offer a benefit that can easily build up, and the more you use these cards, the better. These are definitely early-game cards.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/4.jpg&quot; style=&quot;height:387px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;h2&gt;#22: Watch your step. It is full of traps!&lt;/h2&gt;
&lt;p&gt;There are several cards that, apparently, look very tempting. Lets see, for example, Void Initiate.&lt;/p&gt;
&lt;p&gt;This guy gives you 1 rune and allows you to banish a card in hand or discard pile. With just 1 rune, there is nothing to lose. Or is it? Answer: no there is nothing to lose, but yet, nothing to win.&lt;/p&gt;
&lt;p&gt;Lets take a closer look: in the very first turns, you will want to replace your Apprentices for Mystics, so you can boost your Rune generation. In this respect, Void Initiate does not help much. And even less when we face mid or late game.&lt;/p&gt;
&lt;p&gt;In the other side, Void Initiate banishes one of our cards. Which is a nice thing, if you ask me, but once we are enter late game, your deck has been already shaped. There is nothing else to banish, and for sure, you don’t want to banish something valuable.&lt;/p&gt;
&lt;p&gt;Then, Void Initiate is a card that whose efficiency is lost exponentially. The more powerful our deck becomes, the less valuable Void Initiate is.&lt;/p&gt;
&lt;p&gt;Other cards like Mechana Initiate, Cetra, Weaver of Stars (more on this later), Druids of the Stone Circle, Arha Templar, … are usually traps, specially for late game.&lt;/p&gt;
&lt;h2&gt;#23: The strange case of Cetra, Weaver of Stars:&lt;/h2&gt;
&lt;p&gt;Do not acquire this hero. Seriously. It is a big trap. What the heck am I saying?&lt;/p&gt;
&lt;p&gt;Sir, let me elaborate. Cetra, Weaver of Stars is a great card!&lt;/p&gt;
&lt;p&gt;What? Am I crazy? I just say “do not acquire it”, but now I say “it is a great card”.&lt;/p&gt;
&lt;p&gt;Yes, that is what I said. Ahem…&lt;/p&gt;
&lt;p&gt;Remember about timeframe? Right. Then, think about this card: a 7-rune cost that allows you to put any hero on top of your deck. Nice but… If the timeframe is late game, or maybe mid game approaching late game, this Hero is a terrible investment. Look, you not only spend 7 whooping runes in a card that slows your deck, but also you might not have many chances to use its whole potential.&lt;/p&gt;
&lt;p&gt;What If you buy it, and once you draw it, only low-cost heroes show up in the center deck? What a waste of runes and turn you did before!&lt;/p&gt;
&lt;p&gt;So basically, do not be tempted by her amazing skill. Yes it is a great skill, but a terrible acquisition in the wrong timeframe.&lt;/p&gt;
&lt;h2&gt;#24: The trickster who might trick you:&lt;/h2&gt;
&lt;p&gt;That lamp-headed humanoid classified as Monster… Who? Yes, Samael’s Trickster. This is could be either your saviour or your worst punisher.&lt;/p&gt;
&lt;p&gt;Let’s see: a monster that costs 3 power to defeat and rewards use with 1 honour and 1 rune. Well, by itself terrible. You can just kill a Cultist for less, and grants you the same honour.&lt;/p&gt;
&lt;p&gt;But what is terrible about it is what you cannot read in the card. This “hidden text” says “give your opponent a new card in the center deck”. You see now where I am heading to?&lt;/p&gt;
&lt;p&gt;Basically, be very, very aware of this little b*tch. Should you defeat it? Nobody can answer. Or if there is an answer, it will be again “it depends”. The honour rewarded is minimal. How about the rune? Well, if you are in the beginning of the game, with that extra rune you could acquire a much more powerful card that would be otherwise impossible to acquire.&lt;/p&gt;
&lt;p&gt;Then, deciding to kill this lamb guy should be a matter of how the center row looks like.&lt;/p&gt;
&lt;h2&gt;#25: Combination and recombination:&lt;/h2&gt;
&lt;p&gt;Flexibility is a twofold strategy (like the Askara hehe). Do not play based on a single faction. Do not play thinking only turn-by-turn, and do not play cards as isolated events.&lt;/p&gt;
&lt;p&gt;In Ascension, 99% of the cards have some kind of synergy with some other card. Here is where you should really understand every card in the game. How can the act and react, how they could improve or impede other cards. Do not underestimate the power of card combos.&lt;/p&gt;
&lt;h2&gt;#26: Cannon fodder always falls first:&lt;/h2&gt;
&lt;p&gt;And I mean that, literally. You have a limited amount of power to destroy monsters. Lets say you have 9 power. The center row has a 3 power monster and a 5 power one. Which one should you kill first? The 3 power one.&lt;/p&gt;
&lt;p&gt;You never know what will come next. After killing that small guy, you still have 6 power left, which could be used to destroy a possible new big monster, or if not, the 5 power one.&lt;/p&gt;
&lt;p&gt;But if you kill first the 5 power monster, you will be left with just 4 runes, which are not enough to destroy a big dude, in case it appears after your previous kill.&lt;/p&gt;
&lt;h2&gt;#27: First the killing, then the shopping:&lt;/h2&gt;
&lt;p&gt;In general terms, you should first destroy monsters, and then acquire heroes or constructs.&lt;/p&gt;
&lt;p&gt;The reason is similar to the one explained in #26. Heroes and constructs offer you a recurring benefit, while monsters a one-time benefit. If you kill a monster, there is a chance that a new great hero or construct could pop up, better than the ones already available. Should you then give a try to your luck?&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/5.jpg&quot; style=&quot;height:417px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;h2&gt;#28: Leave no options:&lt;/h2&gt;
&lt;p&gt;The difference between pro and novice players is that pro players have a high degree of adaptability and also they know how to counter the opponents’ strategy.&lt;/p&gt;
&lt;p&gt;Being able to adapt to the situation each turn is among the basic skills you have to develop. But this will end up being useless if what you are trying to achieve is countered over and over.&lt;/p&gt;
&lt;p&gt;If the opponent wants to go for monster killing, then, you could deny him heavy hitting heroes, or you could defeat heavyweight monsters yourself.&lt;/p&gt;
&lt;p&gt;If the opponent is going for a Mechana-heavy tactic, then, don’t allow him to acquire the key Constructs that he needs to finish his combo or tactic.&lt;/p&gt;
&lt;p&gt;You have always to keep track on your opponents’ movements so you can counter them.&lt;/p&gt;
&lt;h2&gt;#29: Accept only two:&lt;/h2&gt;
&lt;p&gt;Basically, if you can, play only 2 players games. 3 or 4 players games tend to be unpredictable, chaotic and extremely low chances to follow a pre-planned tactic.&lt;/p&gt;
&lt;p&gt;Also, many strategies are completely invalid here, for example, investing in Mechana. There are too many players to make this strategy viable.&lt;/p&gt;
&lt;h2&gt;#30: Just a matter of priorities:&lt;/h2&gt;
&lt;p&gt;After discussing several times about the opening hand, it is clear that we should have clear what type of cards should be high priority when acquiring in the first turn. The priority is basically like this: first, deck banishing/thinning; card drawing; rune generation; honour generation; and power generation.&lt;/p&gt;
&lt;p&gt;For example, if you have 5 runes your first turn, you should acquire Arbiter of the Precipice instead of Ascetic of the Lidless Eye.&lt;/p&gt;
&lt;p&gt;The reason is simple: the benefit of getting rid useless cards is much bigger than the benefit of drawing two cards (and maybe these two cards could be useless).&lt;/p&gt;
&lt;h2&gt;#31: Protecting your assets:&lt;/h2&gt;
&lt;p&gt;In a similar way than countering your opponents’ tactics, as discussed in #28, you can use a similar approach to defend yourself from being countered.&lt;/p&gt;
&lt;p&gt;Lets say, you are investing heavily in Constructs. If there is a monster or hero appearing in the center row that will destroy your artifacts, you should be prepared. Cards that allow you to banish other cards from the center row are a good option, so you can eliminate that threat.&lt;/p&gt;
&lt;h2&gt;#32: Keep secrets secret:&lt;/h2&gt;
&lt;p&gt;Many times happens that after you purchase and/or defeat cards in the center row, you end up with one or two hands left in hand that even if you play it, you cannot do anything. In this case, do not play them. This specially true if you are playing against a human.&lt;/p&gt;
&lt;p&gt;Why do not play them anyway? Well, because you don’t want to let your opponent know what cards you played or not, so they cannot properly assess what is your military power next turn or what cards could be on your hand.&lt;/p&gt;
&lt;p&gt;The best tactic is always do not let you opponent know what you can do.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/6.jpg&quot; style=&quot;height:442px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;h2&gt;#33: To be or not to be…&lt;/h2&gt;
&lt;p&gt;When banishing cards from your hand or discard pile, first banish militia, then apprentice. That is because with apprentice you can still acquire much powerful cards. If you cannot have a consistent amount of runes per turn, you will get stuck. If you cannot defeat a monster one turn, you will lose nothing.&lt;/p&gt;
&lt;h2&gt;#34: Assets as a medium, not the goal:&lt;/h2&gt;
&lt;p&gt;Basically, you should not acquire too many cards of each type, unless they are constructs.&lt;/p&gt;
&lt;p&gt;Cards allow you to react to certain situations, or make your deck more efficient, or accelerate your turns.&lt;/p&gt;
&lt;p&gt;If you get too many card-drawing cards, you are not obtaining much benefit, just drawing another card that allows you to draw a card. What is the goodness about that?&lt;/p&gt;
&lt;p&gt;In the other hand, if you buy too many mystics or too many rune generation heroes, you might have lots of runes, but when it comes to practicality, there is not much more you can do in your turn.&lt;/p&gt;
&lt;h2&gt;#35: Honour changes it all:&lt;/h2&gt;
&lt;p&gt;The same as the cards in the center row, the amount of honour available to the players from the beginning of the game changes things.&lt;/p&gt;
&lt;p&gt;With a big pool of honour, long term investment strategies are preferred.&lt;/p&gt;
&lt;p&gt;In this case, if you are not able to develop this strategy, your best bet is to try to deplete the honour pool as fast as possible. To do so, go for monster killing or honour-granting cards.&lt;/p&gt;
&lt;h2&gt;#36: Make it stronger and stronger:&lt;/h2&gt;
&lt;p&gt;In Ascension, you should have a mindset of “each turn I will make it bigger”.&lt;/p&gt;
&lt;p&gt;What I mean is, each turn you should think about the card or cards that will make your deck stronger. Whenever you acquire or defeat a card, think carefully: will that card, in combination with what I already have, make my deck be stronger? Will that card bring me closer to what I want?&lt;/p&gt;
&lt;p&gt;Do not acquire a card just because it is good. Cards never play isolated, so that card might be weak in your deck.&lt;/p&gt;
&lt;h2&gt;#37: Poor guy, Arha Templar:&lt;/h2&gt;
&lt;p&gt;This card is just a representative example of a bad card.&lt;/p&gt;
&lt;p&gt;Sure, the illustration looks cool, it is cheap, it gives some honour points, and it can kill some enemies for free.&lt;/p&gt;
&lt;p&gt;But that is the problem. He can kill only weak enemies. And usually weak enemies are killed in the blink of an eye. Once you draw Arha Templar, it might easily not be any 4-power or less enemy left to destroy!&lt;/p&gt;
&lt;p&gt;Basically, Arha Templar is a card that goes against the rule of “cards that scale their power, rune or honour generation”. Do not acquire these type of cards!&lt;/p&gt;
&lt;h2&gt;#38: Enlightened for the fast:&lt;/h2&gt;
&lt;p&gt;Enlightened faction is the faction that manipulates time and shapes reality.&lt;/p&gt;
&lt;p&gt;Basically they are focused in drawing cards, giving extra turns, discarding cards, and overall shaping your deck.&lt;/p&gt;
&lt;p&gt;Always have some enlightened heroes or constructs in your deck.&lt;/p&gt;
&lt;h2&gt;#39: Lifebound, for the teamwork:&lt;/h2&gt;
&lt;p&gt;Lifebound faction is a jack of all trades. They perform fairly well in several things, and if you want, they are good at generating honour without killing enemies.&lt;/p&gt;
&lt;p&gt;Also, they are good at synergy. Many lifebound cards will trigger an extra benefit if player among with other lifebounds.&lt;/p&gt;
&lt;p&gt;Depending on your play style, you could skip this faction, but still, some of their heroes worth considering because of the synergy of their cards.&lt;/p&gt;
&lt;h2&gt;#40: Mechana, the growing snowball:&lt;/h2&gt;
&lt;p&gt;This faction is mostly designed to work independent from others. Most of the benefits you acquire from them will feedback themselves, and that is why many players call them “the snowball faction”, because these benefits keep building up, making this easier for Mechana faction.&lt;/p&gt;
&lt;p&gt;It is advised to invest, at least, a bit in this faction.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/7.jpg&quot; style=&quot;height:388px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;h2&gt;#41: The Void, be always aware:&lt;/h2&gt;
&lt;p&gt;Void faction, the guys who are born for combat and destruction.&lt;/p&gt;
&lt;p&gt;Acquiring cards from this faction will grant you two things: one, combat power, and second, deck efficiency, from a banishing point of view.&lt;/p&gt;
&lt;p&gt;Most of these cards will give you combat power, so you can defeat enemies.&lt;/p&gt;
&lt;p&gt;Many others will also allow you to banish cards from your hand and/or discard pile.&lt;/p&gt;
&lt;p&gt;But sadly, most of these cards are not good at creating combos. They just do what they are designed to do, and nothing else.&lt;/p&gt;
&lt;p&gt;Anyway, having Void cards in your deck is essential.&lt;/p&gt;
&lt;h2&gt;#42: The rule of 4:1…&lt;/h2&gt;
&lt;p&gt;The worst opening hand you can have could easily be 4 Apprentices and 1 Militia.&lt;/p&gt;
&lt;p&gt;Unless there is something really good in the center row, you will have to buy just a Mystic.&lt;/p&gt;
&lt;p&gt;Then you will be left with 1 rune and 1 power that you cannot use for absolutely anything.&lt;/p&gt;
&lt;h2&gt;#43: The free militia.&lt;/h2&gt;
&lt;p&gt;It would be ideal to play cards that, once played, they are replaced automatically by others from your deck, and besides that, they offer some kind of benefit.&lt;/p&gt;
&lt;p&gt;Well, this is the case of Spike Vixen. This is a must for monster-defeating strategies.&lt;/p&gt;
&lt;p&gt;When you play Spike Vixen, you get 1 point of power, and you draw a card, so basically it is as if you are not losing one card draw.&lt;/p&gt;
&lt;h2&gt;#44: Deep, dig deeper!&lt;/h2&gt;
&lt;p&gt;Burrower Mark II is an absolute must for any Mechana deck.&lt;/p&gt;
&lt;p&gt;This card greatly accelerates your card drawing, it doesn’t occupy space in your deck, and it allows you to recover faster from situations like “Sea Tyrant”.&lt;/p&gt;
&lt;h2&gt;#45: The free apprentice.&lt;/h2&gt;
&lt;p&gt;Now that you know about Spike Vixen, how about if you could have similar effect, but with runes, instead of power? Do not search further. That is the case of Wolf Shaman: 1 rune plus draw a card.&lt;/p&gt;
&lt;h2&gt;#46: Do you like werewolves?&lt;/h2&gt;
&lt;p&gt;Sometimes I like them, some other times, I don’t.&lt;/p&gt;
&lt;p&gt;This is the case of Runic Lycanthrope. This hero in its most basic way, is a Mystic. It costs 3 runes, and gives you 2.&lt;/p&gt;
&lt;p&gt;But, if you played before other lifebound hero before, it will also grant you 2 power.&lt;/p&gt;
&lt;p&gt;If you are investing in lifebound cards, then this is a good acquisition. Otherwise, not really.&lt;/p&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/8.jpg&quot; style=&quot;height:487px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;h2&gt;#47: Be greedy.&lt;/h2&gt;
&lt;p&gt;While the game is still in its early moments, just be greedy, and specially about Constructs.&lt;/p&gt;
&lt;p&gt;Constructs are an amazing way to obtain a permanent advantage. It doesn’t mind if your strategy is monster focused or Mechana focused. Constructs will offer you also a lot of flexibility spans a huge range of benefit types. Why you should reject being prepared for any kind of situation?&lt;/p&gt;
&lt;h2&gt;#48: David or Goliath?&lt;/h2&gt;
&lt;p&gt;When you are in the very first turns of the game, many times you are faced with a dilemma: should I acquire this big hero now, or should I get other rune-generating hero?&lt;/p&gt;
&lt;p&gt;If you really understand the game, this question should not come up in your mind.&lt;/p&gt;
&lt;p&gt;Always acquire the big hero. Because you are in the beginning of the game, there will be many opportunities for that hero to be used, and you can acquire rune-generating heroes anytime.&lt;/p&gt;
&lt;h2&gt;#49: Rinse and repeat:&lt;/h2&gt;
&lt;p&gt;Practise turns novices into masters.&lt;/p&gt;
&lt;p&gt;Practise over and over. Apply all the strategies in this guide, and see how they work for you.&lt;/p&gt;
&lt;p&gt;It is very likely the AI opponents become too easy for you so soon.&lt;/p&gt;
&lt;p&gt;Once that happens, make the jump and fight against human opponents.&lt;/p&gt;
&lt;p&gt;Most likely you will lose often in the beginning. Do not get discouraged. They know more than you and have more experience.&lt;/p&gt;
&lt;p&gt;Learn about their actions and reactions.&lt;/p&gt;
&lt;h2&gt;#50: Everything about agility&lt;/h2&gt;
&lt;p&gt;If you can, join or create a match with the least minimum amount of time per player. This constrain will enhance your reflexes, your capacity to think fast, to learn more, to assess and understand things faster.&lt;/p&gt;
&lt;p&gt;In the end, the player who is able to understand better and faster, will be the victorious.&lt;/p&gt;
&lt;h2&gt;Conclusion:&lt;/h2&gt;
&lt;p&gt;Ascension, as simple as it seems to be is, in fact, a surprisingly deep game, with a strong set of rules, and an incredible replayability value.&lt;/p&gt;
&lt;p&gt;Do not be fooled by its apparent simplicity.&lt;/p&gt;
&lt;p&gt;If you really want to utterly destroy your opponents, you should study carefully about the game, the best tactics and how to become efficient in each single turn.&lt;/p&gt;
&lt;p&gt;With this list of the best tips for pro-playing, I hope you can start boosting your performance and having a closer look to, ultimately, develop your own strategy to beat anyone.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/footer.jpg&quot; style=&quot;height:349px; width:620px&quot; /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;You may also be interested in:&lt;/p&gt;
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&lt;li&gt;~ &lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/articles/best-ascension-expansions&quot; target=&quot;_blank&quot;&gt;Top 5 Best Ascension Expansions&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;~ &lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/articles/best-card-games-for-pc-best-digital-card-games&quot; target=&quot;_blank&quot;&gt;Top 10 Best Card Games for PC (Best Digital Card Games)&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;~ &lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/articles/hearthstone-best-packs-buy-2018-2019&quot; target=&quot;_blank&quot;&gt;Hearthstone Best Packs to Buy 2018 - 2019&lt;/a&gt;&lt;/li&gt;
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 <pubDate>Fri, 01 Feb 2019 08:22:38 +0000</pubDate>
 <dc:creator>TokyoGamer2</dc:creator>
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 <comments>https://www.gamersdecide.com/articles/ascension-deckbuilding-game-guide#comments</comments>
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<item>
 <title>The Top 5 Best Ascension Expansions</title>
 <link>https://www.gamersdecide.com/articles/best-ascension-expansions</link>
 <description>&lt;div class=&quot;field field-name-field-news-image field-type-image field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot; rel=&quot;&quot; resource=&quot;https://www.gamersdecide.com/sites/default/files/styles/news_images/public/best_ascension_expansion.jpg&quot;&gt;&lt;img typeof=&quot;foaf:Image&quot; src=&quot;https://www.gamersdecide.com/sites/default/files/styles/news_images/public/best_ascension_expansion.jpg&quot; width=&quot;786&quot; height=&quot;354&quot; alt=&quot;Best Ascension Expansions&quot; title=&quot;Best Ascension Expansions&quot; /&gt;&lt;/div&gt;&lt;/div&gt;&lt;/div&gt;&lt;div id=&quot;comment-wrapper&quot;&gt;&lt;/div&gt;&lt;div class=&quot;field field-name-body field-type-text-with-summary field-label-hidden&quot;&gt;&lt;div class=&quot;field-items&quot;&gt;&lt;div class=&quot;field-item even&quot; property=&quot;content:encoded&quot;&gt;&lt;p&gt;With more than 10 expansions, several promo packs and cards, and accessories, Ascension is one of the biggest deckbuilding games available in both tabletop and digital version that is continuously growing and offering more and more varied content.&lt;/p&gt;
&lt;p&gt;Ascension is a deckbuilding game very well known for the quality of its design.&lt;/p&gt;
&lt;p&gt;It offers you so many hours of gameplay and so much of content that it could be a bit daunting for the novice player.&lt;/p&gt;
&lt;p&gt;In this article, I will show you what are the best expansions in 2018 ~ 2019 in the digital version of the game, and why you should have them.&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;Storm of Souls&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension-expansions-sos.jpg&quot; style=&quot;height:415px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;The first expansion in this list, it is loved by many for the reason that changes are not complicated, but they can potentially change everything..&lt;br /&gt;
Storm of Souls introduces two new changes to the game: Events and Trophies.&lt;br /&gt;
An Event is a card that triggers a permanent effect, until deactivated. A trophy is an extra price that you will obtain for defeating monsters or acquiring heroes.&lt;br /&gt;
As soon as you start playing SoS, you will notice, then, how events and trophies are a total game changer.&lt;/p&gt;
&lt;p&gt;You might think that you have the edge on the game, until a certain Event is triggered and your opponent obtains a nice Trophy, and completely turning the game on his favour.&lt;/p&gt;
&lt;p&gt;Storm of Souls is about that: unpredictability and radical changes.&lt;/p&gt;
&lt;p&gt;What we like about this expansion:&lt;/p&gt;
&lt;p&gt;~ The new Event and Trophy mechanics&lt;br /&gt;
~ The winner is not always decided until the very end of the game&lt;br /&gt;
~ Games tend to be intense, unpredictable.&lt;br /&gt;
~ Each match is completely different to the previous one.&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;Rise of Vigil&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension-expansions-rov.jpg&quot; style=&quot;height:343px; width:620px&quot; /&gt;&lt;/p&gt;
&lt;p&gt;In this expansion, certain cards can be beefed-up by feeding them with energy.&lt;br /&gt;
Energy is not a “currency” like Runes or Power. Instead, it is a type of resource that you accumulate over time.&lt;br /&gt;
Once your energy reaches certain level, special effects will be triggered automatically for certain cards with the “Energize” ability. Energy is not consumed like Runes or Power. You can think of it like your power level.&lt;/p&gt;
&lt;p&gt;In this respect, it is clear that our friends at Stoneblade Entertainment were thinking about those players who enjoy end-game content and powerful cards.&lt;/p&gt;
&lt;p&gt;In addition to the Energize effect, a new type of card is introduced: Treasure.&lt;br /&gt;
Basically, it is a card that is attached to a Hero, Monster or Construct. Once you defeat or acquire this card, all the treasure cards attached will be given to you.&lt;/p&gt;
&lt;p&gt;You will love this expansion because:&lt;br /&gt;
 &lt;br /&gt;
~ Combines familiar mechanics of previous expansions with a new refreshing twist.&lt;br /&gt;
~ Allows to “level up” the cards in your deck thanks to the Empower effect.&lt;br /&gt;
~ Requires a deeper strategy and some micromanagement.  &lt;br /&gt;
~ Allows you to control a 3rd resource type that can turn the game in your favour when used wisely.&lt;br /&gt;
~ Good synergy with CotG.&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;Dawn of Champions&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension-expansions-doc.jpg&quot; style=&quot;height:382px; width:620px&quot; /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;From the lore text, “The Sun Rises On a New World…”. And this makes justice to this expansion.&lt;/p&gt;
&lt;p&gt;Dawn of Champions changes so many things that the game feels so different.you will feel as if you were playing a different game.&lt;/p&gt;
&lt;p&gt;In the first place, Champion Cards are introduced. A Champion is a card that acquires reputation over time. After it obtains certain level of reputation, a powerfull event will be triggered, such as obtaining a new hero, or even a game-rules changer.&lt;/p&gt;
&lt;p&gt;In the second place, it is introduced the Rally effect. When you defeat or acquire a hero or monster with Rally, the next card to enter the game will be automatically acquired or defeated.&lt;/p&gt;
&lt;p&gt;And finally, but not less important, multifaction Heroes, Constructs and Monsters.&lt;/p&gt;
&lt;p&gt;Solely with the two last changes, huge things could happen in your turn, triggering a type of cascading events and utterly destroying your opponent.&lt;/p&gt;
&lt;p&gt;Why you need this expansion:&lt;br /&gt;
 &lt;br /&gt;
~ The new Champion card type will make you develop a totally new strategy for each match.&lt;br /&gt;
~ It allows you an impressive variety in the gameplay&lt;br /&gt;
~ You can potentially create cascading effects thanks to the Rally effect.&lt;br /&gt;
~ There are many things to master and manage.&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;Dreamscape&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension-expansions-ds.jpg&quot; style=&quot;height:278px; width:620px&quot; /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;In Dreamscape, only a new concept is introduced, but it changes so many things in the game mechanics.&lt;/p&gt;
&lt;p&gt;The Dreamdeck is a type of side deck that both you and your opponents can potentially access and draw cards from. These Vision Cards go to your Dreamscape Deck. Once there, you can spend a new resource, Insight, to play them anytime.&lt;br /&gt;
The good think about it is, these Vision Cards are hidden to everyone but you.&lt;br /&gt;
This allows a new level of flexibvility and adaptabilityadaptation to different situations.&lt;/p&gt;
&lt;p&gt;Why this deck is so powerful:&lt;br /&gt;
 &lt;br /&gt;
~ Allows you to develop adaptive tactics .  &lt;br /&gt;
~ Dreamscape and Dream deck, good if you are the type of player who likes to try something completely different and unpredictable each game.&lt;br /&gt;
~ Offers you a huge replayability value&lt;br /&gt;
~ The game strategy has to be adapted each turn even more than in other expansions.&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;Gift of the Elements&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;&lt;strong&gt;&lt;img alt=&quot;&quot; src=&quot;/sites/default/files/authors/u147704/ascension-expansions-gote.jpg&quot; style=&quot;height:427px; width:620px&quot; /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Re-introducing some old mechanics, Gift of the Elements is, for many, the new CotG.&lt;/p&gt;
&lt;p&gt;The changes are a modified version of previously introduced effects, such as Empower, that comes from Energize in RoV, and Transforming Events that feeds up from SoS events.&lt;/p&gt;
&lt;p&gt;But GotE also allows you to create an strategy revolving the concept of messing or controlling the opponents’ deck, thanks to the Infest effect.&lt;/p&gt;
&lt;p&gt;All in all, this is also an interesting expansion, with enough changes to instill new life to Ascension, but not going as far as DS or DoC in terms of ruleset changes.&lt;/p&gt;
&lt;p&gt;If you like CotG, you will like also love GotE because:&lt;/p&gt;
&lt;p&gt;~ Re-introduces old mechanics found in RoV but with a twist.&lt;br /&gt;
~ Makes use of Events, as in SoS, but brings them to another level.&lt;br /&gt;
~ Excellent expansion if you enjoy developing end-game strategies.&lt;br /&gt;
~ You can win the game by messing up your opponents’ deck.&lt;br /&gt;
~ As with Dreamscape, it offers you a great replayability value.&lt;/p&gt;
&lt;h2&gt;&lt;strong&gt;Conclusion&lt;/strong&gt;&lt;/h2&gt;
&lt;p&gt;Since its conception, Ascension established itself as a solid deckbuilding game, for many, reference of the genre.&lt;/p&gt;
&lt;p&gt;Thanks to its many Expansions and Promo Packs, most of them able to be combined and played together, you will surely enjoy hours and hours discovering new ways to play, new combos, synergies and strategies.&lt;/p&gt;
&lt;p&gt;If you are a new player to Ascension and you are wondering what expansions you should get into, the ones listed in this article should be definetely in your must-have list.&lt;/p&gt;
&lt;p&gt;Download Ascension: Chronicle of the Godslayer for free on&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;Colorbox&quot; href=&quot;https://play.google.com/store/apps/details?id=com.playdekgames.android.Ascension&quot; target=&quot;_blank&quot;&gt;Google Play Store&lt;/a&gt; | &lt;a class=&quot;Colorbox&quot; href=&quot;https://itunes.apple.com/us/app/ascension-deckbuilding-game/id441838733?mt=8&quot; target=&quot;_blank&quot;&gt;Apple Appstore&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Visit the official website for more information:&lt;/p&gt;
&lt;p&gt;&lt;a class=&quot;Colorbox&quot; href=&quot;https://www.stoneblade.com/stone-blade-store/?category=Ascension&quot; target=&quot;_blank&quot;&gt;Stoneblade Entertainment&#039;s Ascension&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;If you like Ascension, you might be interested also in:&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;~ &lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/articles/best-card-games-for-pc-best-digital-card-games&quot; target=&quot;_blank&quot;&gt;Top 10 Best Card Games for PC (Best Digital Card Games):&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;~ &lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/pc-game-news/top-11-games-hearthstone-ranked-good-best&quot; target=&quot;_blank&quot;&gt;Top 10 Games Like Hearthstone (Games Better Than Hearthstone In Their Own Unique Way)&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;~ &lt;a class=&quot;Colorbox&quot; href=&quot;https://www.gamersdecide.com/articles/hearthstone-best-packs-buy-2018-2019&quot; target=&quot;_blank&quot;&gt;Hearthstone Best Packs to Buy 2018 - 2019&lt;/a&gt;&lt;/p&gt;
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 <pubDate>Thu, 24 Jan 2019 11:12:06 +0000</pubDate>
 <dc:creator>TokyoGamer2</dc:creator>
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