We Have Ascended: KeyForge – Age of Ascension Spoilers
Many critics, and by that I've mean me, have one big point to talk
about when it comes to KeyForge's future: how will it handle the
newest expansion of cards? They need to be able to stick the landing
– not making cards too strong compared to their first set, Call of
the Archons. They needed to also create enough of a new impression to
let the game evolve and expand. Richard Garfield is no stranger of
making strong second sets, and Age of Ascension looks to follow Call
of the Archons. We've seen a few of the new set's cards, and heard
about some favourite cards making cameos in the new decks.
A new TCG expansion warrants new game mechanics; and we've seen 3.
Now appearing on
certain creature cards is 'Deploy'. Not needing to enter on a flank,
Deploy creatures enter anywhere – letting you scoot a space between
creatures for them to enter. The mascots for the mechanic really show
off the design space. "Lion" Bautrem giving a power boost
is fitting for an inspiring commander from the Sanctum, while
Lamindra shows her neighbors the tricks to staying safe on the Battle
Line. I imagine there'll be a large Taunt creature with Deploy
(probably from Brobnar or Sanctum), a Deploy creature that grants
Skirmish (probably from Shadows, Untamed, or even Logos), and another
Sanctum Deploy card granting an armor bonus like Bulwark.
On
all card types, I presume, Alpha affects the timing of certain cards.
Cards with Alpha must be the first card played on a Main Phase. Kind
of how everyone treats Library
Access.
Having it be the first card played does increase the overall power of
it, as you can't necessarily play it again in the same turn with a
Mimickry
or such effect.
First
Blood would be bonkers if it didn't have Alpha, as it doesn't care if
the Brobnar creatures are ready. Going ham on a Brobnar turn means
you can play out your hand, use your angry giants, then deal damage
with a better Mothership
Support.
Doubling everyone's æmber
seems bad with Binate Rupture (especially if you can't play it after
gaining a lot with your Logos turn) but twice as many is still a
strict increase. There are effects like Neuro
Syphon
and Dextre
to keep your opponent hemmed in on this gain.
The last new mechanic, Omega, is the opposite that Alpha deserves.
Being forced to end the Main Phase and go straight to Ready Cards
after playing truly powerful effects like these makes you wish you
didn't have to, but I'm still happy to see cards at this power level
in my game nonetheless.
Duskwitch
is just silly. Speed
Sigil
is already a nutty KeyForge card that breaks games open, so having
one that's just for you and for all creatures in all Houses is nutty.
Putting this effect on an Artifact, as I've heard naysayers debate is
crazy talk. Not all decks have Poltergeist
or Gorm
of Omm.
Yes a 1 Power creature is vulnerable to sweepers, but the Elusive is
what keeps it from not being utter trash. Unlocked Gateway is a truly
spicy wrath. Having Omega really punishes you for making a board then
playing it as the last card in a turn, but hopefully Dust
Imp
and Trubaru
are among your side of the board, and others with Destroyed abilities
as you clean up with an Action card that doesn't give out any Chains.
Among
the first few spoilers, we've seen a few cards from each House
(except Sanctum for some reason). Here are some of the individual
cards I'm very interested in; House by House.
Binding
Irons is a unique effect you'd expect to see more on the most
punishing House. The simple design of your opponent gaining 3 chains
is brutal. Streke is already a pretty annoying looking card. Sure
it's weaker in stature than Succubus
but giving it Elusive makes it much more resilient than succubus.
I've heard people wonder why it doesn't have Deploy, and that's crazy
talk. That downside needs the tax of being sandwiched in the Battle
Line, and letting it be that easy to enable in the late game is
unreasonable. It's probably a better Succubus and one lots of players
will be annoyed to fight against.
One
of the few Artifacts we've seen so far, this one has a very clear
goal in mind. Have your board full of big boys; clear away your
opponent's big boys. A tax effect – something Brobnar is known for
– that's relevant at all stages and has a lot of interplay from
your opponent will make for very interesting games. Drummernaut is a
nice design. Something about Brobnar war drums calls them back to the
safety of your hand, to heal, and come back out to battle. It may
make me wonder if there's going to be Giants in other Houses. Certain
Houses are known for their races of people – the Giants of Brobnar
are as rooted in as Knights are to Sanctum and Thieves are to
Shadows. There's potential for a Giant to don armor and join the
Houses of Sanctum or one heavily experimented on by the Scientists in
Logos. If that's the case, this increases the value of a repeatable
play trigger like this. Let's just hope they don't reprint Hunting
Witch
because you can bounce him indefinitely for practically infinite
æmber.
A
lot of the design space in this set has been centred around
battleline placement. This robot owl is one of them. Just like
Streke, giving this Deploy is crazy talk. Key creatures with
Destroyed triggers are all the more safe with Archie looking out for
them; and being able to just drop him into place is a little strong –
looping them around to get the Play and Destroyed triggers quicker
than waiting for the Discard Reshuffle. Don't forget that this is
true for as long as Archie is around, so a Turn one Archimedes, and
building your team around him means you can replay your team a lot
quicker than a deck without such archiving.
Standardized
testing is a very funny mass removal Action. Seeing how large and how
small each creature can be and leaving the middling guys is such an
interesting design – and more open to variance than most Logos
removal pieces. As long as there are creatures on board, this will
always hit something.
Another
key creature in the 'placement matters' cycle. Grovekeeper actively
improves the quality of your creatures and will keep doing so the
longer its around. Mass exhausting is a big tempo play for Untamed –
other than Lost
in the Woods.
Nocturnal
Maneuver
is already strong, but making a third of your opponent's team sleepy
is decidedly strong.
This
is an interesting theme they're putting into Mars. Stunning a reaping
creature is such a tempo blowout. That's why the Conduit only stuns
one creature; too strong if it had the continuous effect like the
Shockworm. Either way, this delay tactic is very powerful.
It
makes total sense that one of the strongest steal cards was
House-shifted. Yantzee Gang is Pit
Demon
by any other name, but having a large creature steal most turns is
definitely a solid effect for Shadows. Putting the effect of a Mack
or a Seeker
Needle
on a one shot Action, removing up to three creatures and gaining
three æmber
will become a favourite in one of the game's stronger Houses.
As
more cards get revealed, you'll find more and more comments about it
here on Fantastic Universes. I've seen A big elephant, a card with
Alpha and
Omega,
a giant with Elusive? Stay tuned for those and more.
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