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So instead, I’m choosing Option 2, a slow burn deck that is less about highlighting Charm’s strengths and more about highlighting Astrea’s strengths.
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This is certainly a reasonable choice, but I wanted to lean more into Astrea as a hard control deck that plays with inevitability, and Admonishers feels like the best way to do that. Option 1 is stripping the deck down into a traditional exhaustion engine: Another Three-Eyed Owl deck, this time with a cool refresh tool in Devotion, and a spellboard option like Memory Theft or Purge to really force down the opponent’s deck. It’s not enough, so I figure we have two options here. All you have to help you grind decks down are Weeping Spirit and Imperial Ninja, and a handful of cards that extend the game by about 3-5 rounds. Unfortunately, Astrea’s precon can’t really win with an exhaustion gameplan. Similar to Sunday mass, playing Astrea is a bit of an ordeal, requires a lot of knowledge going into it, and definitely isn’t for everyone, but can be really satisfying to a select few.
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Astrea is amazing at this grindy slowplay, a perfect reification of the concept of full control. Finally, as we highlighted in Leo’s deck, we have Imperial Ninja to apply a certain amount of exhaustion pressure on our opponents. Astrea herself also features one of the strongest Phoenixborn abilities in the game, exhausting any threatening unit for one basic and making her effective battlefield coverage closer to five. You have a veritable wealth of options for controlling and stalling out progress with Astrea: Sun Sister heals your damaged units, Mark of the Goddess lets you slap an opponent’s unit with a different unit, Kneel just turns the entire board off for a round, and Call to Action enables you to continue chump blocking or guarding even when it seems like you’re completely exhausted. Finally, Weeping Spirit is a high conjuration count unit that goes on the opponent’s board instead, allowing us to share the sensation of a cramped playspace. Light Bringer, as we saw in Echo’s deck, are a low conjuration count that are mostly intended to die pretty quickly while forcing your opponent to make lame attacks. Steadfast Guardian is now limited to one unit and the extra books let you refresh an existing guardian rather than make a new one, which is actually bonkers good. Despite being a 4-battlefield Phoenixborn, Astrea’s deck has three different summon books, which almost feels like a bad joke until you use them.
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Five slots is tight, but four slots is practically devoid, so why play a unit that will effectively take up your entire battlefield? Let’s put a pin in that for now and start as we usually do: examine what the pre-con is doing. Astrea’s undergone a lot of changes in Ashes Reborn, not the least of which is a further reduction of an already cramped Battlefield. So, Admonishers sound a little strange here. Rather than break down your deck, Astrea is all about breaking down your willpower.admonishing it, so to speak.Ħ Divine, 4 Charm // Needed Sets: The Masters of Gravity, The Spirits of Memoria Today’s deck is all about control in the way that most Charm decks tend to be, but this entry isn’t about exhaustion. Don’t worry, if you grovel she might forgive you.īy this point, you should already know the deck building restrictions we’re working with, and with these divine magic and sympathy magic decks you’ll also need “The Law of Lions” or “The Song of Soaksend” accordingly. I know you’ve been playing with other Phoenixborn when Astrea wasn’t looking. Welcome back, Ashes players, to another installment of Re-Constructed.