6/2/11

Ascension: Chronicle of the Godslayer Strategy: The Power of Board Control

by Brian Durkin


In Mike Flores classic article “*Required Reading* Magic: The Intangibles”, he paraphrases Eric Kesselman saying something along the lines of don’t “dismiss ‘the little mistakes.’” (You can find the article here: *Required Reading* Magic: The Intangibles by Mike Flores).

That section of his article goes on to explain how each little mistake in MTG will add up. Think of each mistake as a layer of powder accumulating onto a snowball inching its way down a hill. Eventually this massive ball will catch up to you, crush you, and punish you for ignoring it. Every decision in Ascension affects the options available to the players at the table, creating a “snowball effect” when committing mistakes early on in the game. But how does someone evaluate the right plays in Ascension? Let’s review some basic strategy first before diving into today’s question.




Consistency

Every deck building game (Dominion, Magic: the Gathering, Ascension, etc.) rewards players for consistent decks. Flores admits to evaluating MTG as a game of percentages, and like all card games you strive to build decks that provide outcomes as predictable as possible. Deck building card games such as Dominion and Ascension offer basic ways to achieve consistency. In Ascension, the easiest consistent deck to build acquires only Heavy Infantry.
Looking for something a little more exciting? I hope so. Besides acquiring the identical card over and over again, you can achieve consistency by acquiring similar types of cards. This way you can craft a fighting strategy or an acquiring strategy without adding only Heavy Infantry or Mystics to your deck. This only scratches the surface of some of the aspects of Ascension that help maximize your decks potential.

Cards that replace themselves keep the same number of draws before reshuffling.



Deck Size

Did you ever wonder why games like Magic: the Gathering have a deck size minimum? It sets a benchmark to help prevent degenerate levels of consistency. The ratio of deck size versus the maximum amount of a particular card keeps your deck from not generating a near identical stream of cards (Many players do use cards with similar effects to help create this effect; however, a difference exists between a player wielding 4 Lightning Bolts and 4 Chain Lightnings versus 36 Lightning Bolts.). In a deck building card game such as Ascension, the game provides several options to keep your deck size down. You can acquire cards that replace themselves (draw card effects), cards that banish other cards (continuous deck size reduction), or acquire constructs (these cards remove themselves while still providing an effect).

The best deck minimizing cards manipulate the size of your deck in multiple ways.



Synergy

A small deck with great cards does not guarantee victory. The cards need to work together. Banishing your entire starting deck only benefits you if the remaining deck contains synergy. A poor deck continues to fall short on the necessary amount of Power and or Runes needed to exploit the board position (Note: do not consider bad luck of drawing Power with no monsters present as part of this rule. My example highlights the situation where a deck can never reach more than four Power or Runes with only five cost cards in play).

Constructs keep your deck size down and provide consistent effects.


Board Control

Whoever controls the center row wields a lot of power in Ascension, especially in a two player game (one of the reasons why I prefer to play this way). Ever curse your opponent for banishing a card in the center with Mistake of Creation’s effect right before you could acquire it? Every time you banish a card in the center row, defeat a monster in the center row, or acquire a card from the center row you curb your opponent’s options and manipulate what he or she can do on his or her turn.

Banishing can either effect your deck consistency or
prevent dangerous cards from reaching opponents.
  




Today's Challenge


With that in mind, check out the following set up. Going first with 4 Apprentice and 1 Militia in hand, what would you acquire?

How would you play this set up?


Zoom in on board position for today's question.


In case you cannot view the images, the opening center row contains the following: Snapdragon, Demon Slayer, Reactor Monk, Mechana Initiate, Runic Lycanthrope, and Mephit.

RATS!!! I misused my Power.
Do you start building your deck towards fighting or acquiring? Remember you only have one opponent, so no favoritism to fighting based on chaotic center rows and token-to-player ratios. Does the fact that your opponent could acquire Snapdragon on either of his first two turns affect your decision on turn one? Assuming he or she does draw 5 Apprentice, will it affect your decision on what to acquire on turn two? Don’t forget to include Heavy Militia and Mystics into your evaluations (and the Rat King if you want to include him in the deck). After several comments, feedback, and discussions I’ll post potential cards to flip into the center row after acquiring to see how you would play your next turn or so.

Let us know what you think.




Additional Information:

For more information about Ascension check the product page on BoardGameGeek.com.

Interested in purchasing a copy of Ascension? Try the following links.




If you live in the tri-state area, consider stopping by AU to pick up a copy and play with the staff. Almost every staff member knows how to play, and most of the MTG community that hangs out in the store enjoys playing pick up games as well.


16 comments:

  1. The immediate board leads me to pick Demonslayer, where my long term favored strategy would lead me to Reactor Monk. If I was second player and the first player had played 4 Apprentices on his turn then I'd definitely go for Reactor Monk. Unfortunately the quality of your initial turns on picking the Monk greatly depends on your opponent not having 5 Apprentices on either of his first turns. The problem is that he has about 45% chance of having either a 3/5 or 5/3 distribution of Apprentices.

    At least with Demonslayer you know for sure you can banish a key card in the next deck rotation.

    If the Rat King is in the deck then Demonslayer is the pick. The slim odds of completely screwing out a player starting with 5 Runes while being on your way to being able to kill it the turn it shows up is very powerful.

    If the opponent leads out with a Snapdragon pick you might want to hate draft the Lycanthrope instead of picking up the Monk, since on many turns you will get the same benefit out of both, but if you get more Lifebound then it will synergize better with your Demonslayer. You would then give high preference to picks like Flytrap Witch or Lifebound Initiate and play a rush deck trying to empty the pool quickly before your opponent can leverage the extra purchase power from Snapdragon. Lycanthrope also becomes a really key pick if your opponent goes for the Reactor Monk on his turn, though it may be eclipsed by whatever else gets drawn.

    The controversial part of my argument will be that I consider Mechana Initiate to be such a bad card (on the consistency front) that I might not even buy it with my remaining Rune if I pick up Lycanthrope. I would spend the point on any other Initiate in that deck if they show up, but not Mechana. Arha because it is a free point that replaces itself, Lifebound because it synergizes with Lycanthrope, Void because it will be useful to keep the deck lean if picked up this early.

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  2. @ BlackBloc:

    :-)
    Mechana Initiate exists in this problem for the sole reason of seeing how much people love or hate him. I think he deserves more credit than most people give him. He does help consistency by giving you what you need in a turn (either that extra Rune or Power). Mechana Initiate never feels exciting to play, but for me he has made many turns better.

    To Everyone:

    Does the possibility of your opponent opening with 3 Apprentice affect your decision to acquire Runic Lycanthrope now?

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  3. I really like the pictures you provide and the little tips you provide under each photo. I especially like the Today's Challenge section of your post because it draws the readers in and gives them hands on learning. If I played this game I would love attempting today's challenge but I am hopeless when it comes to games.

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  4. i would probably start with mechana initiate just to see what flips into play. since i still have 3 runes i could pick up the lycanthrope if a creature or higher costing card comes out or pick up what flipped. yes if rat kings in the deck u might want to get demonslayer but in most of the games i play its better to chance the flip.

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  5. Picking Mechana Initiate is just horrible, because the available 4 costs are better than anything you might flip at 3 except *maybe* Wolf Shaman. And that's before we enter into the fact that Mechana Initiate is just a bad card in general.

    Ideally in the early game you would do exactly one purchase a turn, if you had the opportunity. The most important concept in the game is that you should be able to go through your deck as quickly as possible so you can reuse your best cards as often as you can. A Mechana Initiate is basically a slightly better Apprentice (only marginally, because a mere +1 Power card that doesn't draw into another card is very often worthless). Every time you draw it, you're not drawing a better card instead.

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  6. Also, taking two picks here roughly doubles your chances of giving your opponent a crushing early game card, like Ascetic of the Lidless Eye or Arbiter of the Precipice. If you had 5 points it would be a different thing, because then you could gamble to improve to a better 4-cost (like the Arbiter) instead of a mere 3-cost, which are mostly mediocre.

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  7. Just read the section you wrote about deck size -- that was really interesting. Never knew there was a strategy behind it.

    I'm not good with games like this but I'm glad I learned something new!

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  8. @ Tina and Suzanne:

    Thanks for the comments. I appreciate your support. I love that you still found the material interesting regardless of how many games you play.



    @ BlackBloc:

    I agree with your theory on generating higher card quality in a deck; however, without banish cards this can prove difficult to accomplish. I do not consider Mechana Initiate as horrible for the simple reason that it smooths out resources, helping you with whichever you may need in a given hand. I would always rather have any of the other Initiates in my deck, but I would still acquire Mechana Initiate.

    I cannot believe how much you value the four cost cards in the deck. Try not to misinterpret my statement. Arbiter of the Precipice can devastate an opponent if acquired early in the game, but I think Snapdragon might win the prize for best five cost card. If you opened with 5 Apprentice, you would not acquire Snapdragon?

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  9. @ Anonymous:

    I agree that the potential Rat King could affect your decision, but in a more positive way. Remember that you have one Power available, so the Rat King will not prevent you from acquiring cards; however, it could wreck your opponent's turn if he opens with 5 Apprentice. Does this Rat King situation pose too much of a long shot to factor into your decision making?


    @ Everyone:
    Assuming your opponent also opens with 4 Apprentice, would you consider acquiring Rector Monk or Mechana Initiate plus Runic Lycanthrope to put yourself in a better position to acquire Snapdragon?

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  10. Actually I would get the Snapdragon, I'm just saying the choice is actually more defensible in that case. Whereas there is just about nothing I'd rather buy at the three slot over Demonslayer or Reactor Monk.

    And it's even more imperative not to dilute your deck unnecessarily if you don't have any large +draw or banish cards on the board to help correct the times you will be more or less forced to make multiple buys so as not to lose too much value out of your turn.

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  11. I probably do Demon Slayer this round. I like the fighting cards because I find that even in a two person round, depending on how you want to play, Rune cards can be cycled really quickly and Power cards get into the center.

    I also like how the Demon Slayer works with the Militia early on to kill the Cultist twice.

    I would aim next turn to probably get the Runic Ly. and the Mechana Initiate.

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  12. You opponent opens with four Apprentice as well and prioritizes the cards in this order: Reactor Monk, Demonslayer, Runic Lycanthrope, and Mechana Initiate.

    Replace cards in the center row in the following order: Burrower Mark II, Avatar Golem, Tormented Soul.

    How would you play out your second turn (assume you do not know what cards will flip over)?

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  13. Another scenario:

    Use the following order of cards for replacing the center row: Wolf Shaman, Alpha Templar, Tormented Soul, and The Grand Design.

    Assume your opponent opens with three Apprentice. He acquires Runic Lycanthrope (unless you bought it, then he'll acquire Wolf Shaman).

    How would you play out your second turn (assume you do not know what cards will flip over)?

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  14. a) I picked Demonslayer so I curse a little when BMII comes out. My opponent picks Reactor Monk and I curse again when Avatar Golem is out. :)

    I think I stick to my plan and pick Runic Lycanthrope, but now picking the Mechana Initiate isn't as bad since the opponent already has two excellent choices for buys next turn and I want to deny him the ability to gain maximum value out of the Burrower Mark II pick (which is the one he's likely to make in the short term, since Avatar Golem is basically an expensive Heavy Infantry for now).

    Unfortunately this is one case in which the cards fell where you would be much happier having picked the Reactor Monk.

    b) I pick Demonslayer, he pick Runic Lycanthrope (I would have bought Wolf Shaman in his spot). I pick Wolf Shaman as it is one of my top picks no matter what deck I play and I know he's going to take Snapdragon next. Arha Templar doesn't fit in a Power strategy as you can't add Power to it (Oziah is different, he kills almost anything by himself anyway where the Templar will only allow you to kill multiple small monsters, which means you'll often get stuck killing the cultist with it).

    In this pick the Mechana Initiate is really a dead draw. This is where I would seriously consider not picking it. The strategy here is to keep your deck cycling as fast as possible to get back your key cards like Demonslayer more often.

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  15. @ BlackBloc:

    What if your opponent takes Wolf Shaman over Runic Lycanthrope? I agree with you that this represents a more reasonable game state, considering most people value Wolf Shaman highly.

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  16. I think I pick 2x Heavies knowing the Lycanthrope is going to most likely be available on turn 3. I'm basically shooting for a short term chance of drawing a kill on Mephit (I wouldn't have seen Tormented Soul yet) on turn 3 and I believe I want to banish the Runic Lycanthrope unless the board changes significantly.

    The Wolf Shaman basically changed the board significantly enough that I would rather see the Lycanthrope in the Void instead of my deck.

    If another good Lifebound comes out before I get my turn 3 it would change things a bit for that turn. If Lifebound Initiate and I get 4, I probably buy both Lycanthrope and Initiate and ban whatever is a better buy for my opponent. If Wolf Shaman I buy it and banish Lycanthrope. If Flytrap Witch I probably buy Lycanthrope (unlikely to get a 5 at that point) and get rid of the Witch, unless I get a 5 (in which case I'm unable to get rid of both so I take the Witch and curse).

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