Yolo Coal (Illusion)

up
113
Phoenixborn: Coal Roarkwin
Created by: foxtrot2620
Is Deck Public? public
12 comments below.
x4 Ceremonial
x2 Illusion
x4 Natural
Description/Notes:

Upgraded version of my Yolo Coal deck: http://www.plaidhatgames.com/play/ashes/deck/yolo-coal

The main idea behind this deck is to win and to win fast. This deck pretty much never wants the game to go longer than 3 rounds. The key is to get in good early damage with Hammer Knight and Iron Worker then finish off your opponent with direct damage through Chant of Revenge, Molten Gold, Final Cry, Slash, and yes even One Hundred Blades. Keep your opponent's battlefield clear with Violinist pings, Slash, Anchornaut, and One Hundred Blades so that your Hammer Knights have a clear path to your opponent's face. Illusion dice give you access to Stormwind Sniper and Mist Typhoon as well as the dice exhaustion ability, which if played right can limit your opponent's options.

First Five Staples: Violinist and Hammer Knight 

Typical First Five: Violinist, Hammer Knight, Iron Worker, One Hundred Blades, Hidden Power.

I recommend starting by playing either EV or HK onto the field (depending on match-up) and side action meditating so that you have at least 1 Power Illusion and 1 Class Illusion. Turn 2 side action exhaust a die with your Power Illusion then main action Hidden Power to grab back both Illusion dice with Wolf faces. This gives you two more bullets to use for dice exhaustion in future turns. Don't forget that you can always main action Iron Worker and then use his token to double side action exhaust or double side action meditate and get two EV triggers off it. Remember You have two goals Round 1: clear your opponent's battlefield and hit their face with HK. You want to do this so that you're set-up to swing at their face for free again with HK Round 2. If you can't afford to play Iron Worker because you are using all your extra dice for EV pings and dice exhaustion then just use him as Slash fodder.

Jessa First Five: Violinist, Hammer Knight, Leech Warrior, Hidden Power, Butterfly Monk. 

I recommend starting by playing Leech Warrior onto the field and side action meditating so that you have at least 1 Power Illusion and 1 Class Illusion. Leech Warrior is one of those units that makes Jessa groan when she sees it. Turn 2 side action exhaust a die with your Power Illusion then main action Hidden Power to grab back both Illusion dice with Wolf faces. This gives you two more bullets to use for dice exhaustion in future turns. From there you can play Summon Butterfly to the field followed by EV. You want to try and save the HK play as one of your last actions so that Jessa has exhausted all of her options for damaging it. If need be conjure the Butterfly and ping an enemy unit with your last die so you can set-up for a board sweep at the start of the next round.

General Strategy Tips:

Enchanted Violinist is amazing. She will be doing most of the heavy lifting when it comes to clearing your opponent's battlefield with support from One Hundred Blades and Slash. Comboing her ability with Iron Worker will let you kill an annoying 2 Life unit before it has time to cause you trouble (Three Eyed Owl, Jaguar, other Violinists, etc). Best part is that for 1 Ceremonial Power die and 1 life you can bring her back from your discard pile and into play. I meditate very aggressively with this deck. Sometimes I meditate purely to get the Violinist proc even if I would be spending the modified die to pay for it.

Anchornaut is a fun unit in this deck. First it gives you another means of dealing 1 damage to a unit as a free action or Main action. Second it's great fodder for Slash. You can basically either play the Anchornaut for 1 basic die and use it's ability for 1 damage or you can slash with it and then on a future turn use 1 ceremonial power die to bring it back to your hand and then later slash again with it. Lastly, Anchornaut is one of the best units to use for triggering Chants and your reaction spells.

Hammer Knight is critical to the deck. Coal only has 15 life so he needs to deal big damage to his oppoonent quickly to have a chance at winning. You REALLY want to hit your opponent in the face with Hammer Knight the first round or be set up to do so in the second round, preferably both. 

Iron Worker helps you chain Violinist pings and Slashes, plus it gives you a solid 2/2 body on the battlefield.

Chant of Revenge is the only card worth a Spellboard slot.

Hidden Power is amazing for "Light Exhaust" which is using 3 Wolves to target 3 of your opponent's dice. You accomplish this by meditating for a wolf round 1. Then Round 2 you side action Wolf exhaust a die and main action Hidden Power to grab back both Illusion dice with Wolves. Round 3 and Round 4 you can side action exhaust two more dice. This is incredibly effective especially against 3 color decks. For example, against the popular Charm/Cere/Nature Jessa it's very good at pressuring Charm or Cere dice to deny Jessa Gilder, Owl, Chant, or Goat dice to bring back Violinist.

Update #1: -2 Steady Gaze, -1 Anchornaut, +3 Mist Typhoon.

Having multiple Steady Gazes can be awkward with two Illusion dice if you draw more than one, so I removed 2 and kept just the 1 copy for optional First Five. Anchornaut synergizes very well with Coal but he's so easy to recur with Ceremonial that you rarely need more than 2 copies. Running Illusion and Nature in Coal basically begs you to add Mist Typhoon for more board clear and card draw so adding 3 seems like a no brainer.

Update #2: -1 Mist Typhoon, -1 Anchornaut, -1 Iron Worker, +3 Stormwind Sniper

So Mist Typhoon is definitely great to have in the deck but I feel like having 3 copies of it and 3 copies of One Hundred Blades floods my hand with AoE. Now this is awesome against decks like 4 book Aradel but it gets really awkward against normal sized battlefield decks, especially since this deck is already so good at clearing the battlefield with Violinist, Slash, and Aftershock. Three copeies gets cut down to two. Anchornaut is awesome for triggering resurrection Slash/Chant of Revenge/Final Cry/Sleeping Widows shenanigans but drawing him outside of the First Five is usually disappointing. I feel a little uncertain about dropping him down to just one copy but we'll see how it goes. Iron Worker is a fantastic two cost 2/2 body with recover 1 that has a handy ability for Coal, but having three in the deck isn't any noticeably better than having two, so I dropped one to make room for.....Stormwind Sniper *PEW PEW*. I was inspired to add this by hyper aggro decks like Balls Deep Noah. Having access to 6 more direct damage in the deck can really help get in those last few points of damage when coupled with Slash. The 1 life sucks but also makes him a decent sacrifice in place of Anchornaut for Final Cry and Chant. Best part is you usually don't even have to do any work to kill him yourself because if your opponent doesn't do it they are taking 2 more damage to the face.

Update #3: -1 Steady Gaze, -1 Reflections In The Water, -1 Massive Growth, -1 Sleeping Widows, +1 Leech Warrior, +2 Hidden Power, +1 Summon Butterfly Monk

Steady Gaze is good but only in very specific situations and the two Illusion dice cost makes it a really awkward draw alongside Stromwind Sniper. Reflections in the Water has been huge for me in a handful of games but it always seems to be a 100% dead card outside of First Five that is used for Slash fodder. Personally, I'd rather draw something that is useful a larger percentage of the time with only some instances of using it as Slash fuel instead of the other way around. Massive Growth has not been very useful to me outside of one or two games so it gets slashed from the deck. While I've had a lot of good times with Summon Sleeping Widows, most of those were back before I added Illusion dice and Stormwind sniper to the deck. With fewer ceremonial dice to go around, and more allies wanting to use that mana, my old friends the widows get slashed from the team. Leech Warrior is a fantastic addition to the deck. He's in color, adds another big body, and is a great counter to Jessa. I got the idea of adding him to my deck for First Five after playing a lot of practice opening hands against Jessa Good Stuff/Gilder. This one card made the first round go tremondously smoother and I don't know why I didn't have it in the deck before. Hidden Power is fantastic at giving this deck the ability to play a mini-Exhaust strategy. Putting it in your First Five lets you do things like: first side action meditate one Illusion die to Wolf, then on turn 2 side action exhaust a die. On turn 3 use Hidden Power to get back both Illusion dice with Wolf heads and side action exhaust another die. Turn 4 side action exhaust a 3rd die. Three dice may not seem like much, but they can make the difference between a tough fight and an easy first round. I like to use these dice to take away my opponent's ability to kill my Hammer Knight. Hidden Power is also nice to have against Heavy Exhaust decks. Having two copies lets you do more Ceremonial Power dice revival shenangians in future rounds. Butterfly Monk is back! After removing Widows I realized that my conjuration pile was empty. The problem with this is that a clever opponent would notice this and think "He must either be playing heavy direct damage or heavy allies" and adjust his/her First Five accordingly. One copy of Butterfly Monk adds cards to the conjuration pile and provides an efficient summon that can help with Coal's low life total.

Update #4: -1 Iron Worker, +1 Hidden Power

I think one Iron Worker for First Five is enough. Hidden Power does work in this deck so I'm bringing it up to 3 copies.

Update #5: Updated the First Five options and added strategy tips for playing them

Conjurations

More Ashes Communities: FacebookRedditTwitterBoardGameGeek
703088771462406145

So how is the Jessa matchup for you? So far, I have found that Violinist recursion in Round 1 makes it really hard for Coal to get a Hammer Knight through on the first round, and leaves plenty of dice for Jessa to get her spell board ready after Coal is burned out of options.

Nick Conley

Haven't had enough practice against the Jessa matchup yet. Reflections seems to be a pretty decent way to shut down Violinist. I find Massive Growth is usually really helpful against Jessa. In theory, it could be beneficial to play Violinist to field and let Jessa spend the 2 dice to kill her and 1 die to scream. Next ceremonial revive Violinist, let Jessa ping her once more, then Massive growth. Jessa is down 4 dice and I'm down 3 but with a big unit on the board that has the Violinist ping ability. Of course Fear resets that but at least then it's not being used on a Hammer Knight and the Violinist can be replayed with 1 fewer wound.

So my answer to Jessa ended up being Leech Warrior: First Five For Jessa: Violinist, Hidden Power, Leech Warrior, Hammer Knight, Butterfly Monk/Anchornaut

"Leech Warrior is a fantastic addition to the deck. He's in color, adds another big body, and is a great counter to Jessa. I got the idea of adding him to my deck for First Five after playing a lot of practice opening hands against Jessa Good Stuff/Gilder. This one card made the first round go tremondously smoother and I don't know why I didn't have it in the deck before."

I use Hidden Power to target Jessa's nature dice and strip her easy removal options or use it to strip away power ceremonial to prevent Violinist recursion.

"Hidden Power is fantastic at giving this deck the ability to play a mini-Exhaust strategy. Putting it in your First Five lets you do things like: first side action meditate one Illusion die to Wolf, then on turn 2 side action exhaust a die. On turn 3 use Hidden Power to get back both Illusion dice with Wolf heads and side action exhaust another die. Turn 4 side action exhaust a 3rd die."

 

 

Updated the description of the deck to include typical First Five and First Five against Jessa. Also added strategy tips on how to play your first round which is the most crucial round for this style of deck.

Thanks for the thorough write up. I don't think the lines of play are very obvious in this deck, so it's really helpful to hear your thought process. Hopefully I can use this information to stop being murdered by you in the TTS League :P

Question about your description in the Jessa FF: you reference One Hundred Blades, but it isn't in the recommended FF. What do you mean there?

Nick Conley

Its a miswrite, hes so used to using 100B that he thinks he can have a F6 ;P

 

Oops. Fixed.

Have you considered sleight of hand? Slash can turn that into 3 damage, if you manage to clear the board before it you can even slash to face with all of them

I haven't tried Sleight of Hand in this deck yet. I wonder how it would work out. My gut feeling is that paying two dice and a card for three cards just to slash isn't great, but being able to draw into another hammer knight is really nice. Usually though I like to use the illusion dice for exhaustion though. I have recently been toying around with using abundance with some interesting results but I don't like running more than one copy and putting it in a first five slot is tight and gives you one fewer illusion die for exhaustion

Will Fire Archers have a place here come expansion release?

Oh and Frost Bite? Or the Frostback Bear?

Fire Archers and Frostback Bear will most definitely have a spot when the expansion releases. Most likely 1 Summon Frostback Bear would replace the 1 Summon Butterfly Monk as a solid first five option. Fire Archers would probably replace Chant of Revenge. I'm not a big fan of Frost Bite because I think it's too slow for this type of aggro deck. I would actually be very tempted to replace the two copies of Mist Typhoon with Crimson Bomber because he could do almost the same job but could also be used as a 3 attack unit when you need it. Might even drop the single copy of Anchornaut for a third Bomber but that might make the deck too ceremonial heavy. I would also consider dropping Anchornaut, Leech Warrior, and Iron Worker for three copies of Deep Freeze or Ice Trap or some combination. Frostback Bear does a decent job of filling Leech Warrior's role and I feel like Deep Freeze would do a better job of creating and opening than Anchornaut and Iron Worker currently do.

Loading...

loading

Go to top
Go to bottom