Adventuring Party 4 | Seven Constructed Ashes Decks From One Collection
Welcome to Adventuring Party 4.
Below, you’ll find a collection of seven Ashes decks built from a single full collection of cards, meaning you can have all of these built at the same time. While the build restrictions mean they’re not completely optimized, AP decks are usually good enough to win full constructed games, and make great beginner decks or introductions to the game. They’re intended to make it easier for new players to take their next step with the game, and for veteran players to have easy prebuilt decks for whatever they might need.
EXCITING TIMES
Man it’s good to be back.
It’s hard to overstate how excited I am about the latest Phoenixborn. Tristan and Rowan are high water marks in Ashes design and I couldn’t have been more eager to make Adventuring Party 4. While I think this is the best set yet (I always say that), if you haven’t yet I encourage you to check out AP1, AP2, and AP3.
As always-
1. All my love to the Ashes Reborn and Team Covenant Discord servers that keep me doing this.
2. We know now that not all Adventuring Party decks are made equal. My apologies for the inevitable balance issues that will excavate themselves in this set of AP decks. I’ve done my best to minimize them!
3. Thanks to all my playtest partners, brainstormers, and testing guinea pigs. You know who you are- AP is always far more a community effort than it gets credit for and I’m glad for all the love it gets.
Per usual, Phoenixborn abilities in the First Five are notated [like this]. And now…your latest Adventuring Party.
THE BEASTMASTER
The Beastmaster has carefully cultivated a caravan of creatures to do her bidding. With a stable, flexible selection of units and tons of ways to win, the Beastmaster is your adaptable companion to the violent wilds of Argaia.
Recommended First Five 1: Summon Tidal Crab, Summon Light Bringer, Summon Wishing Wing, Summon Seafoam Snapper, Tidal Shift, [Water Blast]
Recommended First Five 2: Summon Tidal Crab, Summon Light Bringer, Summon Wishing Wing, Summon Seafoam Snapper, Standard Bearer, [Water Blast]
People have been itching for an AP Aradel and she was SO MUCH FUN to work on. My take uses the synergies provided by the latest Time Summons and leverages Aradel’s large battlefield to create a deck worthy of Ashes’ most classic character.
Tidal Shift enables double Light Bringer in Round 1, and that combined with Aradel’s old faithful Water Blast gives you a lot of control. Tidal Crab should almost always come out before Wishing Wing so that when the lil’ bird hits the table you can immediately get it to 2 attack. The Time Power you have in the pool to trigger Wishing Wing’s bonus token then summons Snapper. It all just flows very well.
Dice expenditure is tougher here than in most AP decks. Your summons and Water Blast leave you with 2 Time, 1 Sympathy, and 1 Divine each round. Use them wisely- the deck has very, very few basic costs and it’s quite important to conserve cards where you can by prioritizing your summons over your cards in hand. You also have all 3 copies of both Oceans Gift and Polarity Mage, a dice fixing engine that can save you a lot of meditations. That said, don’t be afraid to meditate for what you need. You have lots of aggressive options to finish the game out, and if you trust your creatures, the Beastmaster will have the enemy dead before fatigue takes hold!
THE CULTIST
The Cultist’s cruel machinations will make his enemies fear the return of the Red Rains. By digging relentlessly to find the necessary pieces of his plan while keeping his opponent at bay, the Cultist is the harbinger of apocalypse, the bringer of inevitable doom.
Recommended First Five 1: Abundance, Rising Horde, Summon Turtle Guard, Summon Ruin Dweller, Summon False Demon, [Exhume]
Recommended First Five 2: Summon Turtle Guard, Summon Ancestor Spirit, Summon False Demon, Summon Ruin Dweller, Knowledge Seeker [Exhume]
Rowan is such a cool Phoenixborn. What makes up his strongest deck is still an open question, but a lot of folks think those decks will focus on one side of his kit at a time- either maximizing Exhume or planning around summoning his big Reborn Chimera.
Perhaps ambitiously, I’ve tried to do both for the Cultist. The theme is so strong- spirits and demons and zombie hordes really do a lot to sell our fantasy here. The gameplan is to use those strong defensive units to buy time while you dig for Discovery. You’ve got Shared Sorrow to ping a unit and get Discovery out of the discard, a healthy burn package, and Generosity, by all accounts an absolute knockout card for Rowan, who likes all three options pretty much equally. Rising Horde is by far the best target for Exhume, which is why we prefer FF1, but you can get a little more offense going with FF2 against slower decks. False Demon is your secret weapon to clear out your own exhausted little guys, especially a Horde your opponent is trying to wait out.
This deck really wants to see Reborn Chimera to close out the game, but you’ve got surprising offensive firepower on your books as well. If you’re feeling like an aggressive pivot is in your future, be careful about summoning Turtle Guard, who can be a liability if you need every battlefield slot. With careful unit management and a little bit of luck of the draw, you’ll be summoning demon elephants in no time and watching your enemies burn!
THE ARCHER
With deadly combos and explosive potential, The Archer is a formidable foe. From tiny fish to menacing bears, The Archer will use whatever it takes to see their might respected and their realm brought to glory.
Recommended First Five 1: Summon Ruby Cobra, Summon Prism Tetra, Summon Frostback Bear, Tsunami Shot, Enchanted Violinist, [Magnify]
Recommended First Five 2: Summon Gilder, Summon Prism Tetra, Summon Ruby Cobra, Tsunami Shot, Sonic Swordsman
Nobody thought Tristan would be bad, but his versatility has proven surprising and he’s certainly got a monster of a unique card in Tsunami Shot, which some folks are calling the best card in the game. The Archer’s take on Tristan is more combo-oriented than a lot of AP decks, focusing heavily on abundant pings via Nature’s Wrath, the aforementioned Tsunami Shot, and a little trick we’ve got access to- Prism Tetras and Rile the Meek.
Tetras may not be great outside of Tristan, but he really makes them sing. Both Tetras and Cobra are great targets for Magnify, and Magnify+Cobra in particular is so good that we’ve backed up the mill win condition with Enchanted Violinist. Frostback Bear gets up to Terrifying 2 when Magnify is used on it alone, which can sometimes be a winning play as well. Tetra/Rile has reliable backup targets with Cobra/Gilder, and between Rile and Tsunami you have a lot of ways to deal with enemy units, opening up those big swings with Bear, Tetra, and the rest of the gang. Never stop letting those arrows fly, and Tristan will surely find his way to notch a win.
THE ASSASSIN
Specializing in sneak attacks, The Assassin is a master of striking hard and fast. His battlefield manipulation and strong core of allies and conjurations will enable him to set up boardstates where every step available to his opponent will tumble them into the knife. Tread carefully.
Recommended First Five 1: Summon Gilder, Summon Frostback Bear, Summon Mind Fog Owl, Raptor Herder, Fire Archer, [Commune With Souls > Anchornaut]
Recommended First Five 2: Summon Frostback Bear, Summon Mind Fog Owl, Raptor Herder, Summon Sleeping Widows, Fire Archer [Commune With Souls > Raptor Herder]
Throughout the history of Ashes, James has been an unusual Phoenixborn, ghosting in and out of relevance more than most. He’s got strong tools, starting with Commune With Souls- having a 6 card First Five is plenty good, especially if doubling up on cards like Raptor Herder. His key combo is Vengeance > Widows, and those two cards represent the peak of the kinds of plays that truly only James can do. Fast strikes are why you play him.
FF2 is fragile but fun, forgoing Gilder for a plan that includes two Raptor Herders in Round 1. If your opponent isn’t prepared for high aggression, this can be a brutal start. The more conservative plan is FF1, which sets you up with all 3 books and lets you play a longer game. Gilder is so good no matter what kind of deck you’re running, and having it might give you the counterplay it could take to set up truly huge swings with Frostback Bear and Mind Fog Owl. Remember that Mind Fog Owl is often your best target for Massive Growth if you think you can engineer the big swing- blocking Bear in an emergency happens a lot, but if you push all your units in at once there can be a good chance that MFO slips through just as part of a big swarm. Whether setting up fast plays with Widows or working diligently to make a big bypass swing pop off, The Assassin specializes in precision, debilitating strikes.
THE TEMPEST
Woe to those who oppose the Tempest, master of fire, shadow, and light. Sembali’s timely gifts to those who follow her can clear the way for lightning quick strikes past bewildered foes.
Recommended First Five 1: Summon Light Bringer, Summon Fox Spirit, Summon Cloudburst Gryphon, Realm Walker, Crystal Archer
Recommended First Five 2: Summon Light Bringer, Angelic Rescue/Fate Reflection, Realm Walker, Celestial Knight, [Gift of Wings]
Realm Walker’s arrival to the scene was the best thing that ever happened to the venerable Sembali. Large units with potent effects on attack are exactly that the doctor ordered for Gift of Wings, an ability that can more than occasionally feel difficult to use. This deck makes use of the very best these three magic types have to offer to give Sembali a high ceiling on Gift of Wings. The ability is backed up by a potent amount of exhaustion tech to make way for her heavy hitters.
I highly recommend FF1 for most players, as it sets you up better for later rounds and isn’t quite as reliant on Gift of Wings going well. FF2 takes the opposite approach, packing two Knights and your choice of reaction spell to protect them, virtually ensuring that Gift of Wings will get good use. You give up your ready spells to accomplish this, so make sure the hits count! The rest of the deck is designed to make openings for your most important units. Fox Spirit gives you some dice assistance and can rapidly clean up units you dealt with using Light Bringer or Rose Fire Dancer, while Gryphon is here to brawl. You’re also packing all 3 copies of Purify to take care of those pesky Bears and enemy Gryphons, and your best target for bouncing is Shepherd of Lost Souls. Make good usage of this combo by trying to exhaust Shepherd before bouncing her, constantly using her recursion to keep big threats on the board. By never giving your opponent rest from the threat of Sembali’s Wings, you will force their surrender and claim victory for Memoria.
THE ENCHANTRESS
The Enchantress commands her domain with a silver fist, her serpents always on the hunt. Constantly pressuring opponents on multiple angles, this sprawling pit of vipers offers nothing but pain to those who would infringe on Maeoni’s rule.
Recommended First Five 1: Summon Silver Snake, Summon Ruby Cobra, Summon Ruin Dweller, Crypt Guardian, Hypnotize [Command Strike]
Recommended First Five 2: Summon Silver Snake, Summon Ruby Cobra, Summon Ruin Dweller, Fate Reflection, Hypnotize [Command Strike]
A lot of Maeoni’s decks have looked similar across the lifespan of Reborn (which comes with the territory when she plays host to one of the game’s most decorated builds), but this one started off purely from theme- the idea of running all 3 of the Ashes snakes together. Turns out Cobra, Dweller, and Silver Snake all offer unique ways to play off Maeoni’s strengths, making for a very potent deck.
FF1 doesn’t actually use Hypnotize- but since we’ve only got 1 copy, it’s safest to get it on the board. FF2 does make use of Hypnotize in Round 1, probably to get Ruin Dweller through to get a head start on damage. If you expect your opponent to be on a slower plan or not to play a lot of big units, it could be the better play. Crypt Guardian is the real star of the deck, though, cementing his status as one of the strongest cards in the latest set. Era’s End works beautifully with him and Ruin Dweller to put the pressure on opponents fast. Be careful with Cobra, who can occasionally clog your small battlefield. You really want to use it either with Amplify or to pick on a little unit and get a token on Silver Snake if you can. Golden Veil is here to keep your Snake getting fatter and fatter, and all three copies of Frost Bite gives you the burn backup plan that Ruin Dweller needs to close the deal. You’ve got pressure from so many angles, and the Enchantress is great at finding the one that will protect her realm in a given game.
ONE MORE THING
Finally, we have the very special 7th Adventuring Party deck of this set. I swore up and down I’d never make an AP Vicky, and to be fair, I did not break that promise. This deck has received some tweaks from me to fit it into the set, but it’s core concept and reason for existing is courtesy of the AP Department’s Unpaid Intern…the legendary Ashes player Philip E. Cheese.
THE ILLUSIONIST
The Illusionist sees your plans and replaces them with her own. By manipulating the enemy dice pool and board, the tricks of the Illusionist will prevail over the weak.
Recommended First Five 1: Summon Shadow Spirit, Summon Ancestor Spirit, Keepsake, Dream Fracture, Gates Thrown Open, [Surprise!…maybe]
Recommended First Five 2 (AKA “Charlotte’s Web”): Summon Shadow Spirit, Ritualist (Chant of Erosion), Dreamlock Mage, Keepsake, Essence Druid [Surprise!]
Our friend Vicky isn’t going to be winning Worlds anytime soon, but the additions of Keepsake and Dream Fracture to Ashes mean that her much-derided ability Surprise! actually has some solid utility now. Phillycheez leaned into this heavily, setting Vicky up to heavily and constantly spin down enemy dice while getting burn and unit control out of the deal.
Keepsake + Surprise is your plan for bigger units, and the idea is to keep that train rolling with your Essence Druids, which themselves serve as excellent blockers. For little units, you’ve got Chant of Erosion, which can completely neutralize 1 attack units while eventually booting them heading into the next round. This dual angled attack is central to the plan, slowing the enemy assault down while you make them steadily meditate their deck away through relentless targeted dice control. FF2, if you time things well, can set up an easy recursion of Keepsake using Essence Druid, setting you up to keep those bombs dropping. FF1 is a little steadier, doing a better job of setting up your spellboard and letting you double dip on some value cards.
All this spindown isn’t necessarily an easy plan or a completely reliable one, but the Illusionist concept proposed by Phil is definitely a deck that maximizes Vicky, and it nestled neatly into this Adventuring Party set. Hopefully Vicky fans will have a blast getting wins through endlessly rotating dice!
THE FUTURE OF ADVENTURING PARTY
I’ve been getting lots of questions about what the next set of Adventuring Party looks like, and the truth is that I don’t know. We know that Ashes will add PvE, and that PvP will continue active development as well, but beyond that we have very limited ideas of how the game will evolve in the coming sets.
But one thing I am sure of is that it’s going to be exciting. I certainly would love to make Adventuring Party evolve into the next age of Ashes and will do everything I can to make it happen. For now though, as we reach a sort of end, I just want to say thank you. Thank you for reading this and for all the great feedback Adventuring Party has gotten over the last year and a half. It’s my favorite thing to do in Ashes, and I can’t wait to have an excuse to do it again.
See you on the battlefield!