
Sideboard - 1 cards, 1 distinct
Notes
Mana Doublers
-Mana Flare
-Extraplanar Lens
-Heartstone
Damage Doublers:
Repercussion
Quest for pure flame
Equipment (lifeline/deathtouch/indestructible/pro red):
Sword of war & peace
Baslisk collar
Magebane armour
Loxodon War Hammer
Darksteel Plate
Tutors:
Godo
Gamble
Fork & Reverberate can be used to copy another players Demonic Tutor, Steelshaper's Gift, Enlightened Tutor, etc.
Wheels:
Wheel of Fortune
Reforge the Soul
Winds of Change
Ashling is a mana hungry mama. always having 6 (or 3 with a doubler) lands untapped means theres not a lot of mana to cast other spells. most of the spells in our different categories are congruent and cost 3 or less. theres obviously other really good congruent cards but they cost more, having them in hand and not being able to cast them until the late game isn't useful and you'll probably just being stuck deciding to pitch them to a wheel or hold in and a wheel in your hand for multiple turns. Wheels are our essential form of card advantage. We want to keep our board from looking too threatening. We want to get a lot of damage done with just a few cards. as you play more with the deck you'll get a better feel for what is too much on the board. Often times you are looking to wheel into an essential spell or tutor.
How to play:
Early game-
Cast Ashling turn 2. Turn 3 Pump ashling once and swing Turn 3. Only spells you should play before turn 6 are mana doublers, Top or Quest for the Pure Flame. Your priority early is to get as many counters on ashling as possible and set yourself up to be able to blow the board up at any moment. you lose tempo by playing other spells.
Mid-game-
From turn 6 on (maybe as early as turn 4 or 5 if you already got a mana doubler on the board) always leave at least enough mana open to blow up ashling in a single turn. This is where the deck become a political pillow-fort-y masterpiece. Make it clear to everyone at the table that any aggression towards you will just result in you blowing up the board with Ashling. No one will want to lose all that life and their board state and for the most part the other players will shift any attention away from you. Otherwise continue to hit land drops, pump and swing with ashling. Play more mana doublers, damage doublers, equipment and tutors to make the threat of ashling exploding even more of something no one wants to see happen yet. But don't over extend yourself. You don't want to be too threatening and invite artifact + enchantment hate or a non-land permanent boardwhipe your way. Get used to saying "if you do that I'll just blow everything up with ashling." You have wheels to get thru your deck quickly to get to one of your congruent spells of each type. a mana doubler, a damage doubler and an equipment with lifelink are essential. the best would be Extraplanar lens, Repercussion & Baslisk collar.
Late Game:
If ashling is getting hated out too much and you can't keep up with recasting her and pumping, your alternate win cons are drop lands edge / seismic assault and wheel into a new hand full of mountains to pitch for damage. your damage doublers will also do a lot of work here for you too. You can also keep dashing in Lightning Berserker and pumping with all that mana after blowing everything up with Ashling. A recently added card Chandra's ignition can also come out of nowhere to win you a game if you have a big ashling on deck but your life total is too small to take a hit from Ashling yourself and you don't have any lifelink on the board.
If all else fails. Warp World usually will make everyone scoop. Or you play it out and get weird. Especially if an opponent has indestructible creatures or artifacts & permanents that that preventing you from getting damage thru.
-Mana Flare
-Extraplanar Lens
-Heartstone
Damage Doublers:
Repercussion
Quest for pure flame
Equipment (lifeline/deathtouch/indestructible/pro red):
Sword of war & peace
Baslisk collar
Magebane armour
Loxodon War Hammer
Darksteel Plate
Tutors:
Godo
Gamble
Fork & Reverberate can be used to copy another players Demonic Tutor, Steelshaper's Gift, Enlightened Tutor, etc.
Wheels:
Wheel of Fortune
Reforge the Soul
Winds of Change
Ashling is a mana hungry mama. always having 6 (or 3 with a doubler) lands untapped means theres not a lot of mana to cast other spells. most of the spells in our different categories are congruent and cost 3 or less. theres obviously other really good congruent cards but they cost more, having them in hand and not being able to cast them until the late game isn't useful and you'll probably just being stuck deciding to pitch them to a wheel or hold in and a wheel in your hand for multiple turns. Wheels are our essential form of card advantage. We want to keep our board from looking too threatening. We want to get a lot of damage done with just a few cards. as you play more with the deck you'll get a better feel for what is too much on the board. Often times you are looking to wheel into an essential spell or tutor.
How to play:
Early game-
Cast Ashling turn 2. Turn 3 Pump ashling once and swing Turn 3. Only spells you should play before turn 6 are mana doublers, Top or Quest for the Pure Flame. Your priority early is to get as many counters on ashling as possible and set yourself up to be able to blow the board up at any moment. you lose tempo by playing other spells.
Mid-game-
From turn 6 on (maybe as early as turn 4 or 5 if you already got a mana doubler on the board) always leave at least enough mana open to blow up ashling in a single turn. This is where the deck become a political pillow-fort-y masterpiece. Make it clear to everyone at the table that any aggression towards you will just result in you blowing up the board with Ashling. No one will want to lose all that life and their board state and for the most part the other players will shift any attention away from you. Otherwise continue to hit land drops, pump and swing with ashling. Play more mana doublers, damage doublers, equipment and tutors to make the threat of ashling exploding even more of something no one wants to see happen yet. But don't over extend yourself. You don't want to be too threatening and invite artifact + enchantment hate or a non-land permanent boardwhipe your way. Get used to saying "if you do that I'll just blow everything up with ashling." You have wheels to get thru your deck quickly to get to one of your congruent spells of each type. a mana doubler, a damage doubler and an equipment with lifelink are essential. the best would be Extraplanar lens, Repercussion & Baslisk collar.
Late Game:
If ashling is getting hated out too much and you can't keep up with recasting her and pumping, your alternate win cons are drop lands edge / seismic assault and wheel into a new hand full of mountains to pitch for damage. your damage doublers will also do a lot of work here for you too. You can also keep dashing in Lightning Berserker and pumping with all that mana after blowing everything up with Ashling. A recently added card Chandra's ignition can also come out of nowhere to win you a game if you have a big ashling on deck but your life total is too small to take a hit from Ashling yourself and you don't have any lifelink on the board.
If all else fails. Warp World usually will make everyone scoop. Or you play it out and get weird. Especially if an opponent has indestructible creatures or artifacts & permanents that that preventing you from getting damage thru.
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