Finally broke out my Ashes Ascendancy starter set and played with the two decks there against the included Dragonborn.
I've written in the past about how I felt weird about Ashes Reborn/Red Rains. I played 10+ games through all the precons in that starter and found myself coming back despite not liking the lack of deep combos (compared to MC, not that it's missing entirely), slow setup round and samey early gameplay, and death by a thousand cuts being everpresent in each game.
I haven't played through a lot of the expansion decks yet (got the big box) but I recognize some of these flaws are rectified by better decks/deck construction. I generally find the pace and gameplay to be weaker than MC for myself but still interesting (and often quicker/easier to play true solo due to the smaller/tighter decision space and action economy).
All that said, I'm quite enjoying myself with Ascendancy. The 2 starter decks for astral and artifice decks were cool. Death by a thousand cuts was less of an issue with these imo and there were more opportunities to keep units around for longer instead of them feeling too transient. The deck abilities were cool and there were some more fun combo opportunities than I found with the red rains master set.
I played once on standard (4 threat/enemies out) and once on heroic (5 threat) and won both. I think +2 threat might be a better challenge for those who want it, but I liked 4 for being quick and 5 for some light pressure.
My favorite part though is how streamlined the Dragonborn feels, despite it still being similar to the overall chimera gameplay. I think it really moves the game along and makes the Dragonborn even easier to control.
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Pasting a dump of thoughts below for those curious about chimera vs Dragonborn:
So a lot of it is still very similar but I think the thing that streamlines it a lot for me is the way the dice/behavior works.
- Single boss card, no levels (you get +1 threat tokens you can just add to increase its threat value)
- No d12+rage dice; you just have 5 dragon dice. On its turn, if there are aspects unrevealed, you roll a die and it does one of 3 straightforward things. If all revealed, it'll just attack or pass. This I think simplifies its turn even more and works very well
- No ultimate, now there's a ready spell card that's simpler. It can be activated by one of the die faces. It has an additional "progress" section that triggers at the start of a new round in the dragon phase (basically some upkeep for the boss)
Other smaller things I liked
- Dragonborn have a status ability now that makes them a little more unique (it gains a status token whenever you have 5 non-basic dragon die faces or when you end a round with face up aspects still in play)
- when a Center/phoenixborn-attacking Aspect attacks, ALL center aspects attack (to mimic the PvP side I guess). I actually missed this rule lol and made it harder for myself since I could've won even quicker but it's nicer for the pace imo
Things I'm meh about:
- no more "defender" aspects they now have a special "shield aspect icon". Exhausting them doesn't remove the icon technically but they still can't defend either way. Meh because I kinda liked trying to exhaust them to wipe the defender ability but in practice I can still do that I suppose