Ashes of Morgravia is a dark fantasy tactical deckbuilder where players master movement and combat decks to face necrotic horrors and unravel ancient divine secrets in a land lost to eternal night.
[h2]The Core Idea: Stride and Clash[/h2]
In Ashes of Morgravia, players wield [b]two decks[/b]: [b]Stride [/b]for movement and positioning, and [b]Clash [/b]for combat and defense. This dual approach ensures that every phase of gameplay is tightly connected, forcing you to adapt and strategize at every turn.
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[h3]Stride Deck:
[/h3]Think of this as your mobility and buff toolkit. Cards like Relocate and Quick-Step let you reposition on the battlefield, escape dangerous zones, or set yourself up for a deadly strike. Every movement counts, and using your Stride cards wisely is essential for survival.
[h3]Clash Deck:
[/h3]The Clash Deck holds your offensive and debuff capabilities. Cards like Cleansing Fire or Punishing Blow let you unleash powerful attacks, and manipulate the battlefield to your advantage. Mastering this deck requires precision and timing.
[h2]How It Works: A Phase-Driven System[/h2]
Combat is divided into two phases, each aligned with one of the decks:
[h3]Stride Phase:
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This is your chance to move, evade, and position yourself strategically. Drawing from the Stride Deck, you’ll use cards to maximize your movement and gain the upper hand before exchanging the blows. The player is always the one to start each phase, and then the enemies follow.
[h3]Clash Phase:
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Once the Stride phase ends, the Clash Phase begins. Here, you’ll draw from your Clash Deck to deal damage, defend yourself, or execute special abilities. Resource management is key—you’ll need to balance your AP carefully between these two phases to outwit your enemies.
[h2]What Makes It Unique?[/h2]
The Two-Deck System ensures no phase feels passive. Unlike traditional deckbuilders, where a single deck must cover all gameplay aspects, Ashes of Morgravia creates a compelling interplay between movement and combat. Not only that, but some cards from the Stride Deck, can make you draw specific cards from your Clash Deck even when it's Stride Phase.
The system encourages deep tactical thinking:
Can you afford to spend AP on extra movement, or should you save it for the Clash Phase?
Are you positioning for the long term, or reacting to immediate threats?
If you use a Stride card that grants you a buff until the end of the turn align with the hand you draw in the Clash phase?
Will you prioritize mobility, defense, or aggression this turn?
[h2]Let’s Shape This Together!
[/h2]The Two-Deck System is at the heart of Ashes of Morgravia, but we’re just getting started. Is there a card mechanic or phase interaction you’d love to see? Are there ways to make this system even more exciting? Also, let us know what would you like us to write about next!