Monster Train

Monster Train

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onomastikon Oct 16, 2021 @ 12:56pm
Event order during turn (ember generation)
I am trying to get the hand of emberdrain management. So far I have an easy setup with Perils of Production on holdover. So I always have 3 ember to work with no matter how much emberdrain I have, which is frequently > 3.
I picked up the "Pyre-Gro" card, mistakenly believing this would give me 1 ember to work with each turn, but that is obviously not the case if my emberdrain is > 0. I still have 0 ember at the start of my turn with Pyre Gro activated.
So now I am offered the opportunity of recruiting an Ember Forge unit, whose gimmick is the additional +2 ember per turn. Am I now correct in assuming that the Ember Forge works similarly to Pyre Gro in that its bonus is NOT applied at the beginning of the next turn after Emberdrain is applied, so that if my total ember drain were to be > 1 I would get zero benefit for having an Ember Forge unit deployed?
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Limdood Oct 16, 2021 @ 3:46pm 
correct.

To avoid emberdrain, you need to generate ember DURING playing your cards. Umbra has several ways to do that, but perils of production is the only one that doesn't require you to kill a unit with a damage spell. Using shroud spike or gorge to eat rubble morsels will also work, but is likely not able to be done consistently

Ember gained at the end of a turn (like from a morsel being eaten), generated from increased ember generation (pyre-gro or the +ember artifacts after major bosses), or ember during combat (revenge ability of wilting sapwood) stiil gets consumed by emberdrain at the beginning of the turn.

- On a normal turn, you gain your base ember gain (which artifacts or pyre gro can affect), THEN emberdrain hits.
- When you hit end turn, you lose your ember (unless you have unbroken horn artifact), then combat happens (which can give ember), then end of combat happens (which can give ember thru eating).
- Next turn starts, you gain your base ember again (which is added to ember you might have gotten from cards like rubble morsel or wilting sapwood after you hit end turn last turn), but THEN emberdrain hits....if you're running 90 emberdrain, generating an extra 1 a turn won't do much. If you're running 2-4 emberdrain...then it might.

One final note, another way to run emberdrain strategies is to drop the cost of all cards you're planning on playing after turn 1-2 to 0. Purge the cards you can't cheapen. Give cards like furnace tap intrinsic to get it cast right away. Get your units out first turn, and then drop the cost of your other spells to 0 with magic shops and shard temples....then cast away (but beware enemies that give blight cards! they're super dangerous when running this emberdrain strategy!)
onomastikon Oct 17, 2021 @ 12:44am 
Thanks much!
Do you mean those enemies that generate pyre damaging cards on resolve?
ShinryuEXE Oct 17, 2021 @ 1:52am 
Yeah, those are the enemies he's talking about.
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Date Posted: Oct 16, 2021 @ 12:56pm
Posts: 3