
It’s because Mechana Constructs, by their nature, are great because you can accumulate a critical mass of benefits as the game goes. This list is very low on Mechana cards despite the fact that the Mechana Construct strategy is one of my favorites to play. (Compare this to the nearly-as-great Shadowcaster, which is more expensive but better in the late game.) #7: Dream Machine

The only reason it’s not higher is that it loses a lot of value late in the game once you’ve weeded out all of your weak cards. Lucking into this in one of the first couple turns makes it tough for anyone else to keep up with you. Other than #1 on this list, this is the best early game card in all of Ascension: You not only get to banish a card, but get to reload your hand. Thin the Militia and Apprentices out of your deck and you’ll start having much better turns, like trashing in Dominion. And Arbiter of the Precipice is one of the best banishers in the game. Probably the first lesson that any Ascension player learns before they start getting good at the game is the power of banishing cards. But all it takes is a couple beefy cards for Dhartha to win you the game. It’s not implausible in the slightest that you could use Dhartha a dozen times in one turn. Sure, there’s a major luck component: You could draw nothing but Treasures. Dhartha, the Eternal is one of my favorite Multi-Unite cards, though, because of how well it builds synergies with other Enlightened Heroes: Enlightened cards tend to allow you to draw cards, which in turn allows you to have more Enlightened cards in your hand. The ability to repeat an effect over and over means that you can play some truly obscene combos. In general, Multi-Unite cards are broken. This combos well with a bunch of other cards and makes it easy to have bonkers mega-turns. But it’s the second half that really pushes this one to the next level: Gaining a Soul Gem every time you defeat a Monster. Obviously gaining 3 Power per turn is hugely useful, making it easier to take out powerful monsters. Sure, it’s crazy expensive, but this is one of the best Constructs in the game. Not only do you have to buy a card that cost 8 Runes, but you have to have that card in your hand after you’ve played a Hero of every faction, which is extremely difficult to pull off. So why did it not make the top ten? Look at what you need to do to get it in your deck: Unless the board is awful, it guarantees you a mega turn. I’ve never seen this card played by someone who ends up losing the game.

I mean, look at it! This is the most powerful Hero in the game. One important consideration I made in this ranking is value: A card that costs 4 or 5 Runes can be a better card than a more powerful one that costs 7 or 8, simply because it’s so much easier to get 4 or 5 Runes.

I also assume you’re playing for 120 Honor, though I recently learned the official printed rules state you should play for 60 Honor. (Monsters are not included.) I’ve made a few assumptions, here: One is that you’re playing with the entire set of cards available in the app, which means there’s an abundance of Treasures and that’s it’s extremely unlikely that you’ll run into a specific combo card. Here are my picks for the ten best Heroes and Constructs in the game. It’s a fun game that’s often tense, frequently surprising, and almost always satisfying: Few gaming experiences are as rewarding as executing a late-game combo to rack up dozens, if not hundreds, of points. I’ve played dozens of games against humans online and hundreds of games against AI. I play an obscene amount of the deckbuilding card game Ascension, all of it on the wonderful iPhone port.
