Does Ale of Ancestor remove Hazard?

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Does Ale of Ancestor remove Hazard?

I just want to know if Ale of Ancestor removes Hazard/Weather from a row. And if so, can we move it to another row to also clear that row's Hazard/Weather (maybe using Dwarven Mercenary or Vrihedd Brigade).
 
Dominika;n9807491 said:
Yes, Ale of Ancestors will clear any Hazards or Boons on the row and add Golden Froth effect to that row. When you move Ale to another row, same thing will happen - it will clear the row, add Golden Froth, and the effect from previous row will disappear. :)

This is awesome! Didn't know that, thanks. :victory:
 
It's not that awesome because it can also be cleared by hazzard. If you play Ale of Ancestors and your opponent play a Wild Hunt Hound after, it'll nullify your gold card effect.
 
Iuliandrei;n9810311 said:
It's not that awesome because it can also be cleared by hazzard. If you play Ale of Ancestors and your opponent play a Wild Hunt Hound after, it'll nullify your gold card effect.

So even a lame torrential rain will waste it. What a lovely gold..
 
altaybek;n9810651 said:
So even a lame torrential rain will waste it. What a lovely gold..

At least you can move it. You can have an itinerant weather clearing ale of ancestors.
 
altaybek;n9810651 said:
So even a lame torrential rain will waste it. What a lovely gold..

Given that, your opponent just used a hazard card he doesn't want to use (just to cancel Golden froth) and Ale still gives you a body in the board with armor. And the fact you can move it to another row and still get its effect makes it valuable.
 
Noela;n9811411 said:
At least you can move it. You can have an itinerant weather clearing ale of ancestors.

KDean11;n9811811 said:
And the fact you can move it to another row and still get its effect makes it valuable.

ST would be godlike with it yet they lack swarm most of the times to get the most of the Ale.
Use it in SK and a 8++ point harpooner move will be gone. Only Flaminica is viable with move if you are not playing damaged unit based decks.
NR and NG can't move at all (unless NG wastes a medic and steals a move unit)
Monsters will waste a valuable 11 or 13 point drowner should they ever play Ale at all

It's not bad but still weak for a gold imho. Should be more like "immovable but can't be canceled" lock immunity is open up for debate :D
 
It goes pretty well with Marauders. And it is fun as hell to clear a "ragnaroked" board with it...
 
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