I played Ascension a couple weeks ago and was dazzled by how it somehow managed to combine every aspect I hate about Dominion into a standalone game.
Opinions vary... which "aspects you hate" are you talking about? Ascension was my first deck builder and I still really like it...
It is not such a luck-fest as people claim - otherwise my wife wouldn't beat me this often! (i.e. better players win more than their fair share, but much less than 100% of all games)
Apart from the deckbuilding mechanic, it is quite different from Dominion though, I agree with that. There is no such concept as "actions" or "buys" - you can play any card you have from your hand any time during the main phase of your turn, and can buy or gain as many cards as you can afford. This makes for very quick ramp up of decks, and it eliminates dead-draws. You can switch between buying and drawing etc. and back again for as much as you like...
In Dominion you purchase "cards that do stuff (which might also give you money)" and "cards that just give you money", both of which will help you get "cards that don't do stuff, but provide points". In Ascension, almost all cards provide effects, points as well as currency. There are two types of currency: runes and power. You spend runes to acquire new cards for your deck, and power to kill monsters. Each cards is worth points but it's not dead, it "does stuff" (i.e. give you runes and/or power, as well as draw, gain, trash or throne-room-like effects, or anything I haven't thought of now). Killing a monster will get you bonuses as well and will give you point tokens; this is a limited supply and the game ends when this supply is empty.
The supply works different from Dominion as well - there are always 6 randomly dealt cards in a "marketplace"; if you buy, kill or gain one, then that card is immediately replaced, so that you can also get its replacement during the same turn. All cards in the game are shuffled in one giant deck, which you don't typically run through during a game, so there is no guarantee that all your combo pieces will come up; the winner is mostly determined on reacting accordingly (and yes, you can win if the opponent gets turn 1 Arbiter of the Precipice and you don't). If there is nothing worthwile to buy or kill, there is a giant stack of vanilla money or power givers, as well as a limitless supply of a vanilla type of monster as consolation prizes.
The game lends itself to really big combo's which are very fun to play. Which is also its biggest weakness because these same combo's are a lot less fun to observe (ref: village-smithy-village-smithy-etc....-"Then I'm done with my action phase, so I'll play 7 coppers, and buy..., an..., (pause to think)..., I know, another village!"

)
In addition, there is a world of difference between 2 players and more-than-2 players. There are a few monster-killing-effects that provide player interaction, but the bulk of the interaction is through the marketplace from which you can buy cards. In that respect, it's not so much a deck-building game as it is a "prevent your opponent from building a cohesive deck" game. i.e., you win not so much by what you get yourself, but by what you deny your opponent. And of course, this creates an unbalance with >2 players: either the one sitting to the left of the weakest player wins, or one player denies anything useful to his left neighbour while also eliminating himself - such that player 3 wins.
I hear this is completely undone by using the 2v2 team rules provided you have 4 players; but I haven't tried those. After a few hundred games of Ascension, Dominion was gifted to us and it was the "new thing". In addition, the medieval-kingdom theme fares a lot better than the fantasy-world-elves-and-other-creatures-killing-monsters theme with our group of friends, so it takes loads of effort to get this game onto the table...
Oh well, just wanted to share my point of view.