Spark costs 0 (instead of 1) Fruit Ninja is a 3/2 (instead of 2/2) and keeps Frenzy 1
Bashing:
Troq midband becomes topband and can deal 1 damage to any building (not just a base) Troq midband becomes readiness, level range is 4-7 instead of 5-7 Troq maxband becomes Overpower The Boot becomes “Trash an opposing Tech 0 or Tech I unit. Trash this card” Intimidate changes from “Give a unit or hero -4atk until end of turn” to “Give a unit or hero -3atk/1hp until your next upkeep” Final Smash cost reduced to 3
Discipline:
Versatile Style has these 4 abilities (improved, still costs 2):
Destroy an Upgrade
Disable a Hero, or a Unit with Flying
Repair 4 damage from a building
Your Discipline hero is a Detector until your next turn
Focus Master - Changes to 2 cost, ability becomes “All your patrollers gain +1armor” Hero’s Monument - Daigo Stormborn has Haste in addition to his other abilities
Ironbark Treant ability becomes “-1 ATK/+1 while patrolling” (rather than -2 ATK/+2 armor) Rich Earth gains “Arrives: Get a 0/1 wisp token. While you have 10 or more workers, this gains “tap: make a wisp””
Balance:
Midori Midband becomes “Your units with no printed abilities get +2/+1” Circle of Life becomes “Sacrifice a Tech 0 or Tech I unit. If you do, put a unit one tech level higher with cost 4 or less into play from your Codex” (instead of a green unit with cost 5 or less) Gemscout Owl is 1/1 (instead of 0/1. It still can’t attack) Chameleon costs 0 (instead of 2)
Rickety Mine gains Haste, ability changes from coin flip to “When this arrives, put two Ore runes on it. Tap: gain 3 gold, remove an ore rune. When this runs out of Ore runes, trash it and deal 1 damage to you and your opponent’s base”
Gross. What a split. No Fruit Ninja in sight. On the bright side, Flagbearer stops Rampant Growth! So I can aim to turtle up I guess. It’s obnoxious not having any proactive spells next turn, so my plays need to be able to weather the worst that zhavier puts out. Which is actually not bad. Not being able to RG hampers Green’s ability to trade ahead on board. I can Iron Man on T3 and keep flagbearer alive. Zhavier lacks a lot of direct damage, and only Basilisk/BtF can sneak past patrollers.
My current wincons are YLD and keeping open the window for TPOS, which is not hard to do while also keeping up a competitive deck in these specs. Boot/Iron Man/Reversal are all good 3-costs here. And I can keep Flame Arrow in the deck to demolish Heroes.
STARTING HAND
Helpful Turtle
Iron Man
Wither
Iron Man
Bloom
WORKERS
Spark
Older Brother
Wither
NextHand
Flame Arrow
Tenderfoot
Fruit Ninja
Timely Messenger
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Iron Man - ($2)
Play Helpful Turtle - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Iron Man 3/4+a
Elite: Helpful Turtle (healing 1) 2/2
Scavenger:
Technician:
Lookout:
In Play:
Granfalloon Flagbearer (flagbearer) 2/2
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Gotta watch for tigers here. Iron Man to bulk up, but will have to have a plan for taking out a Stalking Tiger. Flame Arrow is decent once Cal dies. I think we go with that for now.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Jaina Stormborne - ($4)
Cast Flame Arrow on Predator Tiger - ($0)
G Flagbearer trades with Predator Tiger
Helpful Turtle kills your Wisp; you gain a gold
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Iron Man 3/4+a
Elite:
Scavenger: L1 Jaina Stormborne (sparkshot) 2/3
Technician:
Lookout:
In Play:
Helpful Turtle (healing 1) 1/2
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
Things I forgot for: 1, Predator Tiger buff; 2, mega-Mine buff. Hasted mines are wild. But on the bright side they trash after the huge gold surplus. So all I need to do is stop this in its tracks. Granfalloon and Flame Arrow kill the tiger. I can keep Iron Man parked in SQL then, and Helpful Turtle protects Jaina for the followup Flame Arrow. We might need to trickshot TPOS to come from behind here. Focusing on weathering the storm and building up board advantage.
STARTING HAND
Young Treant
Merfolk Prospector
Rampant Growth
Feral Strike
WORKERS
Playful Panda
Spore Shambler
Ironbark Treant
Merfolk Prospector
NextHand
Forest’s Favor
Predator Tiger
Feral Strike
Discard
Feral Strike
Tiger Cub
Rampant Growth
Tech 2 card(s)
Get Paid + Scav - ($9)
Tap both mines, kaboom, both bases take damage - ($15)
Young Treant, reshuffle Draw - ($13)
Tap Tree, Instant Tech 2 Balance (Lab is Feral) - ($9)
Tiger cub suicides on Iron Man
Feral Strike, Fetch Potent Basilisk and Fairie Dragon - ($1)
Feather rune pops Iron Man
Cala kills Jaina levels fizzle
Worker
Tech 2 card(s)
Get Paid, scav - ($9)
Play Iron Man - ($6)
Play Brick Thief, heal 1 from my base, deal 1 to yours - ($4)
Worker - ($3)
Build a Tower - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Brick Thief (resist 1) 2/1+a
Elite:
Scavenger: Helpful Turtle (healing 1) 1/2
Technician: Iron Man 3/4
Lookout:
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Hmm. I could go for Tech 2 here, but then I’m soundly on the back foot. I think it’s probably better to get ready to maxband Troq and Final Smash swing around.
I don’t want to be too hasty of a judge but I would definitely suggest that the tweak was probably better as “no haste” or “ore gives 2 gold”, because both of those seem pretty playable still without enabling the massive explosion of “spend 4 gold and 2 cards, gain 6 gold and gain 6 gold next turn”.
Either that, or have it apply more base damage to the owner. I was half-expecting to see you attempt to burn the base down, but that doesn’t seem feasible off of 2 damage.