[XCAFS23] FINALS Round9 part2: P1 zango [Finesse]/Feral/Present vs P2 dwarddd monopurple

@dwarddd here we go again, GL & HF!

I really don’t fancy my chances to again stand up to your BS enhanced present tech 2 with the P2 gold advantage, but let’s see…

XCAFS23 FINALS round 9 part 2 P1T1

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Helpful Turtle (1/2)
Tenderfoot (1/2)
Brick Thief (2/1)
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)


WORKERS
Fruit Ninja (2/2)


NextHand

Wither
Bloom
Spark
Timely Messenger (1/1)
Older Brother (2/2)


Discard

Granfalloon Flagbearer (2/2)
Brick Thief (2/1)
Helpful Turtle (1/2)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
tenderfoot - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Let’s see indeed, this time: seeing if i can play a secure battlesuits here and deal with the small hand

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T1


StartingHand Workers

STARTING HAND
Hardened Mox
Battle Suits
Tinkerer
Neo Plexus
Nullcraft
Fading Argonaut
Time Spiral
Temporal Research
Plasmodium
Forgotten Fighter


WORKERS
Plasmodium


NextHand

Nullcraft
Forgotten Fighter
Neo Plexus
Tinkerer


Discard

Time Spiral
Temporal Research


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
fargo - ($2)
battlesuits - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Fading Argonaut(4/3) fading 3
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
1 Like

Well if BS had no downside at all it really would be weird… And it costing a card hardly seems like a real downside…

XCAFS23 FINALS round 9 part 2 P1T2

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Nimble Fencer (2/3)
Star-Crossed Starlet (3/2)


STARTING HAND
Bloom
Timely Messenger (1/1)
Wither
Spark
Older Brother (2/2)


WORKERS
Fruit Ninja (2/2)
Wither


NextHand

Brick Thief (2/1)
Helpful Turtle (1/2)
Timely Messenger (1/1)
Spark
Granfalloon Flagbearer (2/2)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloom Cal - ($2)
tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal (3/4, lvl1)+
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot (1/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

let’s see whether he sticks to “no OS”

1 Like

Aye i didnt mean the costing a card bit specifically, i meant in contrast to a game where i played two units turn 1 and then missed the BS on turn 2 lol

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T2


Tech StartingHand Workers

TECH
Argonaut
Argonaut


STARTING HAND
Hardened Mox
Nullcraft
Tinkerer
Forgotten Fighter


WORKERS
Plasmodium
Tinkerer


NextHand

Argonaut
Temporal Research
Hardened Mox


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
neo plexus - ($2)
null craft, pings tenderfoot - ($0)

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut(3/3a) fading 2
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Neo Plexus(3/2)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft(1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

the plan, most likely is split argonauts, so argo + tower then argo + tech 2, or if he maxbands and stealths then mox and tower

Hehe, but with you now further reducing your handsize we might have to reconsider this statement :stuck_out_tongue_winking_eye:

XCAFS23 FINALS round 9 part 2 P1T3

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Hyperion (4/5)
Temporal Distortion


STARTING HAND
Spark
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)
Brick Thief (2/1)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)


NextHand

Nimble Fencer (2/3)
Star-Crossed Starlet (3/2)
Bloom
Older Brother (2/2)
Timely Messenger (1/1)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Thief pings your tech 1 - ($3)
tenderfoot & Cal trade/kill SL
midband Cal heals - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brick Thief (2/1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (4/5, lvl3)+

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

It looks like this t3 whiff of mine might pay out big time, especially with him already being down on cards. I like!

I wasn’t expecting so many decisions with such a small hand lol, but here goes - you’ll be happy to tech up first i imagine!

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T3


Tech StartingHand Workers

TECH
Temporal Distortion
Tricycloid


STARTING HAND
Hardened Mox
Argonaut
Temporal Research


WORKERS
Plasmodium
Tinkerer
Hardened Mox(2/1a)


NextHand

Forgotten Fighter
Time Spiral
Argonaut


Discard

Fading Argonaut(3/3a) fading 2
Temporal Research
Temporal Distortion
Tricycloid


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
tower - ($3)
Argonaut - ($0)
nullcraft pings calamandra

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus(3/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Argonaut(4/4)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft(1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

mox was really tempting but with no tower they can tech break and tech up, here they’d have to spend more than 3g

I’m definitely in favor of teching up first, but I truly prefer to do so while not allowing you to stack your already small cycle in the way that you want it to be…

First time in this tournament that I did tech a Starlet, can you imagine how disappointed I was about whiffing in t3 and how happy I now am about this very whiff?

XCAFS23 FINALS round 9 part 2 P1T4

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Temporal Distortion
Maestro (3/5)


STARTING HAND
Older Brother (2/2)
Nimble Fencer (2/3)
Star-Crossed Starlet (3/2)
Bloom
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Older Brother (2/2)


NextHand

Helpful Turtle (1/2)
Tenderfoot (1/2)
Hyperion (4/5)
Spark


Discard

Star-Crossed Starlet (3/2)
Nimble Fencer (2/3)
Brick Thief (2/1)
Timely Messenger (1/1)
Bloom
Temporal Distortion
Maestro (3/5)


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Starlet & Fencer - ($3)
Starlet trades SL
thief attacks Argo, pings tower
fencer trades Argo, you draw
Cal breaks tech 1, takes 1 damage from tower

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (4/3, lvl3)+

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

so that starlet payed of. now let’s hope it’s not coming before my fencer in the next cycle, as it’s rather useless without haste with him having NC on the table.

Post draw: so I bottom decked one of my teched cards. Too bad it’s not the hyperion…

Ha, as far as i could calculate i was safe from any 3 gold spent, but exactly one more will do it… i see your 3 float and raise you to 4!:sweat_smile:

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T4


Tech StartingHand Workers

TECH
Hyperion
Temporal Distortion


STARTING HAND
Argonaut → swapped
Forgotten Fighter
Time Spiral
Tricycloid
Temporal Research


WORKERS
Plasmodium
Tinkerer
Hardened Mox(2/1a)
Time Spiral


NextHand

Neo Plexus(3/2a)
Temporal Distortion
Argonaut(4/4)
Fading Argonaut(3/3a) fading 2
Argonaut


Discard

Hyperion
Temporal Distortion
Temporal Research
Forgotten Fighter
Tricycloid


Tech 2 card(s)
Get Paid - ($8)
Vir - ($6)
peek
swap - ($5)
worker - ($4)
Nullcraft pings tech 1

Float ($4)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vir(2/3)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft(1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 4
  • Workers: 9
Thoughts

Suuuurely they didnt think this far and tech another fencer, more likely got started on tech 2s

Well that’s bound to happen when you can’t really spend your gold efficiently :wink:

XCAFS23 FINALS round 9 part 2 P1T5

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Tenderfoot (1/2)
Hyperion (4/5)
Spark
Helpful Turtle (1/2)


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Spark


NextHand

Maestro (3/5)
Brick Thief (2/1)
Timely Messenger (1/1)
Temporal Distortion
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
maxband Cal - ($8)
tech 2 - ($4)
tech lab - ($3)

Float ($3)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal (5/6, lvl5)+
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech Lab HP: 4 (Finesse)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 9
Thoughts

didn’t think I really would go for feral strike, but now it looks rather promising… with him swapping I am 99,9% sure to face double Argo and tech 2 next turn. let’s hope to hit home with my only 57,6% to draw a strike

1 Like
RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T5


Tech StartingHand Workers

TECH
Immortal
Now!


STARTING HAND
Argonaut
Fading Argonaut(3/3a) fading 2
Neo Plexus(3/2a)
Argonaut(4/4)
Temporal Distortion


WORKERS
Plasmodium
Tinkerer
Hardened Mox(2/1a)
Time Spiral
Neo Plexus(3/2a)


NextHand

Now!
Immortal
Fading Argonaut(3/3a) fading 2
Temporal Research


Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
nullcraft ping tech 2
argonaut x 2 - ($6)
tech 2 present - ($2)

Float ($2)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(4/4a)
  • :psfist: Elite:
  • :ps_: Scavenger: Argonaut(4/4)
  • :pschip: Technician: Vir(2/3)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft(1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tower HP: 3

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10

Yep, that’s exactly what I feared… You have pressure on the board and I wasn’t able to draw over if my two feral strikes, so I have to stall…

XCAFS23 FINALS round 9 part 2 P1T6

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Maestro (3/5)
Tricycloid (3/3)


STARTING HAND
Temporal Distortion
Timely Messenger (1/1)
Temporal Distortion
Maestro (3/5)
Brick Thief (2/1)


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Spark


NextHand

Hyperion (4/5)
Helpful Turtle (1/2)
Feral Strike
Nimble Fencer (2/3)


Discard

Temporal Distortion
Temporal Distortion
Timely Messenger (1/1)
Brick Thief (2/1)
Maestro (3/5)
Tricycloid (3/3)


Tech 2 card(s)
Get Paid + float - ($12)
Max - ($10)
Maestro - ($7)
TD maestro into Fencer - ($5)
replay maestro - ($2)
exhaust fencer to deal 2 damage to your tech 2
TD fencer into Starlet - ($0)
replay fencer for free
exhaust fencer & starlet to break tech 2

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Maestro (3/5)
  • :ps_: Scavenger:
  • :pschip: Technician: max (2/3, lvl1)
  • :target: Lookout:

In Play:

  • Cal (5/6, lvl5)+
  • Star-Crossed Starlet (3/2)
  • Nimble Fencer (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Present)
  • :heart: Tech Lab HP: 4 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

too bad I have to sacrifice max here, but otherwise a flickered NC is enough to get rid of Cal which I cannot allow so easily with my feral strike focused cycle

Question: afaik TD allows to summon units of the same tech and of the same cost or less. Can you also summon units of a lesser tech lvl?

1 Like

90% sure no. I think it’s [same tech level] and [same cost or less]

This answer is one of 2 non-WOG answers that both agree with above reading in the rules thread:

2 Likes

Well if that’s the case then it’s for granted your game unless you have whiffed even harder than I have, but with your way smaller cycle that seems highly unlikely…
Let’s see what the others think in the rules questions thread about that and then I’ll let you finish me :wink:

that’s my interpretatation. On the one hand i wasn’t sure. On the other hand, it’s the finals so I would like to make sure it’s the awesome game it deserves to be.

So here we go, please try to ignore that you now know that I’m not going to have another TD in hand :stuck_out_tongue_winking_eye:

XCAFS23 FINALS round 9 part 2 P1T6

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Maestro (3/5)
Ready or Not


STARTING HAND
Temporal Distortion
Timely Messenger (1/1)
Temporal Distortion
Maestro (3/5)
Brick Thief (2/1)


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Spark
Timely Messenger (1/1)


NextHand

Nimble Fencer (2/3)
Helpful Turtle (1/2)
Bloom
Star-Crossed Starlet (3/2)


Discard

Temporal Distortion
Temporal Distortion
Maestro (3/5)
Ready or Not


Tech 2 card(s)
Get Paid + float - ($12)
River - ($10)
Maestro - ($7)
exhaust Cal for a tiger - ($3)
thief pings your tech 2 and repairs mine - ($1)
worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Stalking Tiger (4/4)
  • :psfist: Elite: Maestro (3/5)
  • :ps_: Scavenger: Brick Thief (2/1)
  • :pschip: Technician: river 2/3
  • :target: Lookout:

In Play:

  • Cal (5/6, lvl5)+

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech Lab HP: 4 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

this sucks. a single hyperion and I’m done here

Post draw: this game is cursed. No hyperion, no feral strike…

2 Likes

No whiff, but really dont feel that confident! Your whiff however was v bad, unlucky!

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T6


Tech StartingHand Workers

TECH
Undo
Ready or Not


STARTING HAND
Fading Argonaut(3/3a) fading 2
Temporal Research
Immortal
Now!
Tricycloid
Temporal Distortion


WORKERS
Plasmodium
Tinkerer
Hardened Mox(2/1a)
Time Spiral
Neo Plexus(3/2a)


NextHand

Now!
Hyperion
Temporal Distortion
Fading Argonaut(3/3a) fading 2
Forgotten Fighter


Tech 2 card(s)
Get Paid + float - ($12)
peek
swap - ($11)
tricycloid - ($6)
temporal research draw 2 (one new card) - ($4)
tricycloid hits cala for 3
hire max - ($2)
temporal distortion to a new tricycloid - ($0)
new tricycloid finishes cala, max midbands
nullcraft hits tiger and argo 1 trades
Argo 2 kills River, you draw, max maxbands and flickers tricycloid
tricycloid pings maestro for 3 and Vir trades

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(4/2a)
  • :psfist: Elite: L5 Max(3+1/4)
  • :ps_: Scavenger: Tricycloid(3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft(1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4
  • :heart: Tower HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

peek was tricycloid. so i could swap for it… feral strike would be bad bad like i have to kill Cala, i cant do it without swapping so i guess that’s the plan… with temporal research i draw 1 new card, 50/50 that’s a TD, if it’s not then i can still afford to maxband max and finish cala but if is then i can TD to another tric and kill her for levels and do something else with the maxband

XCAFS23 FINALS round 9 part 2 P1T7

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Immortal (5/5)
Tricycloid (3/3)


STARTING HAND
Bloom
Helpful Turtle (1/2)
Nimble Fencer (2/3)
Star-Crossed Starlet (3/2)
Hyperion (4/5)


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Spark
Timely Messenger (1/1)


NextHand

Feral Strike
Tenderfoot (1/2)
Nimble Fencer (2/3)
Feral Strike


Tech 2 card(s)
Get Paid - ($10)
starlet & fencer - ($6)
starlet trades sl
thief pings max, heals my tech 1, pings your tech 2
fencer trades max
Hyperion - ($1)

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Hyperion (4/5)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech Lab HP: 4 (Finesse)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

yep, that’s game. especially with my obviously dead hand next turn

PS: drawing 9 out of 12 with two copies of feral strike (I know I wouldn’t have been able to use it, but still…) and I wasn’t able to draw one copy? WOW

Struggling to deal much damage here but you did tell me you have two feral strikes (aaaand no TD altho i dont know that) coming round so hopefully have another turn for my stuff to line up

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P2T7


StartingHand Workers

STARTING HAND
Forgotten Fighter
Hyperion
Temporal Distortion
Fading Argonaut(3/3a) fading 2
Now!
Temporal Research


WORKERS
Plasmodium
Tinkerer
Hardened Mox(2/1a)
Time Spiral
Neo Plexus(3/2a)
Forgotten Fighter


NextHand

Tricycloid
Argonaut(4/4a)
Temporal Distortion
Ready or Not
Undo


Discard

Argonaut(4/2a)
Hyperion
Now!
Temporal Research
Temporal Distortion


Tech 0 card(s)
Get Paid - ($10)
hyperion - ($5)
hyperions trade, i draw
nullcraft and tricycloid deal 4 to tech 2
fargo - ($3)
worker - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut(3/3a) fading 3
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft(1/1)
  • Tricycloid(3/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4
  • :heart: Tower HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 11
Thoughts

Worth damaging tech 2 so it’s a nullcraft hit away

Beware of my godhand of feral strike, feral strike, tenderfoot und fencer! :sweat_smile:

Now finish me

XCAFS23 FINALS round 9 part 2 P1T8

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Tenderfoot (1/2)
Feral Strike
Feral Strike
Nimble Fencer (2/3)


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Spark
Timely Messenger (1/1)
Feral Strike


NextHand

Ready or Not
Brick Thief (2/1)
Maestro (3/5)


Discard

Hyperion (4/5)
Feral Strike


Tech 0 card(s)
Get Paid + float - ($11)
Worker - ($10)
maxband Cal - ($4)
fencer - ($2)
tenderfoot - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3)
  • :psfist: Elite: Cal 4/5 l5
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech Lab HP: 4 (Finesse)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 2

Gold:

  • Gold: 1
  • Workers: 11