… Thanks?
P1T2
Tech StartingHand Workers
TECH
Galina Glimmer
Mythmaking
STARTING HAND
Ironbark Treant
Tiger Cub
Verdant Tree
Rich Earth
Forest’s Favor
WORKERS
Spore Shambler
Forest’s Favor
NextHand
Verdant Tree
Mythmaking
Young Treant
Ironbark Treant
Tiger Cub
Tech 2 card(s)
Get Paid - ($5)
Rich Earth - ($2)
Worker
Find gold - ($3)
Calamandra kills Javelineer
Midband Calamandra - ($1)
Tech I - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Rich Earth
- L3 Calamandra Moss (3/4)
- Merfolk Prospector (1/1) Resist 1
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
Thoughts
I’ll make the Prospector more expensive to kill. I kind of expect Calamandra to get Doom Grasp’d, but that’ll make room for Midori. Long-term, I’ll want some way to prevent it, though.
The deluxe set has 2 neutral starters, from BvF.
(interested to see how this game’ll go~)
Sorry for the tag Charnel, copypasta from our CAMS game
ALLCARD Player 2, Turn 2
P1 Green Everything vs P2 Black Everything
Starting Hand
Deteriorate
Skeletal Archery
Pestering Haunt
Thieving Imp
Jandra, the Negator
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Bone Collector
Main:
- Thieving Imp, discard #3 of 5 (4)
- Tech 1 (3)
- Replay Skeleton (2)
- Pestering Haunt
- Worker (1)
Workers
Jandra, the Negator, Poisonblade Rogue
- Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite: Thieving Imp (2+1/2)
- Scavenger: Skeleton Javelineer (1/1)
- Technician:
- Lookout:
In Play:
- Graveyard (3hp)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
End of Turn Hand
Surprise Attack
Summon Skeletons
Deteriorate
Bone Collector
End of Turn Discard
My Thoughts
I think Growth engine is a great plan in this mode, and I want to arrest control of the board. I’ve already built insane card advantage here, so a Surprise Attack can help that even more. Bone Collector is just overall good so we’ll grab him too, can use Drakk to pump him.
P1T3
Tech StartingHand Workers
TECH
Ardra’s Boulder
Murkwood Allies
STARTING HAND
Young Treant
Verdant Tree
Ironbark Treant
Tiger Cub
Mythmaking
WORKERS
Spore Shambler
Forest’s Favor
Ironbark Treant
NextHand
Galina Glimmer
Rampant Growth
Discard
Young Treant
Verdant Tree
Mythmaking
Ardra’s Boulder
Murkwood Allies
Tech 2 card(s)
Get Paid - ($6)
Worker
Find gold - ($7)
Tiger Cub - ($5)
Surplus - ($0)
Calamandra spends 2 cards to destroy Graveyard
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Tiger Cub (2/2)
- Lookout:
In Play:
- Rich Earth
- L3 Calamandra Moss (3/4)
- Merfolk Prospector (1/1) Resist 1
Buildings:
- Base HP: 20
- Tech I HP: 5
- Surplus HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 1
- Disc: 5
Gold:
- Gold: 0
- Workers: 7
Thoughts
A shame to lose the Young Treant; it would have made excellent StW fodder. Better to spend 2 cards to slow down those Imp thefts than to have him pop out and steal again and again, I suppose.
Bold move, cotton, let’s see if it pays off.
ALLCARD Player 2, Turn 3
P1 Green Everything vs P2 Black Everything
Starting Hand
Surprise Attack
Summon Skeletons
Deteriorate
Bone Collector
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bird’s Nest, Blooming Ancient
Surprise Attack, Bone Collector
Main:
- Imp trades with Cub, you draw
- Zane (6)
- Surprise Attack, sharks arrive (1)
- Jaws suicides into Cala, Jav tosses a spear to finish her, Zane to level 3
- Haunt and Bruce break the Surplus, your base to 18
- Zane kills Prospector
- Worker (0)
Workers
Summon Skeletons, Jandra, the Negator, Poisonblade Rogue
- Patrol as below
- Discard 2 Draw 2 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Zane (2/1 lvl 3)
- Skeleton Javelineer (1/1, no jav)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Skeletal Archery
Sacrifice the Weak
Bone Collector
Thieving Imp
End of Turn Discard
My Thoughts
Surplus. Well, hurray for Surprise Attack. This might be game right now, I’m so far ahead after sharks come to play.
That certainly was a… surprising play.
P1T4
Tech StartingHand Workers
TECH
Desperation
Desperation
STARTING HAND
Rampant Growth
Galina Glimmer
Playful Panda
WORKERS
Spore Shambler
Forest’s Favor
Ironbark Treant
Playful Panda
NextHand
Murkwood Allies
Desperation
Young Treant
Tech 2 card(s)
Get Paid - ($7)
Worker
Zane trades with Zane - ($5)
Galina Glimmer - ($4)
Tech II - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Galina Glimmer (2/2)
- Lookout:
In Play:
- Rich Earth
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Ok, card drawing Plan A didn’t pan out; time for Plan B. Died: Calamandra, Zane
ALLCARD Player 2, Turn 4
P1 Green Everything vs P2 Black Everything
Starting Hand
Skeletal Archery
Sacrifice the Weak
Bone Collector
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Blooming Ancient
Bird’s Nest, Blooming Ancient
Surprise Attack, Bone Collector
Main:
- Haunt pings your tech2 to 4hp
- Bone Collector (6)
- Tech 2 (5)
- Worker (1)
Workers
Summon Skeletons, Jandra, the Negator, Poisonblade Rogue
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Skeleton Javelineer (1/1)
- Lookout:
In Play:
- Bone Collector (3/3)
- Pestering Haunt (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 4
Gold:
- Gold: 1
- Workers: 9
End of Turn Hand
Bird’s Nest
Surprise Attack
Graveyard
Deteriorate
End of Turn Discard
My Thoughts
Knew that was likely, nbd though. Guess we’ll see what he’s got planned with his three cards! Drawing into nest + Ancient (hopefully, 60% for both). That’ll be good
P1T5
Tech StartingHand Workers
TECH
Brave Knight
Second Chances
STARTING HAND
Murkwood Allies
Young Treant
Desperation
Ardra’s Boulder
Mythmaking
Tiger Cub
Desperation
WORKERS
Spore Shambler
Forest’s Favor
Ironbark Treant
Playful Panda
Murkwood Allies
NextHand
Verdant Tree
Rampant Growth
Discard
Brave Knight
Second Chances
Tiger Cub
Desperation
Tech 2 card(s)
Get Paid - ($8)
Worker
Young Treant - ($6)
Ardra’s Boulder - ($4)
Drakk Ramhorn - ($2)
Desperation
Mythmaking - ($0)
Galina kills Javelineer
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite: Ardra’s Boulder (3/8)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Mythmaking
- Rich Earth
- L1 Drakk Ramhorn (1/3)
- Galina Glimmer (4/3)
- Young Treant (0/2)
Trashed:
- Desperation
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5
Economy Info:
Cards:
- Hand: 2
- Deck: 1
- Disc: 4
Gold:
- Gold: 0
- Workers: 9
Thoughts
Ok, I need to retool a bit so I can worker something. Murkwood seems the most awkward right now, so I guess that’s what I’ll ditch. Died: Calamandra, Zane
ALLCARD Player 2, Turn 5
P1 Green Everything vs P2 Black Everything
Starting Hand
Bird’s Nest
Surprise Attack
Graveyard
Deteriorate
Blooming Ancient (thank you very much for the techn Neko!)
Events of Turn:
Upkeep:
- Get Gold (9+1float)
- Draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Lich’s Bargain, Might of Leaf and Claw
Surprise Attack, Blooming Ancient
Bird’s Nest, Blooming Ancient
Surprise Attack, Bone Collector
Main:
- Blooming Ancient (6)
- Rook, +1 rune (4)
- Bird’s Nest, +2 runes (2)
- Arg & wisp, +2 runes (0)
- give all runes to Bone Collector, he digs a grave for Boulder, +1 skeleton, +1 rune
- Haunt pings your treant to 1hp
- Move a rune to Big Bird
Workers
Summon Skeletons, Jandra, the Negator, Poisonblade Rogue
- Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
- Squad Leader: Arg (1/3+1armor lvl 1)
- Elite: Rook (2+1/4 lvl 1)
- Scavenger: Wisp (0/1)
- Technician: Big Bird (2/2)
- Lookout: Skeleton (1/1)
In Play:
- Bone Collector (8/5, +5/5)
- Pestering Haunt (1/1)
- Blooming Ancient (2/4)
- Tweetie Bird (1/1)
- Bird’s Nest
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Might of Leaf and Claw
Surprise Attack
Surprise Attack
Blooming Ancient
Graveyard
End of Turn Discard
My Thoughts
Mythmaking ain’t so scary. I can instamax Garth for Potent B and taking down either upgrade at any time, so not too worried. Teching a MoLaC (yeah he can do the same, but I’ve got so many units I can probably activate and near-end same turn anyway) and an LB.
Growth + tokens + haste is only made better by this mode, does feel like a potential global maxima
Where did you get the rune to give Big Bird?
Bone Collector’s skeleton, risen from the ground beneath the puny boulder
I spent a long time wondering why you didn’t rune up Haunt to kill Treant.
Then I felt really silly.
Kinda like how I felt about 10 minutes after posting when I remembered it was a Bone Collector that steamrolled the Boulder, I imagine.
P1T6
Tech StartingHand Workers
TECH
Jefferson DeGrey, Ghostly Diplomat
Terras Q, the Shackled
STARTING HAND
Rampant Growth
Verdant Tree
WORKERS
Spore Shambler
Forest’s Favor
Ironbark Treant
Playful Panda
Murkwood Allies
NextHand
Rampant Growth
Merfolk Prospector
Tech 2 card(s)
Get Paid + Galina - ($10)
Argagarg Garg - ($8)
Rampant Growth on Drakk - ($6)
Galina kills Argagarg, levels to Drakk
Midband Drakk - ($5)
Drakk kills Rook, levels to Argagarg
Maxband Argagarg - ($3)
Verdant Tree - ($1)
Float ($1)
Discard 0, draw 1, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: L5 Argagarg Garg (1/5A)
- Elite: Wisp (1/1)
- Scavenger: Young Treant (0/1) [1 damage]
- Technician: Water Elemental (3/3) Anti-air
- Lookout:
In Play:
- Mythmaking
- Rich Earth
- Verdant Tree (3) Healing 1
- L4 Drakk Ramhorn (2/2) [1 damage]
- Galina Glimmer (4/2) [2 damage]
Trashed:
- Desperation
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5
Economy Info:
Cards:
- Hand: 2
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
Thoughts
No units in hand to either haste or patrol with. Guess I’d better call Argagarg. I can’t stop him from powering up his Birds and crushing whatever he wants, so I’ll try to provide lots of tempting choices and hope my Tech II survives long enough to deploy DeGrey, hopefully clearing out lots of +1/+1 runes on tokens. It’s a rather obvious strategy, though, so FrozenStorm probably won’t fall for it. Died: Calamandra, Zane
We all miss stuff like that GG WP @Nekoatl
ALLCARD Player 2, Turn 6
P1 Green Everything vs P2 Black Everything
Starting Hand
Might of Leaf and Claw
Surprise Attack
Surprise Attack
Blooming Ancient
Graveyard
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Maximum Anarchy x2
Lich’s Bargain, Might of Leaf and Claw
Surprise Attack, Blooming Ancient
Bird’s Nest, Blooming Ancient
Surprise Attack, Bone Collector
Main:
- Zane + lvl 2, +1 rune to BA (6)
- Might of Leaf and Claw (3)
- Bone Collector kills Arg, Zane to midband, +1 skeleton +1 rune to BA, MoLaC @ 1
- Zane kills scav, we both get 1g, MoLaC @ 2 (4)
- Big Bird divebombs over WE to trade with Drakk, Zane maxbands and shoves wisp to scav, we both get 1 more gold (5)
- Surprise Attack, +2 runes to BA (0)
- Jaws trades with WE, we both get a gold, MoLaC at 4
- Haunt hits your base to 17, MoLaC active
- BA (2atk +4 runes +5MoLaC) hits your base to 6
- Move all runes to Tweetie Bird, it wisp shark and skeleton hit your base to -25, GGWP!
It feels like this mode can just take PPA, Miracle Grow and Nightmare, and make them a lot better for not needing to worry as much about lacking specific counters.
Was there a rule against summoning a hero who had died once already or something? I noticed Nekoatl kept a list of dead heroes in the Thoughts section that didn’t change between turns, but I didn’t see anything about that in the rules overview in either the first or second post.
GG WP Frozen. I suppose the strongest strategies will still be the strongest strategies, unless there is some hidden 4+ faction gem out there waiting to be discovered (or, ya know, maxband River + an army of tech 0 units… lol…). It might make for stale competitive play for that reason, and because I feel like mid-tier strategies that are highly vulnerable to specific counters but get a chance to shine when not facing those counters are less viable. Still, I really enjoyed the feeling of freedom when teching cards, and I think this could be super fun for casual games where players just want to goof around and try wacky things. Would play again, but the recent talk in Nudging the tiller - balance has reminded me that we have some unfinished testing that I’m kind of itching to get back to.
I try to keep a list of dead heroes in my thoughts whenever I have access to Blackhand Resurrector because it’s easier than looking back through the turn history to figure out if a hero has died or not. Actually playing one in this format seems like it’d be overpowered at first glance, but felt very awkward in practice, because it can only resurrect dead heroes and once resurrected, they crowd out your ability to bring in the ones that haven’t died yet, which is why I didn’t bother to tech one.
Ah, that makes sense.
I think I’d prefer to do the other balance testing as well. This is silly and fun but also a bit overwhelming. GG WP!