[Casual] charnel_mouse [Discipline]/Disease/Law vs dwarddd Purple, [Finesse]/Feral/Present

U were meant to skip your discard/draw phase as Prynn was sacrificed from fading

Ah. No, I’m afraid that’s a badly-written card description. That ability only applies if the last time rune is removed at upkeep. The ruling is here.

Yep sorry, i should have checked! That seems fairer to me tbh as well

Yeah, Prynn’s pretty good as it is! Are you OK to carry on, or do you want to roll back? It’s still a powerful turn.

Im good to carry on, I’ll do my turn in a few hours when im home :+1:

P1T10


StartingHand Workers

STARTING HAND
Research & Development
Tricycloid(3/3) one time rune
Unphase
Seer
Tricycloid(4/1), one time rune


WORKERS
Plasmodium
Time Spiral
Fading Argonaut
Forgotten Fighter
Neo plexus(2/2+a)
Undo
Tinkerer
Temporal Distortion


NextHand

Hyperion1(4/3) (-)
Tricycloid(3/3) one time rune
Temporal Research
Temporal Distortion
Research & Development


Tech 0 card(s)
Get Paid - ($11)
Worker - ($10)
Tech 3 - ($5)
Tricycloid - ($0)
Remove one rune, bounce the smoker
Hyperion1 kills Grave, tower finishes hyperion off, I draw one
remove one rune, deal one to Orpal, hyperion2 trades with him, I draw one

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Tricycloid(3/3), no time runes, +r1

In Play:

  • Battle suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 12

When Hyperion #1 dies, Orpal’s maxband gives a - rune to Hyperion #2 and the Tricycloid. Killing Orpal would therefore require both remaining time runes, leaving you with a 2/2 Tricycloid with no time runes. Are you OK with that?

Happy with the loss of time rune, if I hired the tricycloid after running hyperion1 into grave it would avoid the - rune, alright if I do this and patrol a (3/3) 0 time rune tricycloid?

Makes sense to me.

1 Like

It’s not like I can kill it either way :frowning:

P2T10


Starting Hand: 5

Morningstar Flagbearer
Snapback
Cursed Crow
Abomination
Plague Lord
Smoker

Thoughts

The turn’s pretty straightforward. For teching, I think Versatile Style is now essential, because I could do with making Battle Suits go away, and the detection and grounding will be necessary if a Nebula arrives. I’m also teching in the other Plague Lord, for more bodies that are immune to Nebula’s gun. I think the Lord’s runes will be a bit more useful than the Lawbringer Gryphon.

Teched cards: 2

T2: Crypt Crawler, Sickness
T3: Abomination, Plague Lab
T4: Gorgon, Injunction
T5: Cursed Ghoul, Death and Decay
T7: Martial Mastery, Plague Lord
T8: Cursed Crow, Martial Mastery
T9: Judgement Day
T10: Plague Lord, Versatile Style


Get paid + scavenger - ($11)
Rebuild Tech III
Bigby Hayes - ($9)

Stash a card

Plague Lord

Abomination - ($3)
Cursed Crow - ($0)
Discard 3, draw 4


:psblueshield: Squad Leader: Bigby L1 2/3+1A
:ps_: Scavenger: Cursed Crow 2/2 (flying, you discard at random if Crow hits your base, Abomination aura)
:target: Lookout: Abomination 6/6 (resist 0+1, all other units have -1/-1)

:heart: Base HP: 16
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Disease)
:heart: Tech III HP: 5
:heart: Tower HP: 4


Hand: 5

Plague Lord
Martial Mastery
Injunction
Martial Mastery
Death and Decay

Deck: 0
Discard: 12

Cursed Ghoul
Crypt Crawler
Judgement Day
Sickness
Gorgon
Safe Attacking
Plague Lab
Plague Lord
Versatile Style
Morningstar Flagbearer
Snapback
Smoker

Card count check (opponent-viewable)

Expected: 10 + 15 teched = 25
6 workered
2 on board
5 in hand
0 in deck
12 in discard
Total: 25 :white_check_mark:


Gold: 0
Workers: 11

5 x start
T1: Aged Sensei
T2: Fox Viper
T3: Sensei’s Advice
T4: Fox Primus
T5: Grappling Hook
T6: Savior Monk

Looks like I should have gone for your tech 2 over Orpal!

P1T11


StartingHand Workers

STARTING HAND
Hyperion1(4/3) (-)
Temporal Research
Research & Development
Tricycloid(3/3) one time rune
Temporal Distortion


WORKERS
Plasmodium
Time Spiral
Fading Argonaut
Forgotten Fighter
Neo plexus(2/2+a)
Undo
Tinkerer
Temporal Distortion


NextHand

Knight of the Conclave(4/3+a) (-) r1
Void Star
Now!
Nullcraft(1/1)
Seer


Discard

Research & Development
Temporal Distortion
Temporal Research


Tech 0 card(s)
Get Paid - ($12)
Skip Worker
Hire Vir, peek at top card - ($10)
Hire Hyperion and Tricycloid2 - ($0)
Hyperion kills Bigby, lvls to Vir, takes 2+1
Tricycloid2 removes 2 runes to kill crow

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Tricycloid(3/3) one time rune
  • :pschip: Technician: Tricycloid(2/2), no time runes
  • :target: Lookout:

In Play:

  • Battle suits
  • Hyperion(4/1)
  • L3 Vir(2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 12
1 Like

It’s a tough choice, maxband Orpal can make things go downhill very quickly if Death and Decay comes out.
Oh, adding a gold because I didn’t add on the scavenger gold last turn.

P2T11


Starting Hand: 5

Plague Lord
Martial Mastery
Injunction
Martial Mastery
Death and Decay

Thoughts

Plague Lord is nice, but the rest are either unusable or something I don’t want to bring out right now. However, with the forgotten float I can bring out Orpal at maxband and spread around some more runes. Leaving the other Tricycloid alive risks Geiger flickering it, but I need Abomination on block, and if it isn’t flickered it’s good rune fuel.

Teched cards: 0

T2: Crypt Crawler, Sickness
T3: Abomination, Plague Lab
T4: Gorgon, Injunction
T5: Cursed Ghoul, Death and Decay
T7: Martial Mastery, Plague Lord
T8: Cursed Crow, Martial Mastery
T9: Judgement Day
T10: Plague Lord, Versatile Style


Get paid + float + scavenger - ($13)
Orpal Gloor - ($11)
Maxband Orpal - ($6)
Plague Lord, all your units and Vir get a - rune, Hyperion dies, Tricycloids get a second - rune each, Technician Tricycloid dies, you draw - ($0)
Discard 4, reshuffle, draw 5


:psblueshield: Squad Leader: Abomination 6/6 (all other units have -1/-1)
:exhaust: Orpal L6 2/5 (deals damage in - runes, first unit death with - runes spreads - runes to two allied units)
:target: Lookout: Plague Lord 3/6 (resist 0+1, gives all enemy units/heroes a - rune on attack, - runes damage controller’s base at my upkeep, Abomination aura)

:heart: Base HP: 16
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Disease)
:heart: Tech III HP: 5
:heart: Tower HP: 4


Hand: 5

Martial Mastery
Morningstar Flagbearer
Versatile Style
Safe Attacking
Plague Lab

Deck: 12

Cursed Ghoul
Crypt Crawler
Judgement Day
Sickness
Gorgon
Plague Lord
Snapback
Smoker
Cursed Crow
Martial Mastery
Injunction
Death and Decay

Discard: 0
Card count check (opponent-viewable)

Expected: 10 + 15 teched = 25
6 workered
2 on board
5 in hand
12 in deck
0 in discard
Total: 25 :white_check_mark:


Gold: 0
Workers: 11

5 x start
T1: Aged Sensei
T2: Fox Viper
T3: Sensei’s Advice
T4: Fox Primus
T5: Grappling Hook
T6: Savior Monk

P1T12


StartingHand Workers

STARTING HAND
Now!
Seer
Nullcraft(1/1)
Void Star
Knight of the Conclave(4/3+a) (-) r1
Nebula


WORKERS
Plasmodium
Time Spiral
Fading Argonaut
Forgotten Fighter
Neo plexus(2/2+a)
Undo
Tinkerer
Temporal Distortion


NextHand

Hyperion2(4/3) (-)
Nebula
Seer
Unphase
Now!


Discard

Research & Development
Temporal Distortion
Temporal Research
Hyperion(4/1)
Tricycloid(2/2), no time runes
Tricycloid(1/1)) 2(-) runes, one time rune
Now!
Knight of the Conclave(4/3+a) (-) r1
Void Star
Nullcraft(1/1)


Tech 0 card(s)
Get Paid, draw tech - ($12)
Tricycloid deals 1 to Tech 2 and dies, no units to spread disease to
Peek with Vir
Hire Max - ($10)
Hire Nebula - ($3)
Pay 0 to destroy Abomination
Now! Nebula - ($2)
Nebula kills Plague Lord, takes one from tower
Hire Seer - ($1)
Take one damage on your upkeep, base to 19

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Seer(3/1+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L3 Vir(1/2) (-)

In Play:

  • Battle suits
  • L1 Max(2/3)
  • Nebula(7/5) flying, r3, other units are invisible, pay 0 once per turn to destroy tech 0,1 or 2 unit

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Future)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 10

Gold:

  • Gold: 1
  • Workers: 12
1 Like

The base damage would only be if the Plague Lord had survived, so you’re still on 20 base health.

P2T12


Starting Hand: 5

Martial Mastery
Morningstar Flagbearer
Versatile Style
Safe Attacking
Plague Lab

Thoughts

Nice timing on the Versatile Style draw, but I’m still in serious trouble if there are any Tech II units incoming. Both Tricycloids and one Hyperion are in discard, so I think I only need to prepare for one Hyperion, plus flicker. That’s still more than I can do anything about. I’ll stick Grave in Elite, so the Hyperion won’t survive to be flickered.

Teched cards: 0

T2: Crypt Crawler, Sickness
T3: Abomination, Plague Lab
T4: Gorgon, Injunction
T5: Cursed Ghoul, Death and Decay
T7: Martial Mastery, Plague Lord
T8: Cursed Crow, Martial Mastery
T9: Judgement Day
T10: Plague Lord, Versatile Style


Get paid + float + scavenger - ($11)
Grave Stormborne - ($9)
Versatile Style, Nebula is disabled, pay 3 resist - ($4)
Worker - ($3)
Plague Lab, Nebula and Seer get a - rune, latter dies, no spread since it’s targeted - ($0)
Orpal kills Vir, takes 1 damage, Grave hits level 3 (midband)
Discard 2, draw 4


:psfist: Elite: Grave Stormborne L3 1+3/4 (sparkshot, readiness)

Orpal L6 2/4 (deals damage in - runes, first unit death with - runes spreads - runes to two allied units, 1 damage)
:heart: Plague Lab HP: 4 (can exhaust and pay 2 to duplicate up to one rune on each card)

:heart: Base HP: 16
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Disease)
:heart: Tech III HP: 5
:heart: Tower HP: 4


Hand: 4

Cursed Crow
Injunction
Crypt Crawler
Smoker

Deck: 8

Cursed Ghoul
Judgement Day
Sickness
Gorgon
Plague Lord
Snapback
Martial Mastery
Death and Decay

Discard: 5

Abomination
Plague Lord
Versatile Style
Martial Mastery
Morningstar Flagbearer

Card count check (opponent-viewable)

Expected: 10 + 15 teched = 25
7 workered
1 on board
4 in hand
8 in deck
5 in discard
Total: 25 :white_check_mark:


Gold: 0
Workers: 12

5 x start
T1: Aged Sensei
T2: Fox Viper
T3: Sensei’s Advice
T4: Fox Primus
T5: Grappling Hook
T6: Savior Monk
T12: Safe Attacking

I reckon that’s game, gg tho it was very close in the middle there and I had some well-timed draws!

P1T13


StartingHand Workers

STARTING HAND
Nebula
Unphase
Seer
Hyperion2(4/3) (-)
Now!
Hyperion(4/1)
Now!


WORKERS
Plasmodium
Time Spiral
Fading Argonaut
Forgotten Fighter
Neo plexus(2/2+a)
Undo
Tinkerer
Temporal Distortion


NextHand

Void Star
Nullcraft(1/1)
Now!
Seer(3/1+a)
Temporal Research


Discard

Hyperion(4/1)
Seer
Now!
Unphase


Tech 0 card(s)
Get Paid + float - ($13)
Skip Worker
Hire Nebula2 - ($6)
Now! Nebula2 - ($5)
Nebula2 kills Grave, lvls to Max, takes 1
Hire Hyperion - ($0)
Hyperion kills Orpal, max bands max, his ability rehires Hyperion, i draw
Hyperion destroys tech3, takes 1, i draw

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L5 Max(3/4) +r1 sparkshot

In Play:

  • Battle suits
  • Nebula1(6/4) (-) flying, r3, other units are invisible, pay 0 once per turn to destroy tech 0,1 or 2 unit, disabled, returns next upkeep
  • Nebula2(7/5)
  • Hyperion(5/4) attacks: draw a card
  • all my units are invisible due to nebulas

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 12
1 Like

Yeah, that’ll do it! Well played. Disease does well against Present II, I think, but there’s not much it can do against hasted Nebulas. Want to go again?

Yh for sure! I’ll try a [finesse]/present/feral deck, if we roll again to see who goes first i rolled 68

1 Like

Sounds good to me! Random 47, you start.

1 Like

Gl hf, i’m guessing your sticking with the same deck?

P1T1


StartingHand Workers

STARTING HAND
Spark
Helpful Turtle
Bloom
Fruit Ninja
Wither


WORKERS
Spark


NextHand

Brick Thief
Granfalloon Flagbearer
Tenderfoot
Timely Messenger
Older Brother


Discard

Helpful Turtle
Bloom
Wither


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hire Fruit Ninja - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fruit Ninja(2/2+a) frenzy
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

GLHF! Yeah, I’ll stick with the same deck. I’m trying to work out if it’s better with the White or the Black starter.

P2T1


Starting Hand: 5

Morningstar Flagbearer
Fox Primus
Smoker
Safe Attacking
Snapback

Thoughts

Two very nasty Tech II spec choices, along with Feral for Calamandra and her decent Tech I units. Feral Strike could be really nasty here. No Fox Viper in hand to attempt a cheap trade with the Fruit Ninja, unfortunately.


Get paid - ($5)
Fox Primus - ($2)
Worker - ($1)
Discard 3, draw 5


:psblueshield: Squad Leader: Fox Primus 2/2+1A (frenzy 1, anti-air)

:heart: Base HP: 20


Hand: 5

Savior Monk
Aged Sensei
Sensei’s Advice
Grappling Hook
Fox Viper

Deck: 0
Discard: 3

Morningstar Flagbearer
Safe Attacking
Snapback

Card count check (opponent-viewable)

Expected: 10
1 workered
1 on board
5 in hand
0 in deck
3 in discard
Total: 10 :white_check_mark:


Gold: 1
Workers: 6

5 x start
T1: Smoker