Against black, Tinkerer’s new feature as an actual nerf. Still, with Time Spiral costing 0, and KotC with forecasting 2, I still believe Plasmo as P1T1 may work very well. Nullcraft is a good counter to StW, on top of it.
Black Starter:
Deteriorate costs 1 (instead of 0)
Thieving Imp reduced to a 2/1 (instead of 2/2)
Demonology:
Vandy midband loses “Resist 1”
Dark Pact becomes “Deal 2 damage to your Demonology Hero, and 2 damage to your base. Draw 2 cards” (cannot target opponent’s base, and also damages your Hero)
Metamorphosis no longer grants Invisibility (other benefits remain the same)
Banefire Golem costs 5 (instead of 6)
Necromancy:
Garth midband adds “Once-Per-Turn”
Garth maxband fetches cost 4 or less (instead of 5 or less)
Lich’s Bargain deals 6 damage to your base (instead of 4)
Bone Collector reduced to 2 ATK (2/3 instead of 3/3)
Wight gains “Arrives: create two 1/1 black Skeleton tokens” (it keeps other abilities)
Disease:
Crypt Crawler costs 1 for a 2/2 (instead of 2 for a 3/3). It keeps Sparkshot and the anti-flier ability
Purple Starter:
Time Spiral costs 0, and ability adjusted: “Add or remove a time rune from a card (or forecasted card) that you control”
Tinkerer also triggers on Arrival. “Arrives: or : Add or remove a time rune from a card (or forecasted card) that you control” //combined with the other changes, previous version was a bit too degenerate
Past:
Prynn midband becomes Dies:… (instead of “Dies from fading”)
Seer can only affect cards you control.
Present:
Sentry’s ability becomes “Prevent the first point of damage that would be dealt to your patrollers each turn (active player’s choice if more than one patroller is dealt damage at the same time)”
Hyperion reduced to 4/4 (instead of 4/5)
Octavian’s ability becomes: “8: disable up to 8 units and/or heroes” (loses and no longer readies him)
Future:
Vir midband is range 4-6 (instead of 5-6)
Knight of the Conclave is Forecast 2 (instead of 3)
Reaver’s ability becomes: “Arrives or : Trash a worker, or deal 6 damage to a Unit or Hero”
Drawing Tresearch, Fargo and a Knight would offer a crazy turn 3, with a 3-cards Tresearch. Odds are not high, though. I must find a way not to lose Tech I on turn 3.
STARTING HAND
KotC
Fading Argonaut
Temporal Research
Hardened Mox
KotC
Battle Suits
Neo Plexus
WORKERS
Tinkerer
Forgotten Fighter
Hardened Mox
NextHand
Temporal Research
Seer
Battle Suits
KotC
Seer
Tech 2 card(s)
Get Paid + float - ($8)
Fading
Rebuild Tech I
Summon Vir - ($6)
Fading Argonaut - ($4)
Temporal Research, draw 2 - ($2)
Obviously. Swap topdeck with a card in hand. - ($1)
Time Spiral on Plasmodium
Plasmo and Nullcraft kill Vandy, Vir lvl 3
Worker - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Fading Argonaut 2/3+A [3]
Elite:
Scavenger:
Technician: lvl 3 Vir 2/3
Lookout: In Play:
Nullcraft 1/1 (doomed) Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0 Gold:
Gold: 0
Workers: 7
Thoughts
So sad I didn't draw Time Spiral… I could've maxed Geiger and keep Nullcraft, actually ruining his board at the mere cost of a pLasmo. So, I can 100% sure kill Vandy with Vir, Fargo, Tresearch and swap if Time Spiral was bottom deck. Actually, this ensures having a KotC on next turn… Or I can wait for Origin Story. Meh.
It goes in discard at the beginning of your turn, right ? so it happens after my end-of-turn reshuffle, unless I’m mistaken.
"P1T4
Tech StartingHand Workers
TECH
Argonaut
Stewardess of the Undone
STARTING HAND
KotC
Battle Suits
Temporal Research
Seer
Seer
Plasmodium
Neo Plexus
WORKERS
Tinkerer
Forgotten Fighter
Hardened Mox
Plasmodium
NextHand
Time Spiral
Neo Plexus
Nullcraft
Stewardess of the Undone
Tech 2 card(s)
Get Paid - ($7)
Fading
Knight of the Conclave
Peek
Vir lvl 4 and midbands - ($6)
Vir’s midband: I play KotC from top of deck
TResearch, I draw 2 - ($4)
Worker - ($3)
Seer on KotC - ($2)
Seer the same one, it arrives - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: KotC 4/4+A
Elite:
Scavenger: Fading Argonaut 2/3 [2]
Technician: Seer 2/1
Lookout: In Play:
KotC [2]
lvl 4 Vir 3/3
Seer 2/1 Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0 Gold:
Gold: 1
Workers: 8
Thoughts
Now I must find a way to spare some gold and tech up… Not so easy.
STARTING HAND
Time Spiral
Neo Plexus
Stewardess of the Undone
Nullcraft
Temporal Research
WORKERS
Tinkerer
Forgotten Fighter
Hardened Mox
Plasmodium
Neo Plexus
NextHand
Seer 2/1
Reaver
Seer 2/1
Argonaut
Nullcraft
Tech 2 card(s)
Get Paid + float - ($9)
Draw from techn
Fading
Tech II - Future - ($5)
Worker - ($4)
max Vir - ($3)
Peek
Tap Vir, play Battle Suits from topdek - ($1)
Time Spiral KotC #2, it arrives
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Fading Argonaut 3/3+A [1]
Elite:
Scavenger: KotC 5/4
Technician: KotC 5/4
Lookout: In Play:
lvl 7 Vir 3/5
Vir’s Mech [2]
Battle Suits Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0 Gold:
Gold: 1
Workers: 9
Thoughts
Vir’s midband comboes well with new Time Spiral, as it offers a card to play without reducing handsize. Big mech should help as well, but fears StW/executionner, so I must ensure Fargo/nullcraft being here and safe before it arrives.
WORKERS
Tinkerer
Forgotten Fighter
Hardened Mox
Plasmodium
Neo Plexus
NextHand
Reaver
Time Spiral
Temporal Research
Discard
Fading Argonaut 3/3+A [1]
Argonaut
Hive
Omegacron
Tech 2 card(s)
Get Paid + float - ($10)
Fading - Fargo leaves play
Peek
Reaver - ($8)
Seer on Reaver - ($7)
Seer on Reaver again - ($6)
Reaver arrives, killing Lookout Baron - ($5)
Vir taps and plays Stewardess of the Undone from topdeck, "bouncing" techn skeleton - ($2)
Nullcraft - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: KotC 5/4+A
Elite:
Scavenger: KotC 5/4
Technician: Nullcraft 1/1
Lookout: In Play:
lvl 7 Vir 3/5
Vir's Mech [1]
Battle Suits
Seer 3/1
Seer 3/1
Stewardess 3/3
Reaver 0/3 Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 4 Gold:
Gold: 0
Workers: 9
Thoughts
Gargoyle checks Reaver easily. StW will deal with Nullcraft, and there is little much I can do but drawing from it. Hives may help, as I don't think he teched any Doom Grasp for now. Omegacron for draw with TResearch and big guys finish.
I’m also thinking forecast is now almost pointless as a drawback. There used to be an opening when people played forecast for the opponent to capitalize on the board state, but I am not seeing that anymore. Its also possible I am just not evaluating my options very well.
I can’t really do anything to slow down that board, so GG!
Well, I seldom played monopurple and felt that KotC were largely underrated because Purple had some good ways to damper early aggro, but as you point out, this isn’t even an issue. I fail to see any serious way to counter P1T1 Plasmodium, and as a side note, I couldn’t play Tinkerer because of Black starter, else this could’ve been even more crazy.
Oh well, I just noticed you wanted to try another version. Not sure it is really weaker though; triggering when arriving AND each turn makes it a threat bigger than any Tech 0 unit should be.
This should need some more testing. 0 cost Time Spiral seems busted; I’m not absolutely sure about KotC, as forecast 2 actually has a drawback, ie not using TResearch at full scale reliably, which is a big issue, as KotC need heavy draw to cycle those Seers (and Time Spiral). Reaver looks very good, but not more than a tech II unit should be, especially one that needs some playing around; and Vir’s midband at level 4 seems fair.
Indeed, Tinkerer’s first change was “0/1, cannot be attacked”, which is a huge boost except against Black. And I did not notice the change, as I already tested this version against bansa.
The stealth edit is one reason I posted the changes we were going with for this match, so it wouldn’t matter what changed in the other thread.
I would like some clarification, you said the reaver could be played around. I am not really seeing how. With other hastey tech 2 options, they respect the patrol or do less damage, or take damage from whatever they attack. 6 hastey damage completely ignoring the patrol means any important pieces to your opponents gameplan are completely unprotected, beyond making them invisible, which is only possible for truth now. It used to require a discard and a gold, without one of those it really doesn’t have enough of a drawback to justify 6 damage.
I must have been unclear (being far from fluent in English); what I meant is you can’t play Reaver without support, as opposed to many other strong Tech IIs - in Purple only, Hyperion, Void Star or Hive are good examples. When teching a 0/4 unit as a Tech II, knowing that you must have teched other stuff to help as well, it seems reasonable to ask for a powerful impact when arriving, way more devastating than what a strong standalone unit could do, else why teching the former ?
That being said, maybe the arrive or ability should keep an additional cost, as you point out.
I’m up for other testings, but won’t play before tomorrow.