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[XCAFS20] Round2: EricF [Past]/Peace/Truth vs FrozenStorm [Bashing]/Discipline/Ninjutsu

@FrozenStorm good luck, have fun!

My Changes

Prynn midband becomes Dies:… (instead of “Dies from fading”)
Quince Midband ability now costs 1 (instead of 2)
Time Spiral costs 0, and ability adjusted: “Add or remove a time rune from a card (or forecasted card) that you control”
Hallucination Changes to: Spell - Summon :target: Target up to 2 units or heroes. Summon a 0/X hallucination token for each target, where X is the current HP (factoring in any buffs, debuffs or damage) of the target. Destroy these at your next upkeep.
Tinkerer also triggers on Arrival. “Arrives: or :exhaust:: 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
Seer can only affect cards you control.
Dreamscape Instead of “all units are illusions” this becomes “Arrives or Upkeep: mark up to 5 units. These units are illusions until your next upkeep, even if Dreamscape is removed from play”. Also gains "Tap: Create a Mirror Illusion (max 2). Still channeling, still cost 3.
Mind Control Cost reduced to 4 and can attach to any unit, including tech 3s
Spectral Tiger gains Resist 1
Spectral Roc gains Resist 1
General’s Hammer costs 2 (instead of 3)
Drill Sergeant’s gains “limit twice per turn” on it’s second ability (can only move 2 runes off of the DS each turn, same as Ancient)
Debilitator Alpha costs 4 (instead of 5) and has “As Patroller: Attackers get -1 ATK” (even if they aren’t attacking Debilitator Alpha)

Your Changes

This text will be hidden Neutral Starter:

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

Ninjitsu:

Fuzz Cuddles is a 3/3
Inverse Power Ninja ability adds: “up to a maximum of -5/5”, so it bottoms out as a 1/1 with a board flood and can’t get itself killed
Flying Fox is a 3/2
Masked Raccoon is much improved: 2 cost, 3/4. “Masked Raccoon has Swift Strike while you control another Ninja. Masked Raccoon is Invisible while you control another Cute Animal”

P1, Turn 1
  1. Fading Argonaut — Tech 0
  2. Hardened Mox — Tech 0 //heh, give this guy The Boot - but that’s actually a fine exchange for me, and forces a “bad” hero (even with the buffs). I just won’t go all-in with Boot Camps on it.
  3. Temporal Research — Magic
  4. Neo Plexus — Tech 0
  5. Time Spiral — Magic -> Worker

4 gold (4)
Worker (3)
Hardened Mox (0)
Discard 3, Draw 5

Lookout - Mox (1/1)

Base - 20

5 workers, 0 gold
Hand: 5
Deck: 0
Discard: 3

1 Like

GL HF @EricF!

XCAFS20 Round2 Player 2, Turn 1

P1 Bashing/Discipline/Ninjutsu vs P2 Law/Peace/Finesse

Starting Hand

Granfalloon Flagbearer
Brick Thief
Fruit Ninja
Wither
Bloom

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Grave (3)
  • Bloom on Grave (1)
  • Worker (0)
Workers

Brick Thief

  • :pspurpleshield: Patrol as below
  • Discard 3 draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Grave (3/4+1armor lvl 1, +)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Spark
Older Brother
Timely Messenger
Helpful Turtle
Tenderfoot

End of Turn Discard
My Thoughts

Okay so last game taught me we didn’t really nerf peace engine hard enough… it is still crazy good. Sucks I drew wither first hand so I can’t snipe that little mox just yet, but since Eric is multicolor at least I don’t have to worry too much about what is coming down for him next. I could try to rush Sets maxband (as Eric doesn’t want to spend early on Origin Story) but I feel like that ultimately won’t be a winning strategy for me, so I’ll go with Grave for now. Also going to keep Flagbearer to maybe be able to mess with DS late


P1, Turn 2

Forgotten Fighter — Magi -> Worker
Nullcraft — Tech 0
Plasmodium — Tech 0
Battle Suits — Tech 0
Tinkerer — Tech 0

Tech in an Overeager Cadet and an Origin Story

5 gold (5)
Worker (4)
Tech I (2)
Forecast Plasmodium (0)

Lookout - Mox (1/1)

Future Plasmodium [3] (4/4)

Base - 20
Tech I - 5

6 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0

Next Hand
  1. Overeager Cadet — Tech I
  2. Tinkerer — Tech 0
  3. Neo Plexus — Tech 0
  4. Nullcraft — Tech 0
  5. Fading Argonaut — Tech 0

XCAFS20 Round2 Player 2, Turn 2

P1 Bashing/Discipline/Ninjutsu vs P2 Law/Peace/Finesse

Starting Hand

Spark
Older Brother
Timely Messenger
Helpful Turtle
Tenderfoot

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Fuzz Cuddles, Inverse Power Ninja


Main:

  • Tenderfoot (5)
  • Midband Grave (3)
  • Tech1 (2)
  • Worker (1)
Workers

Helpful Turtle, Brick Thief

  • :pspurpleshield: Patrol as below
  • Discard 3 draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Grave (4/5 lvl 3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Granfalloon Flagbearer
Inverse Power Ninja
Spark
Bloom
Wither

End of Turn Discard
My Thoughts

so probably seers? Maybe Stewie? Let’s hope not one of each, grabbing IPN and Fuzzie


P1, Turn 3
  1. Overeager Cadet — Tech I
  2. Tinkerer — Tech 0
  3. Neo Plexus — Tech 0 -> Worker
  4. Nullcraft — Tech 0
  5. Fading Argonaut — Tech 0

Tech Garrison and 2nd Cadet

6 gold (6)
Worker (5)
Tinkerer, speeds up Plasmo (3)
Overeager Cadet (3)
Discard 2, Draw 3, rs, Draw 1. Float 3 gold.

SQL - Mox (1/1 +1)
Scavenger - Tinkerer (1/2)
Technician - Overeager Cadet (2/2)

Future Plasmodium [1] (4/4)

Base - 20
Tech I - 5

7 workers, 3 gold
Hand: 4
Deck: 3
Discard: 0

Next Hand

Temporal Research — Magic
Battle Suits — Tech 0
Origin Story — Magic
Overeager Cadet

XCAFS20 Round2 Player 2, Turn 3

P1 Bashing/Discipline/Ninjutsu vs P2 Law/Peace/Finesse

Starting Hand

Granfalloon Flagbearer
Inverse Power Ninja
Spark
Bloom
Wither

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Hidden Ninja, Martial Mastery
Fuzz Cuddles, Inverse Power Ninja


Main:

  • Wither Mox away (6)
  • Grave kills Tinkerer and sparkshots OC, you get 1g
  • Tenderfoot trades with OC, you draw 1
  • Inverse Power Ninja (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Spark, Helpful Turtle, Brick Thief

  • :pspurpleshield: Patrol as below
  • Discard 2 draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Inverse Power Ninja (5/5+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Grave (4/4 lvl 3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Fuzz Cuddles
Timely Messenger
Fruit Ninja
Older Brother

End of Turn Discard
My Thoughts

Oh right, tinkerer is immediate now… I’m in big trouble, I don’t have a strong win condition here…


P1, Turn 4

A quick card check on Fstorm indicates that he can have at most 1 removal spell (other than Spark), so I don’t have to patrol with my Hero.

Overeager Cadet — Tech I
Temporal Research — Magic -> Worker //drawing Garrison next turn for sure, so this is moot
Battle Suits — Tech 0
Origin Story — Magic
+Nullcraft — Tech 0

Tech 2x Drill Sergeant

7 gold (11), Plasmo shows up.
Prynn (9)
Grave re-tells his Origin Story in the Hero’s Hall (6)
Worker (5)
Tech II Peace (1)
Overeager Cadet (1)
Discard 2, Draw 2, rs, Draw 2, Float 1 gold.

Scavenger - Plasmodium (4/4)
Technician - Overeager Cadet (2/2)

L1 Prynn (1/3) [4]
Hardened Mox - (0/0)

Base - 20
Tech I - 5
Tech II - 5 (Peace)

8 workers, 1 gold
Hand: 4
Deck: 5
Discard: 0

Next Hand

Overeager Cadet — Tech I
Drill Sergeant — Tech II
Flagstone Garrison — Tech II
Fading Argonaut — Tech 0

XCAFS20 Round2 Player 2, Turn 4

P1 Bashing/Discipline/Ninjutsu vs P2 Law/Peace/Finesse

Starting Hand

Fuzz Cuddles
Timely Messenger
Fruit Ninja
Older Brother

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Focus Master, Hero’s Monument
Hidden Ninja, Martial Mastery
Fuzz Cuddles, Inverse Power Ninja


Main:

  • Fuzz Cuddles (6)
  • IPN kills Plasmo, takes 4
  • Tech 2 Discipline (2)
  • Worker (1)
Workers

Spark, Helpful Turtle, Brick Thief

  • :pspurpleshield: Patrol as below
  • Discard 2 rs draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 DISCIPLINE
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Fuzz Cuddles (3+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Inverse Power Ninja (5/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Fruit Ninja
Martial Mastery
Granfalloon Flagbearer
Bloom

End of Turn Discard
My Thoughts

So I guess fingers crossed here I can race Hero’s Monument and use Hidden Ninja to buy time for it… I didn’t really think this deck through terribly well, feeling likely I’ll be exiting early.


P1, Turn 5

Tech in Spectral Flagbearer and Free Speech

Overeager Cadet — Tech I
Drill Sergeant — Tech II
Flagstone Garrison — Tech II
Fading Argonaut — Tech 0
Drawing:

  1. Nullcraft — Tech 0
  2. Tinkerer — Tech 0 -> Worker
  3. Drill Sergeant — Tech II

8 gold (10)
Garrison (7)
Drill Sergeant (4), Draw
Overeager Cadet (4), Draw, 1 rune
Nullcraft (2), Draw, 2 runes
Worker (1)
Nullcraft kills IPN
Move 1 rune to Cadet, he trades for Fuzz Cuddles
Prynn pokes your Tech II for a point, gains a fade rune
Discard 2, Draw 2, rs, Draw 2. Float 1 gold.

Scavenger - Overeager Cadet (2/2)

Drill Sergeant + (4/4)
L1 Prynn (1/3) [4]
Nullcraft (1/1)

Base - 20
Tech I - 5
Tech II - 5 (Peace)
Flagstone Garrison - 4

9 workers, 1 gold
Hand: 4
Deck: 4
Discard: 0

Next Hand

Free Speech — Magic
Overeager Cadet — Tech I
Battle Suits — Tech 0
Origin Story — Magic

Yikes, spose I will fold to that. GG WP!

Seems like that RS draw lined up pretty solid for you, got the OS and Garrison / DS right on schedule.

Maybe we didn’t nerf peace engine enough? I’ve been pwned by it so far.

Anyway GL moving forward!

Yeah, my draws lined up much better in this game than in my last.