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 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 : 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
Fading Argonaut — Tech 0
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.
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
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.
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.