Ironbark Treant ability becomes “-1 ATK/+1 while patrolling” (rather than -2 ATK/+2 armor) Rich Earth gains “Arrives: Get a 0/1 wisp token. While you have 10 or more workers, this gains “tap: make a wisp””
Balance:
Midori Midband becomes “Your units with no printed abilities get +2/+1” Circle of Life becomes “Sacrifice a Tech 0 or Tech I unit. If you do, put a unit one tech level higher with cost 4 or less into play from your Codex” (instead of a green unit with cost 5 or less) Gemscout Owl is 1/1 (instead of 0/1. It still can’t attack) Chameleon costs 0 (instead of 2)
Rickety Mine gains Haste, ability changes from coin flip to “When this arrives, put two Ore runes on it. Tap: gain 3 gold, remove an ore rune. When this runs out of Ore runes, trash it and deal 1 damage to you and your opponent’s base”
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: “1: Disable a unit or hero and give Octavian -1/1 until next upkeep” (loses and no longer readies him). Also gains “Resist 1”
Future:
Vir midband is range 4-6 (instead of 5-6) Double Time Cost reduced to 5 and moves to forecast 2 (instead of forecast 3) Knight of the Conclave is Forecast 2 (instead of 3), loses resist 1 Reaver’s ability becomes: “Arrives or : Trash a worker, or deal 6 damage to a Unit or Hero”. Cost reduced to 2
Treant was a 3/2a whilst patrolling in elite but I still didn’t want to attack it
P2T2
Tech StartingHand Workers
TECH
Argonaut
Argonaut
STARTING HAND
Plasmodium
Hardened Mox
Tinkerer
Fading Argonaut
Time Spiral
WORKERS
Neo Plexus
Hardened Mox
NextHand
Plasmodium
Argonaut
Time Spiral
Temporal Research
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nullcraft kills Prospector
Tech 1 - ($4)
Fargo - ($2)
Tinkerer, may as well put an extra rune on Fargo - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Fargo(2/3a) fading 4
Elite:
Scavenger: Tinkerer(1/2) time-rune-tap
Technician:
Lookout:
In Play:
Nullcraft(1/1)flying
Vir(2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
hire Fargo + tinkerer: Vir stays alive, i go down a card, i can threaten rapid KotC
hire fargo and float 2: Vir dies (likely), I have cards and gold next turn
blimey he’s rich but he’s low on cards so cala is his only place to sink gold… (or maybe different hero if he wants, e.g. circle of life or kudnapping!!!) nahhhhhh surely not
L7 Prynn(3/5) fading 2, dies: you skip draw/discard, abducted huntress
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Economy Info: Cards:
Hand: 2
Deck: 10
Disc: 0
Gold:
Gold: 2
Workers: 10
Thoughts
yeah I knida wanted to put Prynn out front so she died and got midband but I thought it might let them attack too efficiently - don’t know if it the right choice but they still have a teched card i haven’t seen so now I’m scared