[XCAFS20] Round4: zhavier [Balance/Feral]/Blood vs codexnewb [Future]/Peace/Truth

@codexnewb

GLHF!

Green Starter:

Ironbark Treant ability becomes “-1 ATK/+1 :psblueshield: 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)

Feral:

Predator Tiger gets +1 HP (5 HP instead of 4)

Blood:

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 :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

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 :exhaust:: Trash a worker, or deal 6 damage to a Unit or Hero”. Cost reduced to 2

Peace:

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)

Truth:

Spectral Tiger gains Resist 1
Spectral Roc gains Resist 1
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.
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.
Quince Midband ability now costs 1 (instead of 2)
Mind Control Cost reduced to 4 and can attach to any unit, including tech 3s

P1T1


StartingHand Workers

STARTING HAND
Ironbark Treant
Rampant Growth
Verdant Tree
Rich Earth
Forest’s Favor


WORKERS
Verdant Tree


NextHand

Tiger Cub
Young Treant
Spore Shambler
Merfolk Prospector
Playful Panda


Discard

Rampant Growth
Forest’s Favor
Ironbark Treant


Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($1)
Worker

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Plasmodium
Hardened Mox
Nullcraft
Tinkerer
Battle Suits


WORKERS
Hardened Mox


NextHand

Time Spiral
Neo Plexus
Fading Argonaut
Forgotten Fighter


Discard

Battle Suits
Nullcraft


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
plasmodium - ($2)
tinkerer, remove rune from plasmo - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tinkerer (1/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Plasmo**

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

los to fear here. gold mines, feral strike, etc…

assimilate might be a must.

P1T2


Tech StartingHand Workers

TECH
Gemscout Owl
Rickety Mine


STARTING HAND
Playful Panda
Spore Shambler
Merfolk Prospector
Tiger Cub
Young Treant


WORKERS
Verdant Tree
Young Treant


NextHand

Ironbark Treant
Forest’s Favor
Spore Shambler
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($6)
Worker
Tech 1 - ($4)
Playful Panda - ($2)
Tiger Cub - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1+A
  • :psfist: Elite:
  • :ps_: Scavenger: Wisp 0/1
  • :pschip: Technician: Tiger Cub 2/2
  • :target: Lookout:

In Play:

  • Rich Earth
  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
[b]P2T2[/b]
Tech StartingHand Workers

TECH
Assimilate
Elite Training


STARTING HAND
Time Spiral
Forgotten Fighter
Fading Argonaut
Neo Plexus


WORKERS
Hardened Mox
Neo Plexus


NextHand

Battle Suits
Assimilate
Temporal Research


Tech 2 card(s)
Get Paid - ($6)
plasmo fades
Worker - ($5)
vir - ($3)
time spiral, plasmo arrives
forgotten fighter sql wisp into oblivion - ($1)
plasmo kills tiger cub, you draw
tinkerer kills scav, you get a gold

Float ($1)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vir, lvl 1, (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Plasmo (4/4)
  • Tinkerer (1/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

hmm, so i think i need to delay tech 1 and be aggressive here. 6 gold can mid midori out there for a heavy board. i may not recover from something like that. fingers crossed this isn’t 4d chess for a kidnapping on my plasmo. lol. .

5/7 for rampant growth, but 7/7 for mid drak, so let’s put vir to sql.

what about next turn? given vir can die, but my draw pile is so heavy anyways, let’s so elite training and assimilate.

im thinking that max oni might be a good option for my next reshuffle. we’ll see.

Plasmo took 2 damage.

P1T3


Tech StartingHand Workers

TECH
Rickety Mine
Murkwood Allies


STARTING HAND
Rampant Growth
Forest’s Favor
Spore Shambler
Ironbark Treant
Gemscout Owl


WORKERS
Verdant Tree
Young Treant
Forest’s Favor


NextHand

Merfolk Prospector
Rickety Mine
Rickety Mine
Murkwood Allies


Tech 2 card(s)
Get Paid - ($7)
Worker
Calamandra - ($5)
Rampant Growth Panda - ($3)
Panda Kills Vir, Cala to lvl 3
Ironbark Treant - ($0)

Float ($0)
Discard 2, draw 2, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant 2/2+2A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Calamandra 3/4, lvl 3
  • :target: Lookout:

In Play:

  • Rich Earth
  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
[b]P2T3[/b]
Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Temporal Research
Assimilate
Battle Suits


WORKERS
Hardened Mox
Neo Plexus
Temporal Research


NextHand

Forgotten Fighter
Time Spiral
Nullcraft
Fading Argonaut (2/3)***


Discard

Plasmo (4/2)
Tinkerer (1/2)
Assimilate
Battle Suits
Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech one - ($5)
mid quince - ($1)
mirror copies plasmo - ($0)
mirror plasmo and tinkerer trade with ironbark
real plasmo trades with Cal, quince maxbands

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Quince, lvl 5, (1/5+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

not feeling super hot here. maybe peace engine? wll tech only tech 1’s for now to give myself another turn to decide

P1T4


Tech StartingHand Workers

TECH
Wandering Mimic
Bloodlust


STARTING HAND
Merfolk Prospector
Rickety Mine
Murkwood Allies
Rickety Mine
Gemscout Owl


WORKERS
Verdant Tree
Young Treant
Forest’s Favor
Merfolk Prospector


NextHand

Rampant Growth
Tiger Cub
Spore Shambler


Discard

Ironbark Treant
Murkwood Allies
Wandering Mimic
Bloodlust


Tech 2 card(s)
Get Paid - ($7)
Worker
Rickety Mine - ($5)
Rickety Mine - ($3)
Tap Mines - ($9)
Gemscout Owl
Tech 2 Balance - ($5)
Midori - ($3)

Float ($3)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gemscout Owl 1/1+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Playful Panda 2/2
  • :target: Lookout:

In Play:

  • Rich Earth
  • Rickety Mine :heart: 3, 1 Rune
  • Rickety Mine :heart: 3, 1 Rune
  • Midori 2/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 3
  • Workers: 8

lol

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Forgotten Fighter
Fading Argonaut (2/3)***
Time Spiral
Nullcraft


WORKERS
Hardened Mox
Neo Plexus
Temporal Research
Forgotten Fighter


NextHand

Assimilate
Elite Training
Plasmo (4/2)
Time Spiral
Nullcraft


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tech two peace - ($3)
make mirror - ($1)

Float ($1)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mirror (0/1+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Quince, lvl 5, (1/5)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

P1T5


Tech StartingHand Workers

TECH
War Drums
Murkwood Allies


STARTING HAND
Tiger Cub
Spore Shambler
Rampant Growth


WORKERS
Verdant Tree
Young Treant
Forest’s Favor
Merfolk Prospector
Spore Shambler


NextHand

War Drums
Bloodlust


Tech 2 card(s)
Get Paid + float + Owl - ($12)
Worker
Blow Mines - ($18)
Maxband Drakk - ($11)
Tiger Cub, gains Haste - ($9)
Panda kills Mirror
Midband Midori - ($5)
Tiger cub (midori and frenzy) kills Quince, Midori to level 7
Rampant Growth Midori, breaks Tech 2, base to 16 - ($3)
Heroes’s Hall - ($1)

Float ($1)
Discard 0, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gemscout Owl 1/1+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk 3/4, lvl 6
  • :target: Lookout:

In Play:

  • Rich Earth
  • Playful Panda 2/2
  • Midori 3/4, lvl 7
  • Tiger Cub 4/2, haste

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

lol indeed.

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Spectral Flagbearer
Spectral Flagbearer


STARTING HAND
Elite Training
Time Spiral
Nullcraft
Plasmo (4/2)
Assimilate
Fading Argonaut (2/3)***


WORKERS
Hardened Mox
Neo Plexus
Temporal Research
Forgotten Fighter
Time Spiral


NextHand

Overeager Cadet
Tinkerer (1/2)
Flagstone Garrison
Overeager Cadet


Discard

Assimilate
Plasmo (4/2)
Elite Training
Spectral Flagbearer
Spectral Flagbearer


Tech 2 card(s)
Get Paid + float - ($10)
rebuild tech 2, base to 18
vir - ($8)
assimilate rich earth - ($5)
worker for free
tap rich earth, gain wisp
nullcraft - ($3)
fargo - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1+A)
  • :psfist: Elite: Fading Argonaut (3/3)***
  • :ps_: Scavenger: Nullcraft (1/1)
  • :pschip: Technician: Vir, lvl 1 (2/3)
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

yep. i lost this tourney the second i didnt go blood. mines are so good with their haste and no coin flip update.

P1T6


Tech StartingHand Workers

TECH
Potent Basilisk
Dothram Horselord


STARTING HAND
Bloodlust
War Drums


WORKERS
Verdant Tree
Young Treant
Forest’s Favor
Merfolk Prospector
Spore Shambler


NextHand

Rampant Growth
Murkwood Allies


Discard

Bloodlust
Potent Basilisk
Dothram Horselord


Tech 2 card(s)
Get Paid + float - ($10)
Calamandra - ($8)
War Drums at 3 - ($6)
Bloodlust just Cala - ($4)
Max Midori - ($3)
Midori kills Fargo
Drakk kills Wisp
Calamandra kills Vir, midbands, heals
Panda deals 6 to base
Tiger deals 8 to base, base to 2

Float ($3)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gemscout Owl 4/1+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • War Drums at 3
  • Midori 4/5, lvl 8
  • Drakk 3/4, lvl 6
  • Calamandra 3/3, lvl 3
  • Playful Panda 5/2
  • Tiger Cub 7/2, haste

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 9
1 Like

Rich earth doesnt ahve haste, after the assimilate, so you dont have the wisp and I would have enough to drestroy base…

1 Like

the rich earth doesnt re-arrive when i assimilate it. it’s already arrived.

Being able to tap isnt about arrival, its about having control of it since the beginning of the turn.

The same thing happens between kidnapping and Mind Control.

1 Like

well, i guess i’d need a ruling on that since it decides the game. ive never heard of that.

not sure if it helps either way for my part, but ill do what i can.

@frozenstorm ruling please.

@codexnewb Zhav is correct here; although the situation of an upgrade tapping (w/o haste, as Eyes of the Chancellor taps) was previously not in the game, the same logic follows. The ability to tap (or attack for units) is one of “control-fatigue”, which is exactly why Kidnapping grants haste (and why Mind Control w/o haste always felt like Kidnapping but much worse)

So you will have to wait until the turn after you have assimilated Rich Earth to use its tap for wisps ability.

sounds good. well that’s game then. GG Zhavier!

i lost this the second i didnt choose blood for my codex. those new mines are all sorts of fancy.

2 Likes