Porkhand Magistrate ability costs 0 (instead of 1) to use. Lawful Search Changes to an upgrade, with “sacrifice this:” as the trigger for the ability it currently has as a spell (Look at opponent’s hand or discard, then draw 1) Building Inspector ability is “Your opponents must pay you 1 gold to build (or rebuild) a building” (instead of only the first building costing 1 more) Bluecoat Musketeer can now be long range while 2 attack or less (instead of exactly 1)
Law:
Jurisdiction gains “You may trash Jurisdiction and/or the searched-for spell” and “If that spell has Channeling your Law hero can Channel it until he leaves play” at the end of it’s effect. Tax Collector is a 3/3 (instead of 2/3) Guardian of the Gates is a 2/6 (instead of 1/6) and affects Units and Heroes (instead of just Units) Arresting Constable Gains “Haste” and can target any unit or hero with it’s ability.
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)
Finesse:
Harmony Instead of “sacrifice Harmony” to stop the music, the card now reads “You may sacrifice Harmony at any time. Whenever Harmony leaves play, turn all dancer tokens over. They are now 2/1 Angry Dancers with Unstoppable” Star-Crossed Starlet Her ability is now optional (“Upkeep: You may have SCS deal 1 damage to herself”)
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
STARTING HAND
Time Spiral
Nullcraft
Hardened Mox
Plasmodium
WORKERS
Temporal Research
Hardened Mox
NextHand
Tinkerer
Neo Plexus
Seer
Origin Story
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nullcraft kills BI - ($3)
Hire Vir - ($1)
Tech 1 - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: L1 Vir(2/3)
Lookout:
In Play:
Battle Suits
Nullcraft(1/1) flying haste no buffs/debuffs
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
man… i forgot about readiness on his midband
with fargo still alive my plan was going to be mox but I think losing any more tempo at this point would be deadly; instead lets go for origin storying Onimaru and some efficient defending
huh… if I hire Vir/Max they could leave them alive and go for Art of War but if I hire prynn they can kill her and I won’t be able to origin story
from their point of view Vir must be the biggest threat, so he won’t survive if the have Art of War (between the boot camps that must be floating around in his deck and the likely two art of wars teched
hold up, in previous plan I used the top of deck time spiral to get a mech out from Vir’s maxband; however that is a tech 0 and they have an over 50% chance of having manufactured truth…
they can only Onimaru one thing a turn, let’s make it so they have to do my tech 2, hoping they call my bluff xd
STARTING HAND
Traffic Director
Boot Camp
Lawful Search
Manufactured Truth
The Art of War
Building Inspector
WORKERS
Jail
Bluecoat Musketeer
Arrest
Manufactured Truth
NextHand
Boot Camp
Spectral Aven
Porkhand Magistrate
The Art of War
Discard
The Art of War
Lawful Search
General’s Hammer
General’s Hammer
Building Inspector
Boot Camp
Tech 2 card(s)
Get Paid + scav - ($8)
Worker - ($7)
Lawful Search, look at hand, draw 1 - ($6)
The Art of War - ($3)
Oni deals 7 to base on (13)
Traffic Director - ($2)
Heroes’ Hall - ($0)
STARTING HAND
The Art of War
Spectral Aven
Porkhand Magistrate
Boot Camp
Injunction
WORKERS
Jail
Bluecoat Musketeer
Arrest
Manufactured Truth
NextHand
The Art of War
Building Inspector
Boot Camp
Injunction
Discard
Boot Camp
The Art of War
Porkhand Magistrate
Injunction
Tech 2 card(s)
Get Paid + scav - ($9)
Boot Camp Newsman, rs, draw 1 - ($8)
The Art of War - ($5)
Oni deals 7 to base on (6)
Director deals 1 to base on (5)
River - ($3)
Spectral Aven - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: L1 River (2/3A)
Elite: Spectral Aven (3/2)
Scavenger:
Technician: Soldier (2/2), (+)
Lookout: L8 Onimaru (6/5AA), swift strike, resist 1