Testing out Variant Rules Proposal: All Cards.
Rules summary:
- All 20 heroes are available, but the hero limit still applies, with a Heroes’ Hall adding 1 as normal, for a maximum possible hero limit of 4.
- All cards are available, with all cards other than a player’s chosen starter deck comprising that player’s codex. Players are limited to 1 copy of each starter card and 2 copies of each faction card.
- Players do not choose specs, and cannot build Tech Labs, but still must have a tech building of the correct level to play units, upgrades, and buildings. This means it is possible to play tech II & tech III cards from many different factions.
- Multicolor building penalty is waived (as players don’t choose heroes), but multicolor spell penalty applies as normal.
I’ll try out Green starter first. GL HF @FrozenStorm!
P1T1
StartingHand Workers
STARTING HAND
Rampant Growth
Merfolk Prospector
Spore Shambler
Playful Panda
Young Treant
WORKERS
Spore Shambler
NextHand
Ironbark Treant
Verdant Tree
Rich Earth
Tiger Cub
Forest’s Favor
Discard
Young Treant
Rampant Growth
Playful Panda
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Calamandra Moss - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: L1 Calamandra Moss (2/3A)
-
Elite:
-
Scavenger: Merfolk Prospector (1/1)
-
Technician:
-
Lookout:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
My initial goal strategy is to go with a Legendary opening, starting with Galina + Mythmaking followed by Ardra’s and Murkwood Allies to start generating gold. This will probably provoke some kind of mass revomal: Discord is most likely at first, which I would counter with midband Midori, but DeGrey and Judgment/Rewind will probably follow up. I want to make use of Gigadon, but most likely I won’t be allowed to capitalize on it right away. I can discourage/punish DeGrey/Judgment with Bugblatters, but that won’t help against Rewind. For that, maybe I should try to mix-in a Slow-Time and some gold theft? Well, for now, I’ll just capitalize on this nice card split and focus on early economic gains.
Just so I (and any spectators) are 100% clear, can we get a rules variant summary in the OP?
AFAIU it is:
- All 20 Heroes are available
- All cards (including starters from other colors) are tech-able
- Building tech 2 allots all specs tech 2 cards to be played (same with tech 3) In other words, an automatic full-spec-spectrum rainbow Tech Lab
- Tech lab is removed as an option (as a result of above)
- No multicolor building penalty
- Hero limits and spell multicolor penalty still apply?
3 Likes
I think I’ve got all the rules adjustments in the OP now. Is it clear and easy to understand?
2 Likes
Yep think so. Only addition I can think to make is the 1 card of starters and 2 cards of others could be summarized with “as a single, physical deluxe set would allot”
Anyways of all the starters I want pre-stacked in the deck, you better believe I’m betting on black. GL HF!
GL HF @charnel_mouse!
ALLCARD Player 2, Turn 1
P1 Green Everything vs P2 Black Everything
Starting Hand
Sacrifice the Weak
Graveyard
Summon Skeletons
Skeleton Javelineer
Poisonblade Rogue
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Skeleton Javelineer (4)
- Graveyard (2)
- Worker (1)
Workers
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Skeleton Javelineer (1/1)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Skeletal Archery
Pestering Haunt
Thieving Imp
End of Turn Discard
Summon Skeletons, Sacrifice the Weak
My Thoughts
This mode is gonna be nuts. Cala is high pressure, not gonna get baited into a hero as P2 here until I have more gold. I think Skele + Graveyard trades even at worst, with the econ advantage of P2 that’s the best I think I can hope for. At least I have the element of surprise on my side, being able to whip out Zane or Drakk at a moment’s notice.
P1T2
Tech StartingHand Workers
TECH
Galina Glimmer
Mythmaking
STARTING HAND
Ironbark Treant
Tiger Cub
Verdant Tree
Rich Earth
Forest’s Favor
WORKERS
Spore Shambler
Forest’s Favor
NextHand
Verdant Tree
Mythmaking
Young Treant
Ironbark Treant
Tiger Cub
Tech 2 card(s)
Get Paid - ($5)
Rich Earth - ($2)
Worker
Find gold - ($3)
Calamandra kills Javelineer
Midband Calamandra - ($1)
Tech I - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Rich Earth
- L3 Calamandra Moss (3/4)
- Merfolk Prospector (1/1) Resist 1
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
I’ll make the Prospector more expensive to kill. I kind of expect Calamandra to get Doom Grasp’d, but that’ll make room for Midori. Long-term, I’ll want some way to prevent it, though.
The deluxe set has 2 neutral starters, from BvF.
(interested to see how this game’ll go~)
4 Likes
Sorry for the tag Charnel, copypasta from our CAMS game
ALLCARD Player 2, Turn 2
P1 Green Everything vs P2 Black Everything
Starting Hand
Deteriorate
Skeletal Archery
Pestering Haunt
Thieving Imp
Jandra, the Negator
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Bone Collector
Main:
- Thieving Imp, discard #3 of 5 (4)
- Tech 1 (3)
- Replay Skeleton (2)
- Pestering Haunt
- Worker (1)
Workers
Jandra, the Negator, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite: Thieving Imp (2+1/2)
-
Scavenger: Skeleton Javelineer (1/1)
-
Technician:
-
Lookout:
In Play:
- Graveyard (3hp)
- Pestering Haunt (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Surprise Attack
Summon Skeletons
Deteriorate
Bone Collector
End of Turn Discard
My Thoughts
I think Growth engine is a great plan in this mode, and I want to arrest control of the board. I’ve already built insane card advantage here, so a Surprise Attack can help that even more. Bone Collector is just overall good so we’ll grab him too, can use Drakk to pump him.
P1T3
Tech StartingHand Workers
TECH
Ardra’s Boulder
Murkwood Allies
STARTING HAND
Young Treant
Verdant Tree
Ironbark Treant
Tiger Cub
Mythmaking
WORKERS
Spore Shambler
Forest’s Favor
Ironbark Treant
NextHand
Galina Glimmer
Rampant Growth
Discard
Young Treant
Verdant Tree
Mythmaking
Ardra’s Boulder
Murkwood Allies
Tech 2 card(s)
Get Paid - ($6)
Worker
Find gold - ($7)
Tiger Cub - ($5)
Surplus - ($0)
Calamandra spends 2 cards to destroy Graveyard
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Tiger Cub (2/2)
-
Lookout:
In Play:
- Rich Earth
- L3 Calamandra Moss (3/4)
- Merfolk Prospector (1/1) Resist 1
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Surplus HP: 4
Economy Info:
Cards:
Gold:
Thoughts
A shame to lose the Young Treant; it would have made excellent StW fodder. Better to spend 2 cards to slow down those Imp thefts than to have him pop out and steal again and again, I suppose.
Bold move, cotton, let’s see if it pays off.
ALLCARD Player 2, Turn 3
P1 Green Everything vs P2 Black Everything
Starting Hand
Surprise Attack
Summon Skeletons
Deteriorate
Bone Collector
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bird’s Nest, Blooming Ancient
Surprise Attack, Bone Collector
Main:
- Imp trades with Cub, you draw
- Zane (6)
-
Surprise Attack, sharks arrive (1)
- Jaws suicides into Cala, Jav tosses a spear to finish her, Zane to level 3
- Haunt and Bruce break the Surplus, your base to 18
- Zane kills Prospector
- Worker (0)
Workers
Summon Skeletons, Jandra, the Negator, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 Draw 2 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Zane (2/1 lvl 3)
- Skeleton Javelineer (1/1, no jav)
- Pestering Haunt (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Skeletal Archery
Sacrifice the Weak
Bone Collector
Thieving Imp
End of Turn Discard
My Thoughts
Surplus. Well, hurray for Surprise Attack. This might be game right now, I’m so far ahead after sharks come to play.
That certainly was a… surprising play.
4 Likes
P1T4
Tech StartingHand Workers
TECH
Desperation
Desperation
STARTING HAND
Rampant Growth
Galina Glimmer
Playful Panda
WORKERS
Spore Shambler
Forest’s Favor
Ironbark Treant
Playful Panda
NextHand
Murkwood Allies
Desperation
Young Treant
Tech 2 card(s)
Get Paid - ($7)
Worker
Zane trades with Zane - ($5)
Galina Glimmer - ($4)
Tech II - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Galina Glimmer (2/2)
-
Lookout:
In Play:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Ok, card drawing Plan A didn’t pan out; time for Plan B. Died: Calamandra, Zane
ALLCARD Player 2, Turn 4
P1 Green Everything vs P2 Black Everything
Starting Hand
Skeletal Archery
Sacrifice the Weak
Bone Collector
Thieving Imp
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Blooming Ancient
Bird’s Nest, Blooming Ancient
Surprise Attack, Bone Collector
Main:
- Haunt pings your tech2 to 4hp
- Bone Collector (6)
- Tech 2 (5)
- Worker (1)
Workers
Summon Skeletons, Jandra, the Negator, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Skeleton Javelineer (1/1)
-
Lookout:
In Play:
- Bone Collector (3/3)
- Pestering Haunt (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Bird’s Nest
Surprise Attack
Graveyard
Deteriorate
End of Turn Discard
My Thoughts
Knew that was likely, nbd though. Guess we’ll see what he’s got planned with his three cards! Drawing into nest + Ancient (hopefully, 60% for both). That’ll be good
P1T5
Tech StartingHand Workers
TECH
Brave Knight
Second Chances
STARTING HAND
Murkwood Allies
Young Treant
Desperation
Ardra’s Boulder
Mythmaking
Tiger Cub
Desperation
WORKERS
Spore Shambler
Forest’s Favor
Ironbark Treant
Playful Panda
Murkwood Allies
NextHand
Verdant Tree
Rampant Growth
Discard
Brave Knight
Second Chances
Tiger Cub
Desperation
Tech 2 card(s)
Get Paid - ($8)
Worker
Young Treant - ($6)
Ardra’s Boulder - ($4)
Drakk Ramhorn - ($2)
Desperation
Mythmaking - ($0)
Galina kills Javelineer
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Ardra’s Boulder (3/8)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Mythmaking
- Rich Earth
- L1 Drakk Ramhorn (1/3)
- Galina Glimmer (4/3)
- Young Treant (0/2)
Trashed:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Ok, I need to retool a bit so I can worker something. Murkwood seems the most awkward right now, so I guess that’s what I’ll ditch. Died: Calamandra, Zane
ALLCARD Player 2, Turn 5
P1 Green Everything vs P2 Black Everything
Starting Hand
Bird’s Nest
Surprise Attack
Graveyard
Deteriorate
Blooming Ancient (thank you very much for the techn Neko!)
Events of Turn:
Upkeep:
- Get Gold (9+1float)
- Draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Lich’s Bargain, Might of Leaf and Claw
Surprise Attack, Blooming Ancient
Bird’s Nest, Blooming Ancient
Surprise Attack, Bone Collector
Main:
- Blooming Ancient (6)
- Rook, +1 rune (4)
- Bird’s Nest, +2 runes (2)
- Arg & wisp, +2 runes (0)
- give all runes to Bone Collector, he digs a grave for Boulder, +1 skeleton, +1 rune
- Haunt pings your treant to 1hp
- Move a rune to Big Bird
Workers
Summon Skeletons, Jandra, the Negator, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5
In Patrol:
-
Squad Leader: Arg (1/3+1armor lvl 1)
-
Elite: Rook (2+1/4 lvl 1)
-
Scavenger: Wisp (0/1)
-
Technician: Big Bird (2/2)
-
Lookout: Skeleton (1/1)
In Play:
- Bone Collector (8/5, +5/5)
- Pestering Haunt (1/1)
- Blooming Ancient (2/4)
- Tweetie Bird (1/1)
- Bird’s Nest
Economy Info:
Cards:
Gold:
End of Turn Hand
Might of Leaf and Claw
Surprise Attack
Surprise Attack
Blooming Ancient
Graveyard
End of Turn Discard
My Thoughts
Mythmaking ain’t so scary. I can instamax Garth for Potent B and taking down either upgrade at any time, so not too worried. Teching a MoLaC (yeah he can do the same, but I’ve got so many units I can probably activate and near-end same turn anyway) and an LB.
Growth + tokens + haste is only made better by this mode, does feel like a potential global maxima
Where did you get the rune to give Big Bird?
Bone Collector’s skeleton, risen from the ground beneath the puny boulder
3 Likes
I spent a long time wondering why you didn’t rune up Haunt to kill Treant.
Then I felt really silly.
3 Likes
Kinda like how I felt about 10 minutes after posting when I remembered it was a Bone Collector that steamrolled the Boulder, I imagine.
P1T6
Tech StartingHand Workers
TECH
Jefferson DeGrey, Ghostly Diplomat
Terras Q, the Shackled
STARTING HAND
Rampant Growth
Verdant Tree
WORKERS
Spore Shambler
Forest’s Favor
Ironbark Treant
Playful Panda
Murkwood Allies
NextHand
Rampant Growth
Merfolk Prospector
Tech 2 card(s)
Get Paid + Galina - ($10)
Argagarg Garg - ($8)
Rampant Growth on Drakk - ($6)
Galina kills Argagarg, levels to Drakk
Midband Drakk - ($5)
Drakk kills Rook, levels to Argagarg
Maxband Argagarg - ($3)
Verdant Tree - ($1)
Float ($1)
Discard 0, draw 1, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: L5 Argagarg Garg (1/5A)
-
Elite: Wisp (1/1)
-
Scavenger: Young Treant (0/1) [1 damage]
-
Technician: Water Elemental (3/3) Anti-air
-
Lookout:
In Play:
- Mythmaking
- Rich Earth
- Verdant Tree (3) Healing 1
- L4 Drakk Ramhorn (2/2) [1 damage]
- Galina Glimmer (4/2) [2 damage]
Trashed:
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
Thoughts
No units in hand to either haste or patrol with. Guess I’d better call Argagarg. I can’t stop him from powering up his Birds and crushing whatever he wants, so I’ll try to provide lots of tempting choices and hope my Tech II survives long enough to deploy DeGrey, hopefully clearing out lots of +1/+1 runes on tokens. It’s a rather obvious strategy, though, so FrozenStorm probably won’t fall for it. Died: Calamandra, Zane
We all miss stuff like that
GG WP @Nekoatl
ALLCARD Player 2, Turn 6
P1 Green Everything vs P2 Black Everything
Starting Hand
Might of Leaf and Claw
Surprise Attack
Surprise Attack
Blooming Ancient
Graveyard
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Maximum Anarchy x2
Lich’s Bargain, Might of Leaf and Claw
Surprise Attack, Blooming Ancient
Bird’s Nest, Blooming Ancient
Surprise Attack, Bone Collector
Main:
- Zane + lvl 2, +1 rune to BA (6)
-
Might of Leaf and Claw (3)
- Bone Collector kills Arg, Zane to midband, +1 skeleton +1 rune to BA, MoLaC @ 1
-
Zane kills scav, we both get 1g, MoLaC @ 2 (4)
-
Big Bird divebombs over WE to trade with Drakk, Zane maxbands and shoves wisp to scav, we both get 1 more gold (5)
-
Surprise Attack, +2 runes to BA (0)
- Jaws trades with WE, we both get a gold, MoLaC at 4
- Haunt hits your base to 17, MoLaC active
- BA (2atk +4 runes +5MoLaC) hits your base to 6
- Move all runes to Tweetie Bird, it wisp shark and skeleton hit your base to -25, GGWP!
It feels like this mode can just take PPA, Miracle Grow and Nightmare, and make them a lot better for not needing to worry as much about lacking specific counters.