shame! shame! shame! I can fix the state by attacking it with my imp, then exhausting the newly played Gorgon?
What Imp? He got booted. You mean the Gorgon that attacked tech2?
Actually you know what it doesn’t really matter, the two gorgons mean I’m not going to mount a defense that meaningfully delays the game enough for me so let’s call it there, GG WP!
I’m game to do another MU with the proposed changes or run this matchup a couple more times, up to you. I definitely actually like the new The Boot, does it seem too extreme at 4g? That kinda feels “strong but not too strong” to me but I’m the one piloting so maybe that’s cocaine logic
the destroy tech 0 and I feels like it could be really really strong in some situations, there was one turn in the first game where it could have gotten Jandra and a T1 unit which would have been brutal.
Overall I don’t think it’s too strong at 4 gold though… it has a lot of flexibility but you’re paying for it at 4g. So for the games so far, I wouldn’t say broken. Maybe we will find it is too much later.
I’m down to keep playing test games. For the spec I was playing I definitely think I should have just been using neutral starter for bloom/wither to go with the plague lab. then maybe Necro for some hero hate to go along with the plague lab unit hate.
Let me think of another spec to test the balance changes out.
I want to keep trying Bashing and Neutral + Heroes, so this time I think I’ll do Bashing/Strength/Ninja
I feel like I should have molac or purple peace a try, though neither are my style and both kind of run into your new favorite card, so I think instead I’ll do Strength/Balance/Anarchy. reroll or you just wanna take P1?
I can post a p1 tomorrow
think I got all the changes but lmk if I missed something
Troq:
Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot:
Cost moves to 4
New text: Select one of the following:
Destroy a Tech 0 AND a Tech 1 unit
Move an enemy hero to level 1
Destroy an Upgrade or Ongoing Spell
Gunship: no obliterate
Bird's Nest: Sac birds when it leaves
GL HF @Penatronic !
Game 3 Player 1, Turn 1
P1 Bash squad vs P2 Strength/Balance/Anarchy
Starting Hand
Brick Thief
Older Brother
Helpful Turtle
Bloom
Granfalloon Flagbearer
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in except turn 1
All Teched Cards
Main:
- Brick Thief, your base to 19 (2)
- Worker (1)
Workers
Granfalloon Flagbearer
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Brick Thief (2/1)
- Technician:
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 5
End of Turn Hand
Fruit Ninja
Wither
Tenderfoot
Timely Messenger
Spark
End of Turn Discard
My Thoughts
Woo testing things let’s go!
y u @FrozenStorm no love me?
[b]P2T1[/b]StartingHand Workers
STARTING HAND
Morningstar Flagbearer
Snapback
Safe Attacking
Fox Primus
Savior Monk
WORKERS
Fox Viper
NextHand
Morningstar Flagbearer
Fox Primus
Safe Attacking
Snapback
Discard
Grappling Hook
Sensei’s Advice
Tech card(s)
Get Paid - ($5)
Worker - ($4)
Rook - ($2)
Smoker - ($1)
Aged Sensei - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Rook lvl1 (2/4A)
- Elite:
- Scavenger: Smoker (1/1)
- Technician: Aged Sensei (1/1)
- Lookout:
In Play:
*
Buildings:
- Base HP: 19
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 6
Thoughts
I think my plan is Mimic then gunship
Ooof that’s a strong start
Game 3 Player 1, Turn 2
P1 Bash squad vs P2 Strength/Balance/Anarchy
Starting Hand
Fruit Ninja
Wither
Tenderfoot
Timely Messenger
Spark
Events of Turn:
Upkeep:
- Get Gold (5+1float)
- Tech 2 cards in except turn 1
All Teched Cards
Iron Man, Revolver Ocelot
Main:
- Tenderfoot (5)
- Worker (4)
- Tower (1)
- Tech 1 (0)
Workers
Spark, Granfalloon Flagbearer
- Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
- Squad Leader: Brick Thief (2/1a)
- Elite:
- Scavenger:
- Technician: Tenderfoot (1/2)
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Wither
Helpful Turtle
Fruit Ninja
Iron Man
Timely Messenger
End of Turn Discard
My Thoughts
Hm tower seems like a decent choice, Iron man and ocelot I spose are best t1 options and idk that I want any particular spell yet. Hidden Ninja maybe next round, maybe The Boot?
"P2T2
Tech StartingHand Workers
TECH
Bird’s Nest
Gunpoint Taxman
STARTING HAND
Snapback
Fox Primus
Safe Attacking
Morningstar Flagbearer
WORKERS
Fox Viper
Morningstar Flagbearer
NextHand
Grappling Hook
Savior Monk
Bird’s Nest
Snapback
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Safe attacking - ($2)
Heroes Hall - ($0)
Sensei advises rook
Rook kills SQL
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Smoker (1/1A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Safe Attacking (Upgrade)
- Aged Sensei (1/1)
- Rook lvl1 (2/2)
Buildings:
- Base HP: 19
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
Feel like my split has been super lucky, safe attacking the turn he builds a tower.
"
Game 3 Player 1, Turn 3
P1 Bash squad vs P2 Strength/Balance/Anarchy
Starting Hand
Wither
Helpful Turtle
Fruit Ninja
Iron Man
Timely Messenger
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in except turn 1
All Teched Cards
Bird’s Nest, Glorious Ninja
Iron Man, Revolver Ocelot
Main:
- Iron Man (3)
- Rook (1)
- Worker (0)
Workers
Helpful Turtle, Spark, Granfalloon Flagbearer
- Patrol as below
- Discard 3 Draw 3 rs Draw 2
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
- Squad Leader: Iron Man (3/4a)
- Elite: Tenderfoot (1+1/2)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Rook (2/4 lvl 1)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Older Brother
Bloom
Revolver Ocelot
Timely Messenger
Bird’s Nest
End of Turn Discard
My Thoughts
I could kill Rook here but IDK that it would actually be that great for me, so I won’t. I suspect Bird’s Nest + Midori is the plan? Iron Man + Rook will give me some good threat, let’s do that. Teching a GN in case I want to tech up next turn, and a Bird’s Nest counter to enemy birds in case I don’t
"P2T3
Tech StartingHand Workers
TECH
Wandering Mimic
Wandering Mimic
STARTING HAND
Savior Monk
Grappling Hook
Snapback
Bird’s Nest
WORKERS
Fox Viper
Morningstar Flagbearer
Savior Monk
NextHand
Fox Primus
Wandering Mimic
Sensei’s Advice
Gunpoint Taxman
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Birds nest - ($4)
Tech 2 balance - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Polly (1/1A)
- Elite: Tweety (2/1)
- Scavenger: Smoker (1/1)
- Technician: Aged Sensei (1/1)
- Lookout:
In Play:
- Safe Attacking (Upgrade)
- Rook lvl1 (2/2)
- Bird’s Nest (ongoing)
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Balance)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
"
Uhh are we forgetting the Birds nest drawback? You’ve given me a clear path to kill Rook and birds along with him…
Bird's Nest: Sac birds when it leaves
Game 3 Player 1, Turn 4
P1 Bash squad vs P2 Strength/Balance/Anarchy
Starting Hand
Older Brother
Bloom
Revolver Ocelot
Timely Messenger
Bird’s Nest
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in except turn 1
All Teched Cards
Earthquake, Porcupine
Bird’s Nest, Glorious Ninja
Iron Man, Revolver Ocelot
Main:
- Iron Man kills scav, you get 1g
- Tenderfoot kills techn, you draw 1
- Rook kills Rook, my Rook to level 3, your birds die with their nest
- Midband Rook (5)
- Revolver Ocelot (3)
- Bird’s Nest (1)
- Worker (0)
Workers
Older Brother, Helpful Turtle, Spark, Granfalloon Flagbearer
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tower HP: 4
In Patrol:
- Squad Leader: Big Bird (1/1a)
- Elite:
- Scavenger: Tweetie Bird (1/1)
- Technician: Revolver Ocelot (3/3)
- Lookout:
In Play:
- Rook (3/5 lvl 5)
- Tenderfoot (1/1)
- Iron Man (3/3)
- Bird’s Nest
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Wither
Fruit Ninja
Brick Thief
Glorious Ninja
End of Turn Discard
My Thoughts
Well this is a slam dunk kill on Rook, right? and putting down my own Bird’s nest helps nullify Mimic + Zane threat. Easy peazey? Probably max rook AND tech up next turn
Actually just a massive blunder, I haven’t played in years and forgot that the birds wouldn’t block ground attackers.
[b]P2T4[/b]Tech StartingHand Workers
TECH
Potent Basilisk
Fairie Dragon
STARTING HAND
Fox Primus
Sensei’s Advice
Gunpoint Taxman
Wandering Mimic
Grappling Hook
WORKERS
Fox Viper
Morningstar Flagbearer
Savior Monk
Fox Primus
NextHand
Smoker (1/1)
Snapback
Wandering Mimic
Sensei’s Advice
Tech 2 card(s)
Get Paid + scav, draw - ($9)
Worker - ($8)
Wandering Mimic - ($4)
Midori - ($2)
Gunpoint Taxman - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Wandering Mimic (4/4A) antiair
- Elite:
- Scavenger: Gunpoint Taxman (3/3) anti air
- Technician: Midori lvl1 (2/3)
- Lookout:
In Play:
- Safe Attacking (Upgrade)
Buildings:
- Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Balance)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
May be worth pointing out mimic is flying and I can walk right under him, that cool?
another mistake, forgot it worked for any unit not just mine. Honestly I think it’s a terrible rule that flying cant block ground attacks but it is the game.
I think it should work in reverse of anti air (can’t block but does damage). No change to the patrol?
Onward then
I totally forgot you haven’t played in awhile, my initial reaction to “I forgot flying doesn’t block” was to reject that you forgot as impossible but that tracks given how long it’s been. Still that might mean we need a do-over for this game, that handed me a pretty big advantage. Will be curious to debrief on what your other options were there and what you might do differently in hindsight
Game 3 Player 1, Turn 5
P1 Bash squad vs P2 Strength/Balance/Anarchy
Starting Hand
Wither
Fruit Ninja
Brick Thief
Glorious Ninja
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in except turn 1
All Teched Cards
Fox’s Den School, Earthquake
Earthquake, Porcupine
Bird’s Nest, Glorious Ninja
Iron Man, Revolver Ocelot
Main:
- Rook to level 6 (7)
- Rook kills GPT
- Revolver Ocelot kills Midori, Rook maxbands
- Tenderfoot hits your tech2 to 4hp
- Brick Thief, pings your tech1 to 4hp (5)
- Tech 2 Ninja (1)
- Worker (0)
Workers
Wither, Older Brother, Helpful Turtle, Spark, Granfalloon Flagbearer
- Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 NINJUTSU
- Tower HP: 4
In Patrol:
- Squad Leader: Big Bird (1/1a)
- Elite:
- Scavenger: Tweetie Bird (1/1)
- Technician: Iron Man (3/3)
- Lookout: Brick Thief (2/1 resist 2)
In Play:
- Rook (4/6 lvl 8)
- Tenderfoot (1/1)
- Revolver Ocelot (3/1)
- Bird’s Nest
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Porcupine
Glorious Ninja
Earthquake
Fox’s Den School
End of Turn Discard
My Thoughts
Makes more sense now why Rook was left out as bait; unintentionally. This kinda feels like a slam dunk then, don’t expect to learn too much about balance here other than bird’s nest nerf is definitely significant and swingier. Teching another Earthquake to effectively finish this, could tech The Boot as well in case maxband rook is the answer but I will just finish the game before whatever else I tech matters. So going with Fox’s Den School for funsies