@Moby_Dick hello!
Out of curiosity would you bet that the neutral starter is the stronger choice with the current changes or are you not sure yet and wanted to try it?
RuleChanges
Nerfs
Vandy
Remove resist 1 at midband
Midband changes to “①, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth
Reduce midband stats to 2/3
Deteriorate
Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain
Base damage increased from 4 to 6 5
Flagstone Garrison
Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship
Remove obliterate 2
Dark Pact
Increase cost to 1
Bird’s Nest
Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits
Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw
→ If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq
Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot
Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate
Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer
Cost reduced to 2
P1T1
StartingHand Workers
STARTING HAND
Neo Plexus
Hardened Mox
Battle Suits
Plasmodium
Fading Argonaut
WORKERS
Hardened Mox
NextHand
Temporal Research
Forgotten Fighter
Tinkerer
Time Spiral
Nullcraft
Discard
Battle Suits
Plasmodium
Neo Plexus
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
fargo - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger :
Technician :
Lookout : Fading Argonaut(2/3) fading 3 +r1
In Play:
*
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
no space for funky starts imo, another fargo it is
Hey @dwarddd ! The next present match…
Very good question, I will take the time to answer it appropriate later. Short answer: Yes I think it is the Better Nightmare after the nerfes but it has been even before the better choice, at least for me.
[CAMS23] Round3 P2T1
P1 [Past]/Present/Future vs. P2 [Finesse]/Demonology/Necromancy
StartingHand Workers
STARTING HAND
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Tenderfoot (1/2)
Timely Messenger (1/1)
Fruit Ninja (2/2)
WORKERS
Fruit Ninja (2/2)
NextHand
Wither
Brick Thief (2/1)
Bloom
Spark
Helpful Turtle (1/2)
Discard
Granfalloon Flagbearer (2/2)
Older Brother (2/2)
Timely Messenger (1/1)
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tenderfoot - ($3)
Vandy - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader : Tenderfoot (1/2)
Elite :
Scavenger : Vandy (2/3)
Technician :
Lookout :
In Play:
*
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
It is always tricky to play against purple starter… I will face a Hyperion in T5, so let’s get prepaired.
I don’t want to lose Vandy against BS + NC (although it would not be that bad), so Tenderfoot is like usually her shield.
@dwarddd ’s turn!
RuleChanges
Nerfs
Vandy
Remove resist 1 at midband
Midband changes to “①, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth
Reduce midband stats to 2/3
Deteriorate
Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain
Base damage increased from 4 to 6 5
Flagstone Garrison
Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship
Remove obliterate 2
Dark Pact
Increase cost to 1
Bird’s Nest
Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits
Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw
→ If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq
Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot
Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate
Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer
Cost reduced to 2
P1T2
Tech StartingHand Workers
TECH
Stewardess of the Undone
Origin Story
STARTING HAND
Forgotten Fighter
Time Spiral
Tinkerer
Temporal Research
Nullcraft
WORKERS
Hardened Mox
Time Spiral
NextHand
Origin Story
Forgotten Fighter
Neo Plexus
Stewardess of the Undone
Temporal Research
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech 1 - ($4)
Nullcraft - ($2)
fargo and nullcraft kill SQL
Vir - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader : Vir(2/3)
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Nullcraft
Fading Argonaut(2/2) fading 2
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
no space for funky starts imo, another fargo it is
I was being real meta and Vir was still in the future
No, i forgot to write him in, but have edited him in above
1 Like
[CAMS23] Round3 P2T2
P1 [Past]/Present/Future vs. P2 [Finesse]/Demonology/Necromancy
Tech StartingHand Workers
TECH
Leaping Lizard (3/5)
Leaping Lizard (3/5)
STARTING HAND
Brick Thief (2/1)
Helpful Turtle (1/2)
Bloom
Wither
Spark
WORKERS
Fruit Ninja (2/2)
Helpful Turtle (1/2)
NextHand
Brick Thief (2/1)
Wither
Timely Messenger (1/1)
Leaping Lizard (3/5)
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Bloom Vandy - ($4)
Spark Vir - ($3)
Tech1 - ($2)
Vandy kills Vir, midbands
Float ($2)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader :
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Hmm, Vir is a victim for sure… But killing him looks too good. What might be Dwardd’s tech choice? OS? Argonauts? I think I need to risk it…
But going down on 4 cards with a 10 2nd cycle is not what I like and tech1 gets a lot of damage. Let’s try Dreamfire’s way. But I cannot go down further on cards. I would like to bring turtle again, but he would just die to fargo and nullcraft and I am down to 3. I don’t see a way for Dwardd to break tech1 so it should be OK.
@dwarddd ’s turn!
RuleChanges
Nerfs
Vandy
Remove resist 1 at midband
Midband changes to “①, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth
Reduce midband stats to 2/3
Deteriorate
Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain
Base damage increased from 4 to 6 5
Flagstone Garrison
Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship
Remove obliterate 2
Dark Pact
Increase cost to 1
Bird’s Nest
Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits
Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw
→ If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq
Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot
Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate
Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer
Cost reduced to 2
P1T3
Tech StartingHand Workers
TECH
Tricycloid
Immortal
STARTING HAND
Origin Story
Temporal Research
Forgotten Fighter
Stewardess of the Undone
Neo Plexus
WORKERS
Hardened Mox
Time Spiral
Forgotten Fighter
NextHand
Immortal
Tinkerer(1/2)
Plasmodium
Battle Suits
Temporal Research
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Prynn - ($3)
Origin Story - ($0)
Fargo and nullcraft deal 3 to your tech 1
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader : Prynn(1/3a) fading 4
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Nullcraft
Fading Argonaut(2/2) fading 1
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
[CAMS23] Round3 P2T3
P1 [Past]/Present/Future vs. P2 [Finesse]/Demonology/Necromancy
Tech StartingHand Workers
TECH
Maestro (3/5)
Nimble Fencer (2/3)
STARTING HAND
Timely Messenger (1/1)
Leaping Lizard (3/5)
Brick Thief (2/1)
Wither
WORKERS
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Timely Messenger (1/1)
NextHand
Older Brother (2/2)
Leaping Lizard (3/5)
Bloom
Granfalloon Flagbearer (2/2)
Tenderfoot (1/2)
Discard
Leaping Lizard (3/5)
Wither
Brick Thief (2/1)
Maestro (3/5)
Nimble Fencer (2/3)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech2 - ($4)
Garth+skel - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader : Garth (1/3)
Elite :
Scavenger :
Technician : skeleton
Lookout :
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 2
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
Gold:
Thoughts
Losing a bloomed Vandy is never good. But at least I have enough space to tech up and recover my hand size. One Lizard is in the wrong hand, but could not expect having 2.
@dwarddd ’s turn!
RuleChanges
Nerfs
Vandy
Remove resist 1 at midband
Midband changes to “①, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth
Reduce midband stats to 2/3
Deteriorate
Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain
Base damage increased from 4 to 6 5
Flagstone Garrison
Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship
Remove obliterate 2
Dark Pact
Increase cost to 1
Bird’s Nest
Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits
Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw
→ If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq
Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot
Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate
Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer
Cost reduced to 2
P1T4
Tech StartingHand Workers
TECH
Immortal
Temporal Distortion
STARTING HAND
Battle Suits
Plasmodium
Tinkerer(1/2)
Immortal
Temporal Research
WORKERS
Hardened Mox
Time Spiral
Forgotten Fighter
Plasmodium
NextHand
Stewardess of the Undone
Temporal Distortion
Neo Plexus
Tricycloid
Origin Story
Tech 2 card(s)
Get Paid, fargo fades - ($7)
Worker - ($6)
Tech 2 Present - ($2)
Nullcraft pings tech 1
Tinkerer - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
Squad Leader : Prynn(1/3a) fading 4
Elite :
Scavenger : Tinkerer(1/2)
Technician :
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
[CAMS23] Round3 P2T4
P1 [Past]/Present/Future vs. P2 [Finesse]/Demonology/Necromancy
Tech StartingHand Workers
TECH
Grounded Guide (4/4)
Nimble Fencer (2/3)
STARTING HAND
Tenderfoot (1/2)
Leaping Lizard (3/5)
Older Brother (2/2)
Bloom
Granfalloon Flagbearer (2/2)
Spark
WORKERS
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Timely Messenger (1/1)
Older Brother (2/2)
NextHand
Leaping Lizard (3/5)
Spark
Nimble Fencer (2/3)
Brick Thief (2/1)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tenderfoot - ($7)
Lizzard - ($6)
midband Garth attacks SL - ($3)
make and sac skel. - ($2)
Spark SL - ($1)
Old Skel trades with SL, level to Garth
Maxband Garth, fetch Guide - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader : Leaping Lizard (3/5)
Elite :
Scavenger :
Technician : Tenderfoot (1/2)
Lookout : Grounded Guide (4/4)
In Play:
Buildings:
Base HP: 20
Tech I HP: 1
Tech II HP: 5 (Finesse)
Economy Info:
Cards:
Gold:
Thoughts
1HP on Tech1 is a bit annoying. I will prabably lose it next turn, which means no fencer or starlets and might cause some issues…
Start building the Hyperion wall. Guide should be safe.
@dwarddd ’s turn!
Legion
July 30, 2023, 7:48pm
12
LL is 4/5 and tf is 3/3 cuz guide tho.
RuleChanges
Nerfs
Vandy
Remove resist 1 at midband
Midband changes to “①, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth
Reduce midband stats to 2/3
Deteriorate
Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain
Base damage increased from 4 to 6 5
Flagstone Garrison
Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship
Remove obliterate 2
Dark Pact
Increase cost to 1
Bird’s Nest
Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits
Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw
→ If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq
Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot
Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate
Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer
Cost reduced to 2
P1T5
Tech StartingHand Workers
TECH
Ready or Not
Temporal Distortion
STARTING HAND
Stewardess of the Undone
Tricycloid
Neo Plexus
Origin Story
Temporal Distortion
WORKERS
Hardened Mox
Time Spiral
Forgotten Fighter
Plasmodium
NextHand
Temporal Research
Immortal
Immortal
Fading Argonaut(2/2) fading 1
Battle Suits
Discard
Origin Story
Neo Plexus
Temporal Distortion
Ready or Not
Temporal Distortion
Tech 2 card(s)
Get Paid - ($8)
Tricycloid - ($3)
Tap tinkerer add rune
Tricycloid breaks your tech 1
Stewardess returns tenderfoot to your hand - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader : Stewardess of the Undone(2/3a)
Elite :
Scavenger :
Technician :
Lookout : Tricycloid(6/6) 3 runes
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
[CAMS23] Round3 P2T5
P1 [Past]/Present/Future vs. P2 [Finesse]/Demonology/Necromancy
Tech StartingHand Workers
TECH
Blademaster (7/5)
Blademaster (7/5)
STARTING HAND
Nimble Fencer (2/3)
Spark
Brick Thief (2/1)
Leaping Lizard (3/5)
WORKERS
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Timely Messenger (1/1)
Older Brother (2/2)
Spark
NextHand
Granfalloon Flagbearer (2/2)
Maestro (3/5)
Nimble Fencer (2/3)
Bloom
Wither
Discard
Leaping Lizard (3/5)
Tenderfoot (1/2)
Brick Thief (2/1)
Nimble Fencer (2/3)
Blademaster (7/5)
Blademaster (7/5)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech3 - ($3)
Rebuild Tech 1
Guide kills SL
Lizard and Garth trade Tric
Lizard - ($2)
Vandy - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader : Leaping Lizard (3/5)
Elite :
Scavenger :
Technician : Vandy L1 (2/3)
Lookout :
In Play:
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech III HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Worker skip, let’s utilize that and just trade a bit.
@dwarddd ’s turn!
@dwarddd friendly reminder. We have to finish a game
1 Like
Moby_Dick:
Very good question, I will take the time to answer it appropriate later. Short answer: Yes I think it is the Better Nightmare after the nerfes but it has been even before the better choice, at least for me.
This is super interesting and I want to hear more later. Pre nerfs I don’t think you beat the board control Det haunt and jav give you early game, and late game graveyard does so much work. All that said I can’t deny Bloom, Wither and Tenderfoot/TM are all really effective at amping the bully game of Vandy and fencers and Tenderfoot serves as a great difference maker in the tech break game for maestro.
Post nerf I think I agree, with Meta neutered, det costing more and DP no longer infinite card cheating, Bloom/ Wither and Tenderfoot as an extra virtuoso outweigh the graveyard advantage late
1 Like
I will write my thoughts on the weekend, but you already touched already important points.
1 Like
RuleChanges
Nerfs
Vandy
Remove resist 1 at midband
Midband changes to “①, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth
Reduce midband stats to 2/3
Deteriorate
Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain
Base damage increased from 4 to 6 5
Flagstone Garrison
Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship
Remove obliterate 2
Dark Pact
Increase cost to 1
Bird’s Nest
Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits
Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw
→ If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq
Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot
Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate
Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer
Cost reduced to 2
P1T6
Tech StartingHand Workers
TECH
Ready or Not
Promise of Payment
STARTING HAND
Immortal
Temporal Research
Immortal
Fading Argonaut(2/2) fading 1
Battle Suits
WORKERS
Hardened Mox
Time Spiral
Forgotten Fighter
Plasmodium
Temporal Research
NextHand
Temporal Distortion
Neo Plexus
Immortal
Promise of Payment
Origin Story
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Immortal - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader : Immortal(5/5a)
Elite :
Scavenger : Tinkerer(1/2)
Technician :
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
[CAMS23] Round3 P2T6
P1 [Past]/Present/Future vs. P2 [Finesse]/Demonology/Necromancy
Tech StartingHand Workers
TECH
Star-Crossed Starlet (3/2)
Star-Crossed Starlet (3/2)
STARTING HAND
Nimble Fencer (2/3)
Granfalloon Flagbearer (2/2)
Wither
Maestro (3/5)
Bloom
Brick Thief (2/1)
Tenderfoot (1/2)
WORKERS
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Timely Messenger (1/1)
Older Brother (2/2)
Spark
NextHand
Blademaster (7/5)
Bloom
Star-Crossed Starlet (3/2)
Star-Crossed Starlet (3/2)
Discard
Dark Pact
Granfalloon Flagbearer (2/2)
Wither
Tech 2 card(s)
Get Paid - ($10)
midband Vandy - ($8)
fetch & play DP, base to 16 (discard 1, rs, draw 2, DP to discard) - ($6)
Maestro - ($3)
Tenderfoot & Fencer
Thief, deals 1 to your tech 2, heals my base to 17 - ($1)
Virtosos break your tech 2
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader : Leaping Lizard (3/5)
Elite :
Scavenger : Brick Thief (2/1)
Technician : Maestro (3/5)
Lookout : Grounded Guide (4/2)
In Play:
Vandy L3 (3/4)
Nimble Fencer (2/3)
Tenderfoot (1/2)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech III HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Immortal, interesting. Vandy draw was close to worst case, but must be enough.
I know that move from Dwardd. If he was lucky I have to expect Ready or not + 2xTD. So there could be 2 Omegas coming after Immortal attackign twice. Have to take care of that and put unfortunately Maestro and Guide in patrol.
@dwarddd ’s turn!
zango
August 6, 2023, 6:41am
20
Hey @dwarddd , hope everything is fine on your side? If possible, a little speedup would be appreciated as the other games are already finished for a while…