Troq, my bad, fixed 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.” | |
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 |
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 |
P2T2
Tech StartingHand Workers
TECH
Hyperion
Hyperion
STARTING HAND
Temporal Research
Nullcraft
Battle Suits
Time Spiral
WORKERS
Time Spiral
Hardened Mox
NextHand
Neo Plexus(2/2a)
Temporal Research
Fading Argonaut
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Battlesuits - ($2)
Nullcraft - ($0)
Nullcraft pings and neo trades with troq
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Plasmodium forcast 2
- Battle Suits
- Nullcraft
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
if i draw both hyperions i’ll be fuuuuumin
CAMS23 Game 5 Player 1, Turn 3
P1 [Bashing]/Balance/Growth vs P2 Purple
Current balance patch changes in effect
Starting Hand
Older Brother
Timely Messenger
Wither
Bloom
Brick Thief
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards (except turn 1)
All Teched Cards
Wandering Mimic, Fairie Dragon
Iron Man, Tiny Basilisk
Main:
- Midori (5)
- Bloom Midori (3)
- Older Brother (1)
- Helpful Turtle hits your tech1 to 4hp
- Worker (0)
Workers
Brick Thief, Fruit Ninja, Granfalloon Flagbearer
- Patrol as below
- Discard 2 Draw 3 rs Draw 1
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Older Brother (2/2a)
- Elite:
- Scavenger:
- Technician: Tenderfoot (1/2)
- Lookout:
In Play:
- Helpful Turtle (1/2)
- Midori (3/4 lvl 1)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Spark
Iron Man
Tiny Basilisk
Timely Messenger
End of Turn Discard
My Thoughts
Whiff here is unfortunate, hopefully I have enough dudes on the board to make a hitback of it. Next turn probs Tiny B and Tech up
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.” | |
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 |
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 |
P2T3
Tech StartingHand Workers
TECH
Rewind
Origin Story
STARTING HAND
Fading Argonaut
Temporal Research
Neo Plexus(2/2a)
WORKERS
Time Spiral
Hardened Mox
Temporal Research
NextHand
Hyperion
Hyperion
Forgotten Fighter
Discard
Neo Plexus(2/2a)
Rewind
Origin Story
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
fargo - ($4)
tech 2 present - ($0)
nullcraft pokes tech 1
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Fading Argonaut(3/3a) fading 3
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Plasmodium forcast 1
- Battle Suits
- Nullcraft
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 3
Gold:
- Gold: 0
- Workers: 8
Thoughts
this is bad, but I still think it’s best because knocking my tech 2 down takes resources each turn
CAMS23 Game 5 Player 1, Turn 4
P1 [Bashing]/Balance/Growth vs P2 Purple
Current balance patch changes in effect
Starting Hand
Spark
Iron Man
Tiny Basilisk
Timely Messenger
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards (except turn 1)
All Teched Cards
Potent Basilisk, Spirit of the Panda
Wandering Mimic, Fairie Dragon
Iron Man, Tiny Basilisk
Main:
- Tiny Basilisk (5)
- Worker (4)
- Tech 2 Balance (0)
Workers
Spark, Brick Thief, Fruit Ninja, Granfalloon Flagbearer
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 4
- Tech2 HP: 5 Balance
In Patrol:
- Squad Leader: Tiny Basilisk (1/2a)
- Elite: Tenderfoot (1+1/2)
- Scavenger: Older Brother (2/2)
- Technician: Helpful Turtle (1/2)
- Lookout:
In Play:
- Midori (3/4 lvl 1)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Wither
Bloom
Fairie Dragon
Wandering Mimic
End of Turn Discard
My Thoughts
Hopefully next turn we’ll have Tiny B dive bomber and Hasty Mimic to take care of some business calling the bluff that I don’t think Dwarddd pre-teched double tech 2
Im 90% but id just like to confirm that tech 0s ignore tiny basilisk when attacking here? So my viable options if, say, fargo was attacking at the start of my next turn would be the other 3 patrollers?
That’s correct, they must walk past Tiny B
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.” | |
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 |
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 |
P2T4
Tech StartingHand Workers
TECH
Temporal Distortion
Temporal Distortion
STARTING HAND
Hyperion
Hyperion → swapped
Forgotten Fighter
Tinkerer
WORKERS
Time Spiral
Hardened Mox
Temporal Research
Tinkerer
NextHand
Hyperion
Hyperion
Origin Story
Tech 2 card(s)
Get Paid - ($8)
Vir - ($6)
swap - ($5)
Forgotten fighter tiny B - ($3)
worker - ($2)
Fargo and Plasmo kill tenderfoot and brother
Float ($2)
Discard 1, draw 1, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Nullcraft(1/1a)
- Elite:
- Scavenger:
- Technician: Vir(2/3)
- Lookout:
In Play:
- Plasmodium(4/2)
- Battle Suits
- Fading Argonaut(3/1) fading 2
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 3
- Deck: 5
- Disc: 0
Gold:
- Gold: 2
- Workers: 9
Big Yikes!
CAMS23 Game 5 Player 1, Turn 5
P1 [Bashing]/Balance/Growth vs P2 Purple
Current balance patch changes in effect
Starting Hand
Spark
Iron Man
Tiny Basilisk
Timely Messenger
Events of Turn:
Upkeep:
- Get Gold (8+1scav)
- Tech 2 cards (except turn 1)
All Teched Cards
Wandering Mimic, Moment’s Peace
Potent Basilisk, Spirit of the Panda
Wandering Mimic, Fairie Dragon
Iron Man, Tiny Basilisk
Main:
- Midori kills Vir, takes 2 and moves to level 3, you draw 1
- Midbandori (7)
- Tiny Basilisk (5)
- Fairie Dragon, Tiny B goes Airborn (1)
- Worker (0)
Workers
Wither, Spark, Brick Thief, Fruit Ninja, Granfalloon Flagbearer
- Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 4
- Tech2 HP: 5 BALANCE
In Patrol:
- Squad Leader: Fairie Dragon (4/2a)
- Elite:
- Scavenger:
- Technician: Helpful Turtle (1/2)
- Lookout: Tiny Basilisk (3/1)
In Play:
- Midori (4/5 lvl 5)
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Tenderfoot
Wandering Mimic
Wandering Mimic
Older Brother
End of Turn Discard
My Thoughts
FF bleh Going to hope no Tric and opt to put him back down as a death bomber, make a Hyperion choose between Midori and Tech2
This is a true rollercoaster of a game, i keep thinking ive messed up and yet it seems to be going alright
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.” | |
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 |
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 |
P2T5
Tech StartingHand Workers
TECH
Ready or Not
Tricycloid
STARTING HAND
Hyperion
Origin Story
Hyperion
Rewind
Neo Plexus(2/2a)
Temporal Distortion
WORKERS
Time Spiral
Hardened Mox
Temporal Research
Tinkerer
Rewind
NextHand
Origin Story
Neo Plexus(2/2a)
Temporal Distortion
Forgotten Fighter
Tricycloid
Tech 2 card(s)
Get Paid + float, Technician draw - ($11)
fargo trades with turtle
hyperion, breaks tech 2, I draw - ($6)
hyperion #2 - ($1)
hyperion kills midori takes 4 I draw
Plasmo breaks your tech 1
worker - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite: Nullcraft(2/1)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Plasmodium(4/2)
- Battle Suits
- Hyperion(5/5)
- Hyperion(5/1)
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
First hyperion draw no TD, not too upset lol, surprisingly unlikely to have one alive next turn now that I get here, but double tech break still v big
WELL, I’d say it’s going better than okay for you Probably should just toss it in here but I guess we can try for a miracle!
CAMS23 Game 5 Player 1, Turn 6
P1 [Bashing]/Balance/Growth vs P2 Purple
Current balance patch changes in effect
Starting Hand
Tenderfoot
Wandering Mimic
Wandering Mimic
Older Brother
Iron Man (techn)
Events of Turn:
Upkeep:
- Get Gold (9)
- Draw 1 techn
- Tech 2 cards (except turn 1)
All Teched Cards
Fairie Dragon, Spirit of the Panda
Wandering Mimic, Moment’s Peace
Potent Basilisk, Spirit of the Panda
Wandering Mimic, Fairie Dragon
Iron Man, Tiny Basilisk
Main:
- Arg + Maxband (3)
- Tenderfoot (2)
- Older Brother (0)
- Tiny B flies past tech 0 Nullcraft and kills healthy Hyperion
Workers
Wither, Spark, Brick Thief, Fruit Ninja, Granfalloon Flagbearer
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: DOWN BALANCE
In Patrol:
- Squad Leader: Arg (1/5a lvl 5)
- Elite:
- Scavenger: Wisp (0/1)
- Technician: Tenderfoot (1/2)
- Lookout: Fairie Dragon (4/2)
In Play:
- Older Brother (2/2)
- Water Elemental (3/3)
- Tiny Basilisk (3/1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 6
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Bloom
Potent Basilisk
Spirit of the Panda
Timely Messenger
Moment’s Peace
End of Turn Discard
My Thoughts
Whelp think I’m dead but let’s let Dwarddd have the satisfaction (and maybe next turn I can get Tiny B the Panda Spirit destroyer out?)
i think probably worth playing i have no win yet!
But yeah, better than okay, and i almost feel like i dont deserve it after the first few turns - i do wonder if somewhere in this game ive been a yomi level below what you think im at and benefitted from 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.” | |
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 |
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 |
P2T6
Tech StartingHand Workers
TECH
Unphase
STARTING HAND
Temporal Distortion
Forgotten Fighter
Neo Plexus(2/2a)
Origin Story
Tricycloid
Fading Argonaut(3/1) fading 1
WORKERS
Time Spiral
Hardened Mox
Temporal Research
Tinkerer
Rewind
NextHand
Unphase
Temporal Distortion
Ready or Not
Temporal Distortion
Neo Plexus(2/2a)
Tech 1 card(s)
Get Paid - ($10)
Prynn - ($8)
Origin story arg - ($5)
nullcraft kills wisp
plasmo kills tenderfoot
hyperion breaks tech 1, I draw
tricycloid - ($0)
tricycloid shoots down Basilisk and older brother
Float ($0)
Discard 4, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: L1 Prynn(1/3a)
- Elite:
- Scavenger:
- Technician: Tricycloid(3/3)
- Lookout:
In Play:
- Plasmodium(4/1)
- Battle Suits
- Nullcraft(1/1)
- Hyperion(5/1)
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
no win that I can see this turn
Oh lol IDK, I think Present T2 is just slightly outmatching Balance, but this is less bad than I’d expected!
CAMS23 Game 5 Player 1, Turn 7
P1 [Bashing]/Balance/Growth vs P2 Purple
Current balance patch changes in effect
Starting Hand
Bloom
Potent Basilisk
Spirit of the Panda
Timely Messenger
Moment’s Peace
Tenderfoot (rs techn)
Events of Turn:
Upkeep:
- Get Gold (9+1scav)
- rs Draw 1 techn (THEN add ODB and Tiny B to the reshuffle)
- Tech 2 cards (except turn 1)
All Teched Cards
Stampede x2
Fairie Dragon, Spirit of the Panda
Wandering Mimic, Moment’s Peace
Potent Basilisk, Spirit of the Panda
Wandering Mimic, Fairie Dragon
Iron Man, Tiny Basilisk
Main:
- Arg (8)
- Spirit of the Panda on Fairie Dragon, kill Prynn, I get 1g, Arg midbands (5)
- Water Elemental trades Tric, you draw 1
- Timely Messenger, trades with Hyperion (4)
- Maxband Arg (2)
- Hero’s Hall (0)
Workers
Wither, Spark, Brick Thief, Fruit Ninja, Granfalloon Flagbearer
- Patrol as below
- Discard 4 Draw 5
Board Info:
Buildings:
- Base HP: 14
- Tech1 HP: 5
- Tech2 HP: DOWN BALANCE
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Arg (1/5a lvl 5)
- Elite:
- Scavenger: Wisp (0/1)
- Technician: Water Elemental (3/3)
- Lookout:
In Play:
- Fairie Dragon (6/4, Spirit of the Panda attached)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 9
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Helpful Turtle
Spirit of the Panda
Fairie Dragon
Iron Man
Wandering Mimic
End of Turn Discard
My Thoughts
Okay… I could kill the tech2? But that would leave TD or Geiger flicker. Think killing Prynn and both T2 units is better, even though it’s trading. Think I’m still slowly losing but maybe air superiority can reign!
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.” | |
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 |
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 |
P2T7
Tech StartingHand Workers
TECH
Ready or Not
Chronofixer
STARTING HAND
Temporal Distortion
Ready or Not
Neo Plexus(2/2a)
Unphase
Temporal Distortion
Origin Story
WORKERS
Time Spiral
Hardened Mox
Temporal Research
Tinkerer
Rewind
NextHand
Temporal Distortion
Tricycloid(3/3)
Forgotten Fighter
Hyperion(5/5)
Fading Argonaut(3/1) fading 1
Tech 2 card(s)
Get Paid, tech draw - ($10)
Vir, peek - ($8)
Unphase Plasmo - ($6)
Plasmo and nullcraft break tech 1
Max - ($4)
Ready or Not plasmo, faerie dragon won’t ready - ($0)
plasmo breaks heroes’ hall
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: L1 Vir(2/3a)
- Elite:
- Scavenger: L1 Max(2/3)
- Technician:
- Lookout:
In Play:
- Plasmodium(4/1)
- Battle Suits
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 8
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
Thoughts
I teched these cards, now i guess i gotta use em
Nullctaft would die to Water Elemental.
Yep mb, will keep turn, adding it to discard before reshuffling
Dont want to try redrawing on the spreadsheet until i get home and can use my laptop so will do later today
Lol I just don’t get to have buildings do I …
CAMS23 Game 5 Player 1, Turn 8
P1 [Bashing]/Balance/Growth vs P2 Purple
Current balance patch changes in effect
Starting Hand
Helpful Turtle
Spirit of the Panda
Fairie Dragon
Iron Man
Wandering Mimic
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards (except turn 1)
All Teched Cards
Dinosize, Moment’s Peace
Stampede x2
Fairie Dragon, Spirit of the Panda
Wandering Mimic, Moment’s Peace
Potent Basilisk, Spirit of the Panda
Wandering Mimic, Fairie Dragon
Iron Man, Tiny Basilisk
Main:
- Helpful Turtle (7)
- Spirit of the Panda on Water Elemental, kill Vir, levels fizzle (4)
- Hero’s Hall (2)
Workers
Wither, Spark, Brick Thief, Fruit Ninja, Granfalloon Flagbearer
- Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
- Base HP: 10
- Tech1 HP: 5
- Tech2 HP: DOWN BALANCE
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Helpful Turtle (1/2a)
- Elite:
- Scavenger:
- Technician: Wisp (0/1)
- Lookout:
In Play:
- Arg (1/5 lvl 5)
- Water Elemental (5/3, Spirit of the Panda attached)
- Fairie Dragon (6/4, Spirit of the Panda attached)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 9
Gold:
- Gold: 2
- Workers: 9
End of Turn Hand
Moment’s Peace
Tiny Basilisk
Potent Basilisk
Stampede
Fairie Dragon
End of Turn Discard
My Thoughts
Yeah I think this must be doomed…
I re-random but get a different win, i think with no Arg patrolling is >80% chance i could do lethal this turn
GG WP!
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.” | |
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 |
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 |
P2T8
StartingHand Workers
STARTING HAND
Fading Argonaut(3/1) fading 1
Forgotten Fighter
Hyperion(5/5)
Origin Story
Hyperion(5/1)
WORKERS
Time Spiral
Hardened Mox
Temporal Research
Tinkerer
Rewind
NextHand
Temporal Distortion
Tricycloid(3/3)
Ready or Not
Chronofixer
Neo Plexus(2/2a)
Discard
Fading Argonaut(3/1) fading 1
Forgotten Fighter
Origin Story
Plasmodium(4/1)
Tech 0 card(s)
Get Paid - ($10)
plasmo trades sql
Max kills wisp
hire 2x hyperion, they destroy your base - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Battle Suits
- Hyperion(5/1)
- Hyperion(5/5)
- L1 Max(2/3)
Buildings:
- Base HP: 20
- Tech I HP: 4
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
@FrozenStorm the turn for me that threw me was when you left my tech 2 up on your T4, but then the most useful card in my hand is not the two hyperions but the forgotten fighter… is why my brain was saying “things have gone wrong, you should be behind” for the next two turns (admittedly redrawing the second hyperion probably should have shaken me out of that lol)
GG WP! Breaking the tech2 on turn 4 would have required skipping worker and definitely didn’t feel like something I could keep up. Calculated risk was it was unlikely you’d unload on that turn and thought I’d set up flying Basilisk for a better break the next turn. The FF was indeed the MVP there, might have a chance to keep the Tech2 at bay without that.