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:
Gold:
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.” |
|
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 |
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:
Gold:
@zango
@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)
3 Likes
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.
2 Likes