[CAMS24] late match Round1: P1 thehug0naut [Past/Present]/Necromancy vs P2 keybounce monopurple

@keybounce GLHF, etc

Relevant Rule Changes
Card Change(s)
Garth Reduce midband stats to 2/3
Lich’s Bargain Base damage increased from 4 to 5
Battle Suits Change to apply to “Purple Soldiers and Mystics”

Mono purple vs multi-purple, let’s gooooooo

P1T1


StartingHand Workers

STARTING HAND

Nullcraft
Battle Suits
Time Spiral
Hardened Mox → Worker (If not T1 when?)
Fading Argonaut


WORKERS

Hardened Mox


NextHand

Neo Plexus
Plasmodium
Forgotten Fighter
Temporal Research
Tinkerer


Discard

Fading Argonaut
Nullcraft
Time Spiral
Battle Suits


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Garth - ($1)
Skele - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Garth Torken 1/3A
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Oh look, turns out I have a 1-drop

Purple-Garth vs Purple P2T1

P1 [Past]/Present/Necromancy vs. P2 [Past]/Present/Future

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Plasmodium (4/4, fc 3)
Battle Suits
Nullcraft (1/1)
Neo Plexus (2/2)
Temporal Research


WORKERS
Plasmodium (4/4, fc 3)


NextHand

Forgotten Fighter
Hardened Mox (1/1)
Time Spiral
Fading Argonaut (2/3, fade 3)
Tinkerer (1/2)


Discard

Temporal Research
Battle Suits
Nullcraft (1/1)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Neo Plexus (2/2) - ($2)
Hero Prynn - ($0)
No attacks.

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Neo Plexus (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Prynn (1/3 fade 4)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Prevention: 5 skeletons turns into “bring out a tech 3 unit”, so avoid that.This turn apparent best: Nullcraft.
Next turn: Tinkerer is potentially useful if I’m doing tech 1 time tokens.
Mox is an eternal blocker until ready for t2Fading … is actually a decent idea, it will last just long enough
Forgotten … opponent has a number of decent tech 1 defenders, spend 2 to stop a cost 2/3 unit is a fair trade.
Time spiral …
Expected tech is past / rememberers, present magic to exchange a rememberer for the rock tosser. Prevent them from getting a warp gate tech (1 hp). No present teching in anyone. Equally, we can’t do that either (they can bring in rock tossers). So it’s rememberers all the way back.
This means lots of time tokens, and temporal research.This means lots of remembered faders, so we can keep them coming – no need for time spiral’s benefit. Not that it’s bad, but that it’s weak for a card cost.
So spiral is a worker next.
Expected play is hero + possibly 3, so …
I take it back. Turn 1 null + hero. (has 4)Turn 2 time spiral my hero down, plus tinkerer (3, down to 2)
Turn 3, down to 1. Now tinkerer, or draw/play a seer, activate.Turn 4, enemy no draw.
I am willing to go down, as it will give him a turn delay.Even if he attacks tinkerer (resources, either card or gold), seers still fade the hero.

Turn 2 spiral (1) tinkerer (2) worker (1) floats 2 gold. Turn 3 has the gold to buff prynn.
So, next turn, mox or fading is the worker. This is doable.

This turn: Start prepping to fade my hero.

No,no, no. Nullcraft does not survive, it trades. Its only flying, not any special defense.
Neo will do the job of defending.
If Pyrnn is in SQL, skel + hero + 50/50 nullcraft, for a LOT of gold, stops me. I dont think he’ll do that.
If I attack, he spends 3 gold to heal, floats one, or just pulls the hero to the back line for later.Attack does nothing. So, defend for resource points.

P1T2


Tech StartingHand Workers

TECH

Hooded Executioner
Stewardess of the Undone


STARTING HAND

Temporal Research
Neo Plexus
Plasmodium
Forgotten Fighter
Tinkerer → Worker


WORKERS

Hardened Mox
Tinkerer


NextHand

Hooded Executioner
Plasmodium
Fading Argonaut
Battle Suits
Time Spiral


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Expensive Tech I - ($2)
Neo - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton 1/1A
  • :psfist: Elite:
  • :ps_: Scavenger: Neo Plexus 2/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Garth Torken 1/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Tech up and patrol up, need to get him under pressure asap

Purple-Garth vs Purple P2T2

P1 [Past]/Present/Necromancy vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Knight of the Conclave (4/4, fc3)
Sentry (3/2)


STARTING HAND
Tinkerer (1/2)
Time Spiral
Forgotten Fighter
Fading Argonaut (2/3, fade 3)
Hardened Mox (1/1)


WORKERS
Plasmodium (4/4, fc 3)
Forgotten Fighter


NextHand

Tinkerer (1/2)
Fading Argonaut (2/3, fade 3)
Time Spiral
Temporal Research
Sentry (3/2)


Tech 2 card(s)
upkeep (Prynn fade 3)
Get Paid - ($6)
Worker - ($5)
Hardened Mox (1/1) - ($2)
Neo attacks skeleton (kills it, takes 1 dmg)
Build tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Hardened Mox (1/1)
  • :target: Lookout:

In Play:

  • Prynn (1/3 fade 3)
  • Neo Plexus (2/2 -1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Two options for this turn.
One is to spiral (1) tinkerer (2) worker (1) build (1) floats 1 gold. Turn 3 has the gold to buff prynn.
The other, seen here, a more normal approach. (whoops, the other fails to keep Prynn alive one more turn. Cancel that one)

For him to take out Prynn, he needs 3 damage – that’s both Garth and his Neo. And he can heal Garth. He’s spending 1 gold healing, and a two cost card, to take out a 2 cost hero. I think I can make that trade worth it.
But, he does gain 2 hero levels … so even?
He still has gold to spend (4), willl want to float at least 1 for tech 2. This is … balanced? Maybe? Benefit: keeps the board cleaning / doesn’t let units pile up.

Actually, another option: Take Prynn out of the line. Then, he needs 4 damage – that means upgrading garth before battle (3), attack. He gains 6, worker 5, upgrade 2, attack. He’d still have to heal Garth, or risk it dying. If he heals, then … nothing new on the board for him? (Skeleton). No, it means 1+3 damage – he also needs to pull Nullcraft to get past the patrol line. But he doesn’t need to upgrade Garth first

The real question: next turn. Gain 7, worker (6), tech (2), … play choices. Or, do I hold off on tech 2 one turn? If he goes for a massive attack to take out Prynn, I can bring a lot of units down. Then if he does tech 2, he will have no board. I like that.
It’s a trap :slight_smile:

Rules clarification: Mox is indestructible and hence will not die when being attacked, hence you will not be able to collect the technician bonus.

@keybounce let me know if you’re changing anything after @zango’s clarification

OUCH, yes.

I thought he was “killed”, gained the bonus, and then exhausted and reset.

EDIT: Squad leader.

P1T3


Tech StartingHand Workers

TECH

Now!
Temporal Distortion


STARTING HAND

Hooded Executioner
Fading Argonaut
Battle Suits
Plasmodium → Worker
Time Spiral


WORKERS

Hardened Mox
Tinkerer
Plasmodium


NextHand

Temporal Research
Forgotten Fighter
Stewardess of the Undone
Nullcraft


Discard

Now!
Temporal Distortion
Time Spiral
Hooded Executioner


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Battle Suits - ($3)
Fargo - ($1)
Skele - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus 3/2A
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician:
  • :target: Lookout: Fading Argonaut 3/3 [Fading 3, Resist 1]

In Play:

  • L1 Garth Torken 1/3
  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

A bit more passive than I’d like but with Battle Suits up and Stewardess most likely incoming I feel pretty happy thus far

Rules question for you: Do “Battle Suits” stack? If I use future Assimilate to steal an opponent’s Battle Suits, can I use my own as well?

Yes, they do. Please look into the rules questions thread for stuff like this :wink:

I checked the spreadsheet, not the history of that thread.

EDIT: Checking the thread with search, I do NOT see that addressed. Did my search fail?

I meant rules questions should not be within a game thread. Yes check there first and if you don’t find anything ask your question, but ask it there. That way if somebody else will have the same question somewhen later, they will have a chance of finding the answer.

Oh. It won’t let me post there, because I’ve made too many posts in a row. And even trying to delete one won’t work.

Purple-Garth vs Purple P2T3

P1 [Past]/Present/Necromancy vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Assimilate
Seer (2/1)


STARTING HAND
Sentry (3/2)
Fading Argonaut (2/3, fade 3)
Temporal Research
Time Spiral
Tinkerer (1/2)


WORKERS
Plasmodium (4/4, fc 3)
Forgotten Fighter
Tinkerer (1/2)


NextHand

Battle Suits
Knight of the Conclave (4/4, fc3)
Assimilate
Nullcraft (1/1)


Tech 2 card(s)
Upkeep Prynn fade 2
Get Paid + float - ($8)
Upgrade Prynn to midband (2/4) - ($5)
Sentry (3/2) - ($3)
Time Spiral (Prynn fade 1) - ($2)
Worker - ($1)

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus (2/2 -1)
  • :psfist: Elite: Hardened Mox (1/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Sentry (3/2)
  • :target: Lookout:

In Play:

  • Prynn (4; 2/4 fade 1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

The real question: (this) turn. Gain 8 (forgot float), worker (7), tech (3), … play choices. Or, do I hold off on tech 2 one turn?
If I hold off … what can I do?

First, I like the idea of assimilate on his battle suits.
Gold this and next two turns:
income 8 + 8 + 9 = 25
Spend 3 (workers) + 3 (midband Prynn) + 2 (future hero) + 3 (assimilate) +2 (battle suits) + 4 (tech 2) +5 (tech 3) is 21 of the 25
… Dang.
Even better, the next turn has 10, 5 for rememberer, and 0 to remember a tech 3 unit.

He will lose a turn of draw, which will slow him down.
Knights will give me units as I do this.
Second chances will give me units.

P1T4


Tech StartingHand Workers

TECH

Tricycloid
Doom Grasp


STARTING HAND

Forgotten Fighter
Nullcraft
Temporal Research
Stewardess of the Undone


WORKERS

Hardened Mox
Tinkerer
Plasmodium
Forgotten Fighter


NextHand

Now!
Tricycloid
Forgotten Fighter


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Stewardess, bounce Neo - ($3)
Forgotten Fighter, bounce Mox - ($0)
Neo trades Sentry, you draw
Garth, Fargo and skele break Tech I, your base to 18

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Stewardess of the Undone 3/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Garth Torken 1/3
  • Fading Argonaut 3/3 [Fading 2]
  • Skeleton 1/1
  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Fading midband Prynn isn’t something I fear with Garth. Happy to spend the extra card and keep the skele for more card draw later.

Edit: Fixed

Garth should still be lvl1 and you somehow lost your skeleton

1 Like

Good catch @zango! Forgot to update my board when I changed my mind on which line to go with

Dang. Prior to this turn, I thought I was doing well.
Now? My board is clear, my last unit is Prynn fading.

At least I get a turn to catch up … right? :slight_smile:

Purple-Garth vs Purple P2T4

P1 [Past]/Present/Necromancy vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Seer (2/1)
Argonaut (3/4)


STARTING HAND
Knight of the Conclave (4/4, fc3)
Battle Suits
Nullcraft (1/1)
Assimilate
Fading Argonaut (2/3, fade 3)


WORKERS
Plasmodium (4/4, fc 3)
Forgotten Fighter
Tinkerer (1/2)


NextHand

Temporal Research
Seer (2/1)
Knight of the Conclave (4/4, fc3)
Sentry (3/2)
Time Spiral


Bounce Neo to hand
Bounce Mox to hand
Sentry dies; draw
Tech 1 breaks; base 18
Upkeep; Prynn fades.
** SKIP YOUR NEXT DISCARD DRAW **
Tech 2 cards here.
Get Paid + float - ($9)
Vir - ($7)
Assimilate (Take your BS) - ($4)
Fading - ($2)
Battle Suits - ($0)
No Worker
Rebuild tech 1

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2+ 2/3 A, fade 3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Vir (1; 2/3; peek and swap)
  • Battle Suits
  • Battle Suits

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

OUCH.

Cost of assimilate his suits this turn: 2 for Vir, 3 for Assimilate, that’s 5 of 9.
Three more brings out …
Neo 3/2? Mox 2/1 indes? Fading 3/3?
My own BS is another 2, that’s … possible if I skip a worker and play a 2.
Which means Mox 3/1 indes or fading 4/3 dying …

His board has Steward 2/3, Fading 2/3, Skely 1/1, and Garth who can be 2/3.
That’s 7 attack. If I stop 2, he still takes out my tech 1.
To stop 3, I need to … Squad Leader, right. Still, Neo vs Fading, Neo is out. Just Fading or Mox. Oh, and Vir, 2/3. Fading in Sql stops 4, and does 3 to each attacker. That’s good enough.

Now, I need to bring the fight to him. He skips a draw, and has 3 in his hand.
If I skip a worker, and bring out another unit …
Cannot be mox (3); has to be Neo (2).
Or another BS?

Another BS gives me a 4/4 effective in SQL, which should stop his attack. Next turn, a 4/3 attacker which will trade with his SQL. And I’ll bring in at least one unit. … Again, he just puts Fading into SQL, and a 2/4. Sure, I can kill it, but I have no followup.

Neo and Fading, and only the one BS, gives me a 3/3 and 3/2. He trivially gets 4 def in SQL. Heck, he puts fading there – it’ll die soon enough anyways. Killing it just costs me. 2 attack … Yeah, not worth attacking.

Bottom line: There’s no expected reason for me to attack next turn. Just bring out units. So a second BS is a big help.
So what do I tech? Seer (1: 4/1)? … Future knight (0: 6/4) FC needs seers and TS? Gilded knight (3: 5/4) stays? Argo (3: 5/4) ready?

All of the 5 attacks are … 5 attack.
There is already a seer and a future knight in the deck. Heck, Seer is a guaranteed draw.

Previous idea:
First, I like the idea of assimilate on his battle suits.
Gold this (last) and next two turns: (this and next)
income 8 + 8 + 9 = 25
Spend 3 (workers) + 3 (midband Prynn) + 2 (future hero) + 3 (assimilate) +2 (battle suits) + 4 (tech 2) +5 (tech 3) is 21 of the 25
… Dang.
Even better, the next turn has 10, 5 for rememberer, and 0 to remember a tech 3 unit.

He will lose a turn of draw, which will slow him down.
Knights will give me units as I do this.
Second chances will give me units.

@keybounce I don’t often see Prynn midband fading out so this is quite interesting!

P1T5


Tech StartingHand Workers

TECH

Lich’s Bargain
Hyperion


STARTING HAND

Forgotten Fighter → Worker (Not much chance to use this with him having 2x BS)
Tricycloid
Now!


WORKERS

Hardened Mox
Tinkerer
Plasmodium
Temporal Research
Forgotten Fighter


NextHand

Tricycloid
Now!


Discard

Fading Argonaut
Stewardess of the Undone
Lich’s Bargain
Hyperion


Garth to level 3 from Prynn fading
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II Present - ($3)
Skele - ($2)
Fargo and Stewardess trade your Fargo

Float ($2)
Skipping Discard/Draw phase


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton 1/1
  • :pschip: Technician: Skeleton 1/1
  • :target: Lookout:

In Play:

  • L3 Garth Torken 1/3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

Assimilate was kind of face up and does actually give him ways to get back in this. The good news for me is I have tech advantage and I’m set up with Tric+Now! in hand and have Garth maxband for 4g. There are routes to killing Garth but they leave him behind on board, workers and/or Tech so I’ll take my chances and trade of his Fargo and just have skeles to block.