[CAMS24] Round3: P1 dwarddd monoblue vs P2 thehug0naut [Past/Present]/Necromancy

Hey, @thehug0naut, really sorry this took so long to start! I was away and expected to find time to post but didn’t - I should have let you know in advance!

Good luck! I am very scared of what Garth brings to purple!

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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
Bluecoat Musketeer
Arrest
Porkhand Magistrate
Jail
Lawful Search


WORKERS
Jail


NextHand

Traffic Director
Building Inspector
Spectral Aven
Manufactured Truth
Reputable Newsman


Discard

Arrest
Lawful Search
Bluecoat Musketeer
Porkhand Magistrate


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

Float ($1)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Onimaru(2/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 5
1 Like

No worries at all @dwarddd, these things happen and it seems that there’s extra time for this round anyway. The important thing is there we’re playing now!

I must also confess, I drafted this last night and fell asleep before I posted it :sweat_smile:

Good luck to you as well, especially since you’re playing Blue in a tournament! Very interested to see how you do in our current meta

P2T1


StartingHand Workers

STARTING HAND

Tinkerer
Neo Plexus
Hardened Mox → Worker
Battle Suits
Forgotten Fighter


WORKERS

Hardened Mox


NextHand

Nullcraft
Temporal Research
Time Spiral
Fading Argonaut


Discard

Forgotten Fighter
Tinkerer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Battle Suits - ($2)
Neo - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Neo Plexus 3/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

This opening highly restricts his options. We know his 1-drops are in his hand now, which leaves just three unknowns. Even more importantly, it completely removes the threat of Manufactured Truth from T2.

1g float means he can worker, tech up and midband Oni if he wants so there isn’t a safe SQL hero play. He also has enough to Worker + Maxband Oni if he can get a safe hero kill.

Arrest is still a threat but only has a 37.5% chance of being in hand. There’s also an interesting line of SQL Neo + Elite Geiger which would keeps my hand size up and prevents him harvesting free levels even if he has Arrest. I’m not sure I want to be stuck on Geiger though so on balance I think I just get BS up and Neo out to patrol. The question is will he trade Oni into my Neo?

Having thought about it, I think I prefer patrolling in Scavenger to offset my expensive Tech I and/or Building Inspector. Gold is also the key to Tech II on time, where Garth can simply fetch me what I need regardless of cards. Overall probably a better reward than simply getting a card back.

It’s been fun so far! Havent come up against any Black specs and honestly the deck is holding up, it’s just my piloting that is dodgy :wink:

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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
Boot Camp
Brave Knight


STARTING HAND
Reputable Newsman
Traffic Director
Building Inspector
Manufactured Truth
Spectral Aven


WORKERS
Jail
Reputable Newsman


NextHand

Porkhand Magistrate
Lawful Search
Brave Knight


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 - ($4)
aven - ($2)
traffic director - ($1)
building inspector - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Aven(2/2a) flying, illusion
  • :psfist: Elite: Traffic Director(1+1/1) untargetable
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Onimaru(2/3)
  • Building Inspector(1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
1 Like

Haha your piloting is never in doubt, this board you’re building is kind of fearsome, especially making me pay 3g for Tech I! :money_with_wings:

P2T2


Tech StartingHand Workers

TECH

Hooded Executioner
Stewardess of the Undone


STARTING HAND

Temporal Research → Worker
Fading Argonaut
Time Spiral
Nullcraft


WORKERS

Hardened Mox
Temporal Research


NextHand

Stewardess of the Undone
Tinkerer
Nullcraft
Plasmodium


Tech 0 card(s)
Get Paid - ($6)
Worker - ($5)
Doubly Expensive Tech I - ($2)
Fargo - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Not a great fan of him building up board like that but not much I can do about it and he’s low on cards as a result. Best thing now is to get my cheap high stat units in play and make a tech break pretty expensive in terms of cards/board/gold. If he has Arrest in hand he can do it but he’s midbanding Oni and not workering, so I can probably weather that and recover ok. Otherwise he can do it with MT to turn BI into Aven, then he can attack over my patrol and use TD to finish it. If he doesn’t attack my patrol I can probably hit him back fairly hard though, and playing something else to defend will tank his hand further. Overall I think this means I should just cough up the tax this turn and get to Tech I on time.

Stewardess and Hoodie are both really excellent choices vs Blue as they aren’t hugely great for copying and give me more chunky bodies to force favourable trades with.

1 Like
RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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
Community Service
Justice Juggernaut


STARTING HAND
Porkhand Magistrate
Brave Knight
Lawful Search
Arrest


WORKERS
Jail
Reputable Newsman
Porkhand Magistrate


NextHand

Bluecoat Musketeer
Manufactured Truth
Boot Camp


Discard

Building Inspector(1/1)
Community Service
Justice Juggernaut
Lawful Search
Arrest


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Lawful search, i draw, peek at your hand - ($4)
aven hits neo, inspector trades
brave knight - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight(3/3a) readiness, coward
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Traffic Director(1+1/1) untargetable
  • :target: Lookout:

In Play:

  • L1 Onimaru(2/3)
  • Spectral Aven(2/2) flying, illusion

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

im feeling the swingiest of cards coming - community service… to catch a present tech 2 in it would be wonderful, but most likely they’re not teching any next turn as they’ll just tech up and rely on garth to grab one. so +1t tech up, +2t garth pulls from discard, +3t maybe i manage to kill or steal a different one from hand… annoyingly this pattern means i dont think they’ll tech in tech twos into their next cycle, it’d be the one after, so it’s gonna be hard to pinch. anyway as for actual things, i teched boot camp and have TD for juggernaut so why not double down! other law that can actually be useful is insurance agent and censorship, but im not feeling censorship until they are richer and have used Garth already. actually you know what let’s try it, i think they might end up teching one in advance and im gonna be reshuffling if i lawful search and try to get up on cards with technician so yeah want it in this cycle

1 Like

P2T3


Tech StartingHand Workers

TECH

Temporal Distortion
Now!


STARTING HAND

Plasmodium → Worker
Nullcraft
Tinkerer
Stewardess of the Undone


WORKERS

Hardened Mox
Temporal Research
Plasmodium


NextHand

Hooded Executioner
Time Spiral
Forgotten Fighter


Discard

Neo Plexus
Temporal Distortion
Now!
Tinkerer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Stewardess, pop Aven - ($3)
Nullcraft, kills TD, you draw - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Stewardess of the Undone 3/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Fading Argonaut 3/3 [Fading 2]
  • :target: Lookout:

In Play:

  • Nullcraft 1/1 [Flying, Haste]
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I can’t safely tech up this turn but I can get my board in order and start depleting his threats.

Looked at Stewardess+Garth+Skele but could lose Garth to Arrest which still feels fairly likely. Killing TD removes his Manufacturered Truth threat and forces a reshuffle, which is hopefully disruptive to his plan.

He probably techs up, but I have decent board presence and can use Garth to reliably get a Tech II into play even at low hand, so I’m not concerned.

1 Like
RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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
Free Speech
Insurance Agent


STARTING HAND
Manufactured Truth
Bluecoat Musketeer
Boot Camp
Spectral Aven(2/2) flying, illusion


WORKERS
Jail
Reputable Newsman
Porkhand Magistrate
Bluecoat Musketeer


NextHand

Community Service
Arrest
Building Inspector(1/1)
Justice Juggernaut


Discard

Manufactured Truth
Boot Camp
Spectral Aven(2/2) flying, illusion
Free Speech
Insurance Agent


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Onimaru runs into stewie
Quince - ($5)
Manufactured truth, brave knight into nullcraft - ($4)
Brave nullcraft finishes stewardess
Tech 2 Law - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mirror(0/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Quince(1/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Brave Knight(3/3) readiness, coward

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

i’ve actually simply spotted a better line with the retry of this turn - to use the mirror from quince to manufactured truth (I’d kind of only imagined manufactured truthing other units from my hand, none of which i wanted to)

choice between BK and mirror becoming a nullcraft, choosing the BK because patrolling a mirror should be pretty fine - their only way of popping the mirror, summoning hero and tech 2ing is forgotten fighter, which i feel is an acceptable trade for keeping my BK away from their suicidal fargo.

1 Like

@dwarddd I think you might have made a timing error with your Technician or draw/discard.

I would expect your Hand/Deck/Discard count to be 5/1/5 at present with your T4 teched cards in the discard with your discarded hand:

Before Technician draw: 3/0/7 (Aven and TD in discard)
Reshuffle, draw, tech 2 cards: 4/6/2
Worker, discard 3, draw 5: 5/1/5

Might have missed that in other games but the pre-tech reshuffle was one of the reasons I picked this line over my other options :sweat_smile:

Dagnammit, i had also spotted the fact i’d reshuffle and was okay with that last turn, but forgot the other two would be in there too! Will redo my turn (as need to redraw the technician draw) in about half an hour when i get to my PC - or maybe longer in the slim case i draw something I’ll use!

1 Like

Edited above @thehug0naut

1 Like

P2T4


Tech StartingHand Workers

TECH

Tricycloid
Doom Grasp


STARTING HAND

Hooded Executioner
Forgotten Fighter
Time Spiral → Worker


WORKERS

Hardened Mox
Temporal Research
Plasmodium
Time Spiral


NextHand

Hooded Executioner
Stewardess of the Undone
Now!


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II Present - ($4)
Geiger - ($2)
Forgotten Fighter, pop Mirror - ($0)
Fargo kills Quince, takes 1, Geiger midbands, you gain 1g
Nullcraft pings Tech II to 4HP

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Max Geiger 2/4A [Sparkshot]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Fading Argonaut 3/2 [Fading 1]
  • Nullcraft 1/1 [Flying, Haste]
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I think my Tech building is safe. Geiger looks fairly safe too. I guess Law Tech II is maybe for Censorship Council and/or Guardian of the Gates, to try and limit my burst? Or he didn’t see that line and he wanted Mirror Juggernauts? He could also be fishing for one of my Tech IIs with Community Service but he doesn’t need to go Law for that.

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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
Injunction
Free Speech


STARTING HAND
Community Service
Building Inspector(1/1)
Justice Juggernaut
Arrest


WORKERS
Jail
Reputable Newsman
Porkhand Magistrate
Bluecoat Musketeer
Building Inspector(1/1)


NextHand

Lawful Search
Manufactured Truth
Traffic Director(1+1/1) untargetable
Community Service


Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
Juggernaut - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight(3/3a) readiness, coward
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Justice Juggernaut(4/6) unstoppable, can’t patrol, 2 lives

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Law)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9

P2T5


Tech StartingHand Workers

TECH

Tricycloid
Hooded Executioner


STARTING HAND

Hooded Executioner
Stewardess of the Undone
Now!


WORKERS

Hardened Mox
Temporal Research
Plasmodium
Time Spiral


NextHand

Tricycloid
Tinkerer
Temporal Distortion
Forgotten Fighter


Discard

Fading Argonaut
Now!
Hooded Executioner
Hooded Executioner
Stewardess of the Undone


Tech 2 card(s)
Fargo fades away
Get Paid - ($9)
Geiger and Nullcraft hit Knight to 1HP, Geiger takes 3
Garth + Maxband, Tric from Discard - ($1)
Tric -1, guns down Knight, no chance to run
Now! on Tric, breaks Tech II, your base to 18 - ($0)
Skip Worker

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Garth Torken 3/4A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L3 Max Geiger 2/1 [Sparkshot]
  • Tricycloid 5/5 [2]
  • Nullcraft 1/1 [Flying, Haste]
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Well I’m very glad glad I killed off Quince last turn, otherwise I’d be facing some scary mirror copies right now. Not a fan of skipping a worker but here is makes sense as I get the tech break and recover some hand size.

Even with that, Juggernaut is very strong, and he can get an extra damage through Elite Training or MT/Quince copying Nullcraft, so the tech break potential is real. I’ve set up as many concurrent threats as possible to hopefully give him a lot of no-good choices.

If I draw into my second Tric then Community service is a concern. This is partly why I haven’t teched many Tech II units. Prynn is probably my answer to that situation, assuming he kills Geiger.

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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
Insurance Agent
Lawbringer Gryphon


STARTING HAND
Traffic Director(1+1/1) untargetable
Lawful Search
Community Service
Manufactured Truth
Injunction


WORKERS
Jail
Reputable Newsman
Porkhand Magistrate
Bluecoat Musketeer
Building Inspector(1/1)
Manufactured Truth


NextHand

Free Speech
Free Speech
Insurance Agent


Discard

Brave Knight(3/3a) readiness, coward
Lawful Search
Insurance Agent
Lawbringer Gryphon
Community Service
Injunction


Tech 2 card(s)
Get Paid + float - ($11)
bigby - ($9)
lawful search, draw 1, then peek your hand - ($8)
Community Service, yoink a tricycloid from your hand - ($3)
my tricycloid pings Max, bigby midbands
Tricycloid kills nullcraft
Tricycloid hits your tricycloid for 1, to 4 hp
Juggernaut kills tricycloid takes 5
worker - ($2)
traffic director - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid(3/3a)
  • :psfist: Elite:
  • :ps_: Scavenger: Traffic Director(1/1) untargetable
  • :pschip: Technician: L3 Bigby(2/4)
  • :target: Lookout:

In Play:

  • Justice Juggernaut(4/1) unstoppable, can’t patrol, 2 lives

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

hmmmmmmmmm, no tech 2 is sad purely because i cant get oni out to test his hand with lawful search - i have to commit to Bigby. well, im pretty certain if he has none in his hand he’ll have one somewhere in discard, no one does 3 techs with a tech 2 up and puts in no spare units (spare as in, beyond the one garth fetched)… so bigby it is, and if i don’t see one in his hand I’ll just commit to winning or losing the game this turn by searching discard!
post draw, pre peek: drew Injunction, if the peek shows nothing that makes for a back up plan (including skipping working if i still community service lol)
let’s gooooo, tricycloid was the best to pull, that and immortal both are game winning, hyperion would have been nice but not nearly as big a swing
if i play traffic director now i can almost definitely break tech 2 and free speech next turn, but not sure what to do the turn after, the same again? it means everything is slower and gives them more time to counter but might be worth it as otherwise not breaking tech 2 next turn even if all they do is patrol garth and tinkerer

I only realised after discard/drawing that Prynn is going to be a pain, fortunately they lack the funds to maxband her and play tinkerer or she’d stick around forever but i need to be careful not to have her die while a free speech is active lol

I think this is the first successful community service ive cast on here!

I was really hoping that wasn’t part of your game plan! :sweat_smile:

Absolutely makes sense against Tech II Present though

P2T6


Tech StartingHand Workers

TECH

Seer
Seer


STARTING HAND

Tricycloid → Community Service
Forgotten Fighter
Temporal Distortion
Tinkerer → Worker


WORKERS

Hardened Mox
Temporal Research
Plasmodium
Time Spiral
Tinkerer


NextHand

Neo Plexus
Seer
Doom Grasp
Stewardess of the Undone


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Prynn+Maxband - ($0)
Prynn-2, time-trash Juggernaut

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Garth Torken 3/4A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L7 Prynn Pasternaak 3/5 [Fading 2]
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Damn, that was the worst possible line for me.

I think I don’t really have much choice here. I need to bring on Prynn and take away his Juggernaut (Trashing Tric is very bad as it would actually return to him when Prynn dies!) I’ll put in some Seers to help me with reusing Prynn as needed and also buffing my Tricycloids. Free Speech is also fairly likely in his deck so I might be able to find a route to permatrashing some units.

I’ve got Doom Grasp guaranteed in hand but I need to protect Prynn from death to keep the Juggernaut at bay so Garth will need to be on patrol duties again. SQL is best as it forces him to trade in Tric or MT his TD to kill Garth, so should maximally protect Prynn. Only issue is it will give him a chance to replay Community Service on my Tric but that can’t be helped right now.

I wonder how likely he is to go for Tech III. That would be bad news bears for me!

Yup, some great value to be had in Present for it, but i sure was nervous teching it with Garth around!

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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

P1T7


Tech StartingHand Workers

TECH
Lawbringer Gryphon


STARTING HAND
Insurance Agent
Free Speech
Free Speech
Boot Camp


WORKERS
Jail
Reputable Newsman
Porkhand Magistrate
Bluecoat Musketeer
Building Inspector(1/1)
Manufactured Truth


NextHand

Community Service
Spectral Aven(2/2) flying, illusion
Injunction
Arrest


Tech 1 card(s)
Get Paid + float - ($11)
Insurance agent, insure tricycloid - ($10)
tricycloid runs into Garth, i get 5g and a card ( - ($15)
tech 3 - ($10)
quince - ($8)
free speech (to save you time wondering, prynn does not have fading any more and also if she leaves juggernaut will not come back) - ($6)
Surplus - ($1)
Bigby kills Garth, maxbands and heals

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director(1/1a) untargetable
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Insurance Agent(2/2)
  • :target: Lookout: Mirror(0/1) +r1

In Play:

  • pocketed(Justice Juggernaut(4/6) unstoppable, can’t patrol, 2 lives)
  • L1 Quince(1/3)
  • L3 Bigby(3/4)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tech III HP: 5
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

While i could maxband and tap bigby for a 1/3 chance of boot camping and getting my Juggernaut back, id really rather cast free speech and not take the risk

I think with free speech and therefore the lack of getting either a rune off prynn or any damage on her i just give up on the juggernaut for this game, and win with tech 3; with mirror in lookout i can’t actually see a way for them to destroy a tech building (i know at least one tric not available)

If i stash free speech (and keep my surplus either way), i get ~40% chance of drawing tech 3, and if i dont i get ~60% chance. However also if i dont stash it i have ~90% chance of free speech OR tech 3, so i think I’ll not stash and gun for tech 3

P2T7


StartingHand Workers

STARTING HAND

Doom Grasp
Neo Plexus
Seer
Stewardess of the Undone


WORKERS

Hardened Mox
Temporal Research
Plasmodium
Time Spiral
Tinkerer


NextHand

Hooded Executioner
Tricycloid
Seer
Now!


Discard

Tricycloid
Doom Grasp
Neo Plexus


Tech 0 card(s)
Get Paid - ($10)
Prynn kills TD, takes 1
Stewardess, pay Resist, pop mirror - ($6)
Seer, Prynn+1 - ($5)
Geiger - ($3)

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Max Geiger 2/3A [Sparkshot]
  • :psfist: Elite:
  • :ps_: Scavenger: Stewardess of the Undone 3/3
  • :pschip: Technician: Seer 3/1
  • :target: Lookout:

In Play:

  • L7 Prynn Pasternaak 3/4 [Fading 3]
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

This does not look good at all. I need to build a board, deplete his as much as possible and get to that reshuffle asap. I’ve really tried to avoid giving him an Insurance agent play to get enough gold to cast Free Speech and play a Gryphon. Outside of that I should at least get to do something, though how effective it’ll be I’m not sure.

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, 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 :arrow_heading_down: → 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

P1T8


Tech StartingHand Workers

TECH
Injunction
Community Service


STARTING HAND
Spectral Aven(2/2) flying, illusion
Arrest
Community Service
Injunction
Brave Knight(3/3a) readiness, coward
Insurance Agent


WORKERS
Jail
Reputable Newsman
Porkhand Magistrate
Bluecoat Musketeer
Building Inspector(1/1)
Manufactured Truth


NextHand

Free Speech
Free Speech
Lawful Search
Boot Camp
Lawbringer Gryphon


Discard

Traffic Director(1/1a) untargetable
Insurance Agent
Injunction
Community Service
Brave Knight(3/3a) readiness, coward
Arrest
Spectral Aven(2/2) flying, illusion
Injunction
Community Service


Tech 2 card(s)
Get Paid + float, surplus draw - ($11)
tap bigby draw
injunct your tech 2 - ($8)
community service, yoink the tricycloid from your discard (also look at the rest) - ($3)
tricycloid pings max for 1
insurange agent runs into max
quince finishes Max and midbands
tricycloid kills seer with a rune, you draw
new insurance agent, insures tricycloid - ($2)
quince makes a mirror - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid(4/4a) insured, 1 rune
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror(0/1)
  • :pschip: Technician: Insurance Agent(2/2) insuring tric
  • :target: Lookout:

In Play:

  • pocketed(Justice Juggernaut(4/6) unstoppable, can’t patrol, 2 lives)
  • L3 Quince(1/4)
  • L5 Bigby(3/4)
  • your tech 2 injuncted

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tech III HP: 5
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

i want gryphon, gryphon, lawful search or insurance agent, so 4/7 draw, lets tap bigby and bet on it cos it doesnt risk too much i can still kill max with some tricycloid pings
insurance agent, lets cut losses because im thinking if i go to tech 3 too casually they could a) prynn it (seer, attack, that’d be enough runes, could even fetch a seer with garth if i dont injunct) or b) hoodie? or c)… idk that’s kinda it, technically death rites i guess
whereas, with an insured tricycloid i can v comfortably gryphon and hopefully do something else too!

Short heads up: I’m going to start the next round somewhere soon, it would be awesome if you’re able to wrap this up rather sooner than later. :wink:

2 Likes

A lot of thinking required for this one, it’s become quite the nailbiter!

P2T8


StartingHand Workers

STARTING HAND

Hooded Executioner
Now!
Seer
Tricycloid
Technician Draw → Hooded Executioner


WORKERS

Hardened Mox
Temporal Research
Plasmodium
Time Spiral
Tinkerer


NextHand

Temporal Distortion
Nullcraft
Fading Argonaut
Forgotten Fighter


Discard

Doom Grasp
Neo Plexus
Seer
Tricycloid
Stewardess of the Undone
Tricycloid
Now!


Tech 0 card(s)
Technician Draw
Get Paid + Float - ($13)
Seer, Prynn+1 - ($12)
Prynn-2, time trash Agent
Hoodie+boost, execute Mirror, you gain 1g - ($7)
Hoodie+boost, execute Tric - ($2)
Prynn and Stewardess kill Bigby, each takes 3, Stewardess dies, levels whiff, Prynn+1

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner 3/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Hooded Executioner 3/3
  • :target: Lookout:

In Play:

  • L7 Prynn Pasternaak 3/1 [Fading 2]
  • Seer 3/1
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

I needed to pull one of Hoodie, FF or Nullcraft to get to his backline so I’m glad I got one, even though it was pretty expensive to use Hoodie on a Mirror. The question then became kill Bigby, Quince or his Tech III building which took a lot of thinking.

Breaking Tech III takes Gryphon out of play but leaves me open to Bigby shenigans *and* Free Speech which seems really bad.

Killing Quince leaves me open to a Gryphon but it would be essentially his full turn, while I would have access to hero abilities and spells (notably Geiger) which gives me a route to killing it. If he doesn’t play the Gryphon then I’m expecting to be Injunctioned or Community Serviced or both. Probably alongside Oni as a chunky patroller. This also sounds bad.

Killing Bigby very pleasingly takes away the threat of his shenanigans and since he can’t cast Free Speech and play the Gryphon I still retain a route to killing it if it comes out Alternatively he probably plays Free Speech and something with Oni for patrolling. I guess Knight could still be in there and he can make Mirrors. I’ll have 4 attackers including Prynn but it could get ugly trying to get through. As a bonus I can probably perma trash his units. Probably a line where I play for my own Tech III.

On balance, it seems like Bigby has to die. I need to keep Seer in backline to minimise the damage to my board in the outside chance he has Arrest still in his deck.

1 Like