[CAMS24] Round5: P1 dwarddd monoblue vs P2 Moby_Dick [Fire]/Blood/Demon

GL HF, @Moby_Dick , i feel my luck this tournament may be about to end…

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
Jail
Reputable Newsman
Traffic Director
Lawful Search
Building Inspector


WORKERS
Jail


NextHand

Spectral Aven
Manufactured Truth
Porkhand Magistrate
Bluecoat Musketeer
Arrest


Discard

Reputable Newsman
Lawful Search
Traffic Director


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
BI - ($2)
oni - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Building Inspector(1/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Onimaru(2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

mmm good split, 1 drop here and MT next turn, that means oni for aggression instead of bigby for heals. dunno my long term plan yet, sadly it seems another peace engine is mostly likely to be effective but maybe some truthing?

GL&HF! Indeed one day it has to end… But BI und Oni looks like the dream start for blue P1.

CAMS24 P2T1

P1 [Law]/Peace/Truth vs. P2 [Fire]/Blood/Demonology


StartingHand Workers

STARTING HAND
Scorch
Charge
Careless Musketeer (2/1)
Bloodburn
Bloodrage Ogre (3/2)


WORKERS
Scorch


NextHand

Nautical Dog (1/1)
Mad Man (1/1)
Pillage
Bombaster (2/2)
Makeshift Rambaster (1/2)


Discard

Careless Musketeer (2/1)
Bloodburn
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Oger - ($2)
Vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2)
  • :psfist: Elite: Vandy L1(2/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Strong start from dwardd, BI, with a potential MT and aven is always a threat. Have to be careful.

Surprising to see mono blue with that win ratio in the tournament. Need a closer look what the secret winning strat was. Against Bryce was the typical Peace engine as P2. Tech rush but only tech 1 as first tech choice. Then the 15% chance to draw garrison from next cycle. Afterwards the 25% for a direct DS. As Bryce said, purely outlucked.

Against Hugo was a good law game, which was almost lost. A lucky 20% surplus draw and an extremely lucky guessing by preferring community service (hand) over gryphon.

So I am not sure against what I should make a strategy, I should automatically win when the odds balance out :wink:

@Dwarddd’s turn!

1 Like

Well, yes one of the 1 drops and a hero i chose isnt that surprising - but this turn does potentially make this what i think you would call the Blue god hand if you’re looking for aggression, and even with it I’ve screwed up my next cycle xd

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
Elite Training
Scribe


STARTING HAND
Porkhand Magistrate
Spectral Aven
Manufactured Truth
Arrest
Bluecoat Musketeer


WORKERS
Jail
Porkhand Magistrate


NextHand

Traffic Director
Manufactured Truth
Arrest
Spectral Aven


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
arrest brogre - ($2)
manufactured truth BI into brogre - ($1)
my brogre trades vandy, oni to lvl 3
tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Onimaru(2/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Hey, looks like you really did that :wink: your cycle size should have been 10 not 9. Please add the missing card and redraw your hand of 4.

1 Like

Yep thanks! But actually managed to notice and already did the fix and redraw (had forgotten to move BI into discard). Couldnt roll back as not near a PC and forgot to update stats but have corrected above now

1 Like

Indeed looks like a blue god hand. I did consider arrest or MT but not both. But you will always have a gap.

CAMS24 P2T2

P1 [Law]/Peace/Truth vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Firebat (3/3)
Lobber (2/2)


STARTING HAND
Mad Man (1/1)
Nautical Dog (1/1)
Pillage
Makeshift Rambaster (1/2)
Bombaster (2/2)


WORKERS
Scorch
Pillage


NextHand

Lobber (2/2)
Charge
Firebat (3/3)
Bloodburn
Bloodrage Ogre (3/2)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech1 - ($3)
Bombaster - ($1)
Dog - ($0)
Discard/Draw, Oger back to hand

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


Board Info:
In Patrol:

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

In Play:

  • Bombaster (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

@Dwarddd’s turn!

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
Scribe
Justice Juggernaut


STARTING HAND
Traffic Director
Manufactured Truth
Arrest
Spectral Aven


WORKERS
Jail
Porkhand Magistrate
Spectral Aven


NextHand

Scribe
Bluecoat Musketeer
Building Inspector(1/1a)
Lawful Search
Elite Training


Discard

Arrest
Traffic Director
Manufactured Truth
Scribe
Justice Juggernaut


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
oni kills dog, you get gold
maxband onimaru - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • L8 Onimaru(4/5)
  • Soldier(1/1) sparkshot

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

im thinking juggernaut with elite training like i should have against hugonaut, and censorship council to stop Blood/drakk/dark pact shenanigans

CAMS24 P2T3

P1 [Law]/Peace/Truth vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Firebat (3/3)
Hotter Fire


STARTING HAND
Lobber (2/2)
Bloodburn
Firebat (3/3)
Charge
Bloodrage Ogre (3/2)


WORKERS
Scorch
Pillage
Charge


NextHand

Firebat (3/3)
Makeshift Rambaster (1/2)
Mad Man (1/1)
Careless Musketeer (2/1)


Tech 2 card(s)
Get Paid + Scav - ($8)
Worker - ($7)
Bloodburn - ($4)
Bombaster kills Technician, rune on BB
Jaina - ($2)
Firebat - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Bloodburn +
  • Bombaster (2/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Maxband Oni is not unexpected. Let’s get prepared to burn down a garrison and get rid of those soldiers. Blue has nothing against upgrades, maybe we can use that.

It is a pitty that I can’t play a the lobber. I think it is the first time I don’t use it in turn 3. But cycle is short it will come soon again…

@Dwarddd’s turn!

You forgot to add in tech 1 hp
I havent seen many firebats recently!

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
Censorship Council
Insurance Agent


STARTING HAND
Lawful Search
Bluecoat Musketeer
Building Inspector(1/1a)
Scribe
Elite Training
Reputable Newsman
Censorship Council


WORKERS
Jail
Porkhand Magistrate
Spectral Aven
Bluecoat Musketeer


NextHand

Scribe
Traffic Director
Arrest
Justice Juggernaut
Insurance Agent


Discard

Lawful Search
Elite Training
Building Inspector(1/1a)
Reputable Newsman
Censorship Council


Tech 2 card(s)
Get Paid, technician draw - ($7)
scribe, reshuffke draw - ($5)
Worker - ($4)
tech 2 Law - ($0)
onimaru kills Jaina

Float ($0)
Discard 5, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Scribe(1/3a)
  • :psfist: Elite:
  • :ps_: Scavenger: Soldier(1/1) sparkshot
  • :pschip: Technician: Soldier(1/1) sparkshot
  • :target: Lookout:

In Play:

  • L8 Onimaru(4/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

scribe draw i thought had good chances of making next turn’s hand great, and it’s done okay but drew the key piece i wanted to get down lol

Thanks corrected! Bansa was a big fan of firebats. Not seen Law recently. I think it is completely underestimated. Always wanted to do a deck with it…

CAMS24 P2T4

P1 [Law]/Peace/Truth vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Lobber (2/2)
Hotter Fire


STARTING HAND
Makeshift Rambaster (1/2)
Mad Man (1/1)
Careless Musketeer (2/1)
Firebat (3/3)


WORKERS
Scorch
Pillage
Charge
Careless Musketeer (2/1)


NextHand

Hotter Fire
Bloodrage Ogre (3/2)
Nautical Dog (1/1)
Lobber (2/2)


Discard

Bombaster (2/2)
Mad Man (1/1)
Makeshift Rambaster (1/2)
Firebat (3/3)
Lobber (2/2)
Hotter Fire


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
firebat attacks and bombaster trades with SL, BB +2
BB kills scav, BB +1
MM trades technician, BB +2 - ($6)
Vandy - ($4)
Tech 2 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Bloodburn ++++
  • Firebat (3/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Of course if you don’t have a lobber you need one. I need more lobbers…

Law not Peace. But Law is strong… No garrison to set in fire but maybe next round a tech building.

I will anyway tech twice in the cycle. So first some firepower, then dependent on his turn. Could be meta, since upgrades will stay and firebat and lobber are fast to bring in play. Jaina is a killer with meta, especially with hotter fire support. If Dwarddd kills Vandy, birds will do the job as well.

@Dwarddd’s turn!

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

P1T5


Tech StartingHand Workers

TECH
Insurance Agent
Community Service


STARTING HAND
Justice Juggernaut
Arrest
Insurance Agent
Scribe
Traffic Director
Manufactured Truth


WORKERS
Jail
Porkhand Magistrate
Spectral Aven
Bluecoat Musketeer
Manufactured Truth


NextHand

Building Inspector(1/1a)
Scribe(1/3a)
Community Service
Insurance Agent


Tech 2 card(s)
Get Paid + scav, technician draw - ($9)
Worker - ($8)
juggernaut - ($2)
insurance agent, insures himself - ($1)
traffic director - ($0)
oni trades vandy

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


Board Info:
In Patrol:

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

In Play:

  • Justice Juggernaut(4/6) two lives

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

he’s been going on about blue struggling to match up, might as well go crazy and try community service again! supported with money from agents

CAMS24 P2T5

P1 [Law]/Peace/Truth vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Cinderblast Dragon (6/6)
Cinderblast Dragon (6/6)


STARTING HAND
Lobber (2/2)
Hotter Fire
Nautical Dog (1/1)
Bloodrage Ogre (3/2)


WORKERS
Scorch
Pillage
Charge
Careless Musketeer (2/1)
Nautical Dog (1/1)


NextHand

Bloodrage Ogre (3/2)
Lobber (2/2)
Cinderblast Dragon (6/6)
Hotter Fire


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
BB 1 damage to your tech2
Firebat trades SL, BB+2
Lobber trades Elite - ($7)
Jaina - ($5)
Tech3 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Bloodburn ++++

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Meta is gone together with Vandy. Tech break makes no sense if he can directly break my one in a more efficient way. Very annoying that TI is untargetable. So birds have to save the day.

Juggernaut is very scary, I doubt that I can remove it. But like everything it has a downside and I see a gap, in the so far flawless game. It takes one turn to set Juggernaut up, with no impact and there is a hard counter. Tech 3 has 1 HP more, cost 1 less and will keep it the whole time busy. So we go for the gigantic birds. Unfortantely hotter fire has to wait, I have to remove the TI. I think there are still cards to break tech 3, but main point is to keep it busy.

Good that I have a lobber, you can never have enough lobbers!

@Dwarddd’s turn!

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
Injunction
Free Speech


STARTING HAND
Community Service
Scribe(1/3a)
Insurance Agent
Building Inspector(1/1a)
Arrest
Reputable Newsman


WORKERS
Jail
Porkhand Magistrate
Spectral Aven
Bluecoat Musketeer
Manufactured Truth


NextHand

Censorship Council
Scribe
Elite Training
Arrest
Lawful Search


Discard

Insurance Agent(2/2a) insuring himself
Traffic Director(1+1/1) untargetable
Injunction
Free Speech
Community Service
Reputable Newsman
Building Inspector(1/1a)


Tech 2 card(s)
Get Paid, insurance 1g 1 card - ($10)
scribe, draw 1 - ($8)
draw did not help, so here goes nothing…
bigby - ($6)
Community Service - ($1)
okay, dragon, and a means to stop the dragon lol - the most expensive lobber ever
lobber and juggernaut destroy tech 3
insurance agent, insures himself - ($0)

Float ($0)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Insurance Agent(2/2a) insuring himself
  • :psfist: Elite:
  • :ps_: Scavenger: Scribe(1/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Justice Juggernaut(4/6) two lives
  • L1 Bigby(2/3)
  • Lobber(2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

if i dont draw lucky, we try community service and hope lol honestly even just a lobber if they redrew it but that’d be direly expensive, otherwise… any of yhe Fire units woupd be lovely long term and I’ll need to hope no dragon for now

newsman, probably most useless one to draw, CS it is.

stashing arrest for the brogre lollll

Ah nice, I almost thought I had it after drawing the dragon. Did not think of Community Service and that my own lobber would seal the deal. But I need him back. You can never have too many lobbers.

CAMS24 P2T6

P1 [Law]/Peace/Truth vs. P2 [Fire]/Blood/Demonology


StartingHand Workers

STARTING HAND
Bloodrage Ogre (3/2)
Lobber (2/2)
Cinderblast Dragon (6/6)
Hotter Fire


WORKERS
Scorch
Pillage
Charge
Careless Musketeer (2/1)
Nautical Dog (1/1)


NextHand

Mad Man (1/1)
Firebat (3/3)
Cinderblast Dragon (6/6)
Bombaster (2/2)


Discard

Lobber (2/2)
Cinderblast Dragon (6/6)
Bloodrage Ogre (3/2)


Tech 0 card(s)
Get Paid - ($10)
Hotter Fire - ($7)
BB kills lobber, he knows where he belongs to, BB +1
Midband Jaina kills SL, BB +1 - ($4)
Midband Vandy - ($0)
Rebuild tech 3

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L3 (3/4)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn ++++
  • Hotter Fire
  • Jaina L4 (3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Damn, I had the dragon… And I lost a card with is tough. Need get back to 5 cards somehow.

With keeping Juggernaut busy I need to build some board asap. With all his card draw he will probably find a way to break tech 3 again. Maybe I need a heroes hall if that goes on…

@Dwarddd’s turn!

Yeah… im not convinced that lobber even knew he was working for me and didnt just get confused on where to throw his molotov

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
Elite Training
Injunction


STARTING HANDArrest
Censorship Council
Lawful Search
Scribe
Elite Training
Building Inspector(1/1a)
Insurance Agent(2/2a) insuring himself


WORKERS
Jail
Porkhand Magistrate
Spectral Aven
Bluecoat Musketeer
Manufactured Truth
Arrest


NextHand

Community Service
Injunction
Traffic Director(1+1/1) untargetable
Free Speech


Discard

Insurance Agent(2/2a) insuring himself
Lawful Search
Elite Training
Injunction
Elite Training
Scribe
Censorship Council


Tech 2 card(s)
Get Paid, 1g 1 card insurance (before techs - triggers reshuffle) - ($10)
lawful search your hand - ($9)
Oooh if only you’d missed the 50 on this dragon and i could have just gotten rid of the fiery monster jaina instead
onimaru - ($7)
elite training, juggernaut and bigby - ($5)
insurance agent… insuring himself! - ($4)
building inspector - ($3)
worker - ($2)
jugger kills vandy takes 2, bigby midband
maxband bigby - ($0)
elite bigby and scribe destroy your tech 3 (base to 16)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Insurance Agent(2/2a) insuring himself
  • :psfist: Elite:
  • :ps_: Scavenger: Onimaru(2/3)
  • :pschip: Technician:
  • :target: Lookout: Building Inspector(1/1)

In Play:

  • Justice Juggernaut(4+1/4) two lives
  • L5 Bigby(3+1/4a)
  • Scribe(1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
1 Like

CAMS24 P2T7

P1 [Law]/Peace/Truth vs. P2 [Fire]/Blood/Demonology


StartingHand Workers

STARTING HAND
Mad Man (1/1)
Firebat (3/3)
Cinderblast Dragon (6/6)
Bombaster (2/2)


WORKERS
Scorch
Pillage
Charge
Careless Musketeer (2/1)
Nautical Dog (1/1)


NextHand

Hotter Fire
Firebat (3/3)
Lobber (2/2)
Makeshift Rambaster (1/2)


Discard

Lobber (2/2)
Cinderblast Dragon (6/6)
Bloodrage Ogre (3/2)
Mad Man (1/1)
Bombaster (2/2)
Cinderblast Dragon (6/6)


Tech 0 card(s)
Get Paid - ($10)
BB und Jaina fire down SL, BB +1
Maxband Drakk - ($3)
Firebat kills Oni, 2 levels to Jaina - ($1)
MM trades BI, BB +1 - ($0)
Rebuild tech 3

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk L6 (3/4)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodburn ++++
  • Hotter Fire
  • Firebat (3/1)
  • Jaina L6 (3/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I went through all possibilites and finally it comes down to the 2 Codex Rules:

  1. There is always 1g missing
  2. You can never have enough lobbers

Would have preferred rather the lobber than the dragon. Need to draw in the next cycle to increase the dragon chance, but I think Dwarddd has the correct answers on hand. Need to think which threads to add in the next cycle.

@Dwarddd’s turn!

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


StartingHand Workers

STARTING HAND
Injunction
Community Service
Traffic Director(1+1/1) untargetable
Free Speech
Reputable Newsman


WORKERS
Jail
Porkhand Magistrate
Spectral Aven
Bluecoat Musketeer
Manufactured Truth
Arrest


NextHand

Community Service
Censorship Council
Free Speech
Elite Training


Tech 0 card(s)
Get Paid, insurance gold and card, scav gold - ($12)
quince + midband - ($8)
juggernaut and scribe kill drakk, scribe dies, my base takes 2, quince maxband
community service look at hand - ($3)
looks like you can have too many lobbers! but sad to see neither of the other two unknown techs are a firebird or even bamstamper… I take a lobber, quince copies it onto mirror
lobbers trade with firebat and jaina (mirror one first obvs)
reputable newsman, choose 3 cost - ($1)
traffic director - ($0)
bigby hits tech 3 for 3 dmg

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director(1/1a) untargetable
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Reputable Newsman(0/3) blocking 3 cost spells and upgrades, +r1

In Play:

  • Justice Juggernaut(4/1) two lives
  • L5 Bigby(3/4)
  • L5 Quince(1/5)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

ive seen 5/8 teched cards in this cycle so 3 left. none are dragons, at most 1 can be hotter fire, and i really doubt he’s gone for firehouses… especially since he hasnt teched since saying “you can never have enough lobbers” so surely 2 are already in this cycle; if there is instead just some random other tech 1/2 unit I’ll have seen his hand and can injunct the correct building

Okay, well that worked, now how the hell do i win? Unfortunately i forgot to think about that until after getting this information so that puzle will have to wait till after this whole cycle lol im thinking probably HH and Oni to bash some things

Is newsman on 2 or 3?

2 Likes

3, thanks for catchibg

1 Like

Ahh here is the Upgrade protection from Blue hidden, was not aware of that… Does not happen too often. Turn corrected!

CAMS24 P2T8

P1 [Law]/Peace/Truth vs. P2 [Fire]/Blood/Demonology


Tech StartingHand Workers

TECH
Fire Dart
Metamorphosis


STARTING HAND
Makeshift Rambaster (1/2)
Firebat (3/3)
Lobber (2/2)
Hotter Fire


WORKERS
Scorch
Pillage
Charge
Careless Musketeer (2/1)
Nautical Dog (1/1)


NextHand

Mad Man (1/1)
Bombaster (2/2)
Fire Dart


Tech 2 card(s)
Get Paid - ($10)
BB on juggernaut
Firebat - ($8)
MSR - ($6)
Maxband Vandy doom MSR and nothing to doom on your side - ($0)
MSR kills SL, BB+1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy L5 (4/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Firebat (3/3)
  • :target: Lookout:

In Play:

  • Bloodburn +++
  • Hotter Fire
  • Makeshift Rambaster (3/3) doomed

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech III HP: 2

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

@Dwarddd’s turn!

1 Like