[CAMS24] Round6: P1 rathyAro [Feral]/Blood/Truth vs P2 dwarddd monoblue

@dwarddd It’s gonna be interesting playing against my favorite deck, I’ve been rooting for you all tournament, but that stops now. Have fun, I hope its another interesting match! PS: still waiting for your thoughts on red :stuck_out_tongue:

link to all rules changes

Relevant changes:

P1T1

Starting Hand

Verdant Tree
Spore Shambler
Rampant Growth
Rich Earth
Forest’s Favor

Workers

Rich Earth

Next Hand

Young Treant
Merfolk Prospector
Tiger Cub
Ironbark Treant
Playful Panda

Discard

Forest’s Favor
Verdant Tree
Rampant Growth

Tech 0 card(s)
Get Paid - ($4)
Spore Shambler - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Spore Shambler (2/3,++, resist 1)

In Play:

Buildings:

  • :heart: Base HP: 20

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

What an opening hand lmao. I kind of wanted to get shambler down anyway to threaten aven.

Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs

edit: bug detected :slight_smile:

1 Like

GL and HF! Thanks for the (prior) support :wink:

Yes… i will get to those!

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

P2T1


StartingHand Workers

STARTING HAND
Porkhand Magistrate
Jail
Arrest
Building Inspector
Reputable Newsman


WORKERS
Jail


NextHand

Manufactured Truth
Traffic Director
Spectral Aven
Lawful Search
Bluecoat Musketeer


Discard

Building Inspector
Arrest
Porkhand Magistrate


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
newsman, choose 2 - ($2)
onimaru - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman(0/3a) blocking 2 cost
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Onimaru(2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

newsman and… bi or hero? bi damages hand straight away and leaves a pretty dead board, probably wont even be able to swing with it well cos just sql shambler would block MT reputable Aven and BI. sooo considering i have that pair in my next hand, and could even afford to use it and tech up, agression is the play

P1T2


Tech

Spectral Hound
Crash Bomber

Starting Hand

Tiger Cub
Ironbark Treant
Merfolk Prospector
Playful Panda
Young Treant

Workers

Rich Earth
Tiger Cub

Next Hand

Young Treant
Forest’s Favor
Merfolk Prospector
Verdant Tree
Ironbark Treant

Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Playful Panda, make wisp - ($0)

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


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1+A)
  • :psfist: Elite: Spore Shambler (3/3,++)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda (2/2)

Buildings:

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

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I was really dreading building inspector (3 cost tech I x.x), but luckily dodged it. I would like to hit newsman for 1, but this patrol pretty much guarantees that killing shambler means trading oni away. Bootcamp is their only good answer to illusions, but its quite good so I don’t feel comfortable teching 2 hounds.

Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs

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

P2T2


Tech StartingHand Workers

TECH
Macciatus, The Whisperer
Reteller of Truths


STARTING HAND
Bluecoat Musketeer
Lawful Search
Spectral Aven
Manufactured Truth
Traffic Director


WORKERS
Jail
Bluecoat Musketeer


NextHand

Arrest
Building Inspector
Porkhand Magistrate
Spectral Aven


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
MT newsman into a panda - ($4)
panda kills wisp
oni trades shambler
traffic director - ($3)
bigby - ($1)
tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Traffic Director(1+1/1)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Bigby(2/3)
  • Reputable Newsman(0/3) blocking 2 cost

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

i think finally Truths turn for it’s ability to produce cheap value first turn you use it… bigby to stash if i over draw, i think im fine to tech up even against centaur + cala cos newsman can block a stealthy bloomed cala just enough

P1T3


Tech

Shoddy Glider
Shoddy Glider

Starting Hand

Young Treant
Ironbark Treant
Forest’s Favor
Merfolk Prospector
Verdant Tree

Workers

Rich Earth
Tiger Cub
Forest’s Favor

Next Hand

Rampant Growth
Spectral Hound
Ironbark Treant
Crash Bomber
Verdant Tree

Tech 2 card(s)
Get Paid - ($6)
Calamandra - ($4)
Worker - ($3)
Merfolk Prospector - ($2)
Midband Calamandra - ($0)

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


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Playful Panda (2/2+A, resist 1)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1, resist 1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra (3/4, lvl 3)

Buildings:

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

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

No tech I :/. They would have to invest a lot to kill Cala and give that they’re already down on cards I’d take it (bigby maxband isn’t that threatening). Going gliders over crashbarrows so Community Service isn’t as devestating. Side note: I didn’t appreciate how many of my spells are at 2 haha. Oh and I forgot that bigby is great against hounds, I absolutely should not have teched even the 1.

Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs

Do those written in resists come from your spreadsheets modifications? Would be interested in what else ur changing!

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

P2T3


Tech StartingHand Workers

TECH
Spectral Roc
Eyes of the Chancellor


STARTING HAND
Building Inspector
Spectral Aven
Porkhand Magistrate
Arrest


WORKERS
Jail
Bluecoat Musketeer
Porkhand Magistrate


NextHand

Lawful Search
Macciatus, The Whisperer
Reteller of Truths
Manufactured Truth


Discard

Traffic Director(1+1/1)
Spectral Aven
Arrest
Spectral Roc
Eyes of the Chancellor


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
bigby and director kill panda, bigby takes two, director dies
building inspector - ($5)
tech 2 Truth - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Building Inspector(1/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Reputable Newsman(0/3) blocking 2 cost
  • :target: Lookout:

In Play:

  • L1 Bigby(2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

teching some eyes cos no removal for it and detection part may actually prove v useful, and birb cos i need to kill Cala before a feral strike. they cant get my tech 2 down without missing theirs which i think would be okay, id rather not offer up bigby for free levels to them so BI it is

Nah, I just write that in because people often forget cala midband. The changes I’ve made so far are just to how the code is structured so future changes will be easier. The only change I’m planning on atm is to make the actions faster (start game, discard/draw, etc). Lmk if there’s anything you want to see.

P1T4


Tech

Kidnapping
Feral Strike

Starting Hand

Crash Bomber
Spectral Hound
Rampant Growth
Verdant Tree
Ironbark Treant

Workers

Rich Earth
Tiger Cub
Forest’s Favor
Rampant Growth

Next Hand

Shoddy Glider
Shoddy Glider
Feral Strike
Spore Shambler
Young Treant

Tech 2 card(s)
Get Paid - ($7)
Calamandra kills Building Inspector
Worker - ($6)
Tech II Blood - ($2)
Crash Bomber - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (2/2+A, resist 1)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1, resist 1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra (3/3, lvl 3)

Buildings:

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

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Feral Strike is risky because they absolutely can kill cala with a big investment, but if I resolve feral strike at tech II thats pretty much game so worth the risk I think. I kind of want to build a tower for EotC, but the gold isn’t there.

Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs

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

P2T4


Tech StartingHand Workers

TECH
Macciatus, The Whisperer
Reteller of Truths


STARTING HAND
Reteller of Truths
Manufactured Truth
Macciatus, The Whisperer
Lawful Search
Building Inspector(1/1a)


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


NextHand

Spectral Roc
Arrest
Eyes of the Chancellor


Discard

Lawful Search
Manufactured Truth


Tech 2 card(s)
Get Paid + float - ($9)
lawful search, draw peek ur hand, then discard search - ($8)
yikes.
worker - ($7)
reteller - ($5)
macciatus - ($3)
tower - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reteller of Truths(4/4a) illusion, bounces
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Bigby(2/1)
  • :pschip: Technician: Macciatus, The Whisperer(3/3) boosts illusions
  • :target: Lookout:

In Play:

  • Reputable Newsman(0/3) blocking 2 cost

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

50/50 teched card on the draw and i get to patrol efficiently, yes please to lawful search. but first what ti tech, i think reteller 2 would be good, and then im torn between backup macciatus or a tiger… i think with blood there’s a reasonable chance having two macciatus around is worth it and i cam always stash if i draw

Mm they do take a while, especially when you have to do some draw 1s one at a time… i always assumed it was latency on starting the script/receiving results!

P1T5


Tech

Pirate-Gang Commander
Pirate-Gang Commander

Starting Hand

Young Treant
Spore Shambler
Shoddy Glider
Shoddy Glider
Feral Strike

Workers

Rich Earth
Tiger Cub
Forest’s Favor
Rampant Growth
Young Treant

Next Hand

Kidnapping
Ironbark Treant
Playful Panda
Verdant Tree
Spectral Hound

Discard

Crash Bomber
Merfolk Prospector
Shoddy Glider
Spore Shambler
Feral Strike
Shoddy Glider
Pirate-Gang Commander
Pirate-Gang Commander

Tech 2 card(s)
Get Paid + float - ($9)
Quince, mirror - ($7)
Maxband Quince - ($3)
Shoddy Glider, mirror copies - ($2)
Glider mirror trades with Macciatus, you draw 1
Crash Bomber suicides into Reteller, targets Reteller to kill it, Reteller to your hand
Prospector trades with Bigby, Calamandra to maxband, you get 1 gold
Glider and Calamandra break your Tech II, glider dies, your base to 18
Worker - ($1)

Float ($1)
Discard 3, draw 5


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Quince (1/5+A, lvl 5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Calamandra (4/4, lvl 5)

Buildings:

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

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

The bad news is that I drew feral strike and they drew both of their tech IIs. the good news is I’m pretty well set up to hit tech III. they likely didn’t tech any tech Is and quince/oni spells aren’t threatening here. there were a few ways I could have accomplished the same thing this turn but I chose this one because it lets me stay at 5 cards.

Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs

If u have another feral strike i forfeit lol

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

P2T5


Tech StartingHand Workers

TECH
Free Speech
Free Speech


STARTING HAND
Eyes of the Chancellor
Arrest
Spectral Roc
Spectral Aven


WORKERS
Jail
Bluecoat Musketeer
Porkhand Magistrate
Building Inspector(1/1a)
Arrest


NextHand

Reteller of Truths
Macciatus, The Whisperer
Manufactured Truth
Reteller of Truths(4/4a) illusion, bounces
Traffic Director(1+1/1)


Tech 2 card(s)
Get Paid, reteller to hand, tech draw, scavenger - ($10)
Worker - ($9)
maxband oni - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Soldier(1/1a)
  • :psfist: Elite: Soldier(1+1/1)
  • :ps_: Scavenger: Reputable Newsman(0/3) blocking 2 cost
  • :pschip: Technician: L8 Onimaru(4/5)
  • :target: Lookout: Soldier(1/1)

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

they have just the right gold to feral strike and mirror, so yeah if they have that ive lost… so, ignoring that since no point fighting, two more teched cards, ignoring feral strike (there really is nothing i can do to stop double tech break with it), mmmm let’s say one tech 1 that’s an easy pair to crash bomber… and then a spell or tech 2. have seen both gliders so maybe a crashbarrow maybe… a diff cala spell but those r fine, quinces r fine, drakk they can swap in for if i patrol oni. 2 of drakk spells r baddd tho, kidnapping and hasty one. well bloodlust costs 2 so that’s fine as they cant kill newsman and run a hero into oni. kidnapping also kinda fine tbh still wouldnt mean oni dies. ah what about drakk maxband… oni dies if they literally have ironbark or a tech 1 (e.g. second crash bomber which i bet they have). so i want to stop their heroes dying if at all possible in no crash barrow case. with crashbarrow (meaning glider/crashbarrow were teched alongside feral strike) they still tech break with oni patrol. actually no im dumb, just if newsman was SQL. so yeah patrolling oni means no free levels for drakk if no crashbarrow and prevents tech break if there is one

I have not played a feral strike, but cannot confirm or deny if I had one in hand. Maybe I just thought Spectral Hound was the stronger play :slight_smile:

P1T6


Tech

Liberty Gryphon
Liberty Gryphon

Starting Hand

Playful Panda
Verdant Tree
Ironbark Treant
Kidnapping
Spectral Hound

Workers

Rich Earth
Tiger Cub
Forest’s Favor
Rampant Growth
Young Treant
Playful Panda

Next Hand

Liberty Gryphon
Spore Shambler
Ironbark Treant
Feral Strike

Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech III - ($4)
Tech Lab Truth - ($3)
Verdant Tree - ($1)
Spectral Hound - ($0)

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


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound (3/3+A, resist 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Calamandra (4/4, lvl 5)
  • :target: Lookout:

In Play:

  • Verdant Tree (3)
  • Quince (1/5, lvl 5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Truth)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I feel pretty good about this game so I’m trying to maximize my chances of ending it quickly. Verdant tree means they have to have very specific cards to stop me from playing tech 3s next turn and if they do then quince + gliders are live. Protecting Calamandra for my 1 of feral strike doesn’t seem as good as protecting quince who can combo with many cards.

Disclaimer: I’m making updates to the sheet so please let me know if you notice any bugs

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Mm i dont buy it XD but i cant totally call you out without seeing the last teched card from that cycle! Anyway, i think i know the techs coming in this one and i can do nothing to stop them😅

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

P2T6


Tech StartingHand Workers

TECH
Boot Camp
Boot Camp


STARTING HAND
Traffic Director(1+1/1)
Reteller of Truths
Macciatus, The Whisperer
Manufactured Truth
Reteller of Truths(4/4a) illusion, bounces


WORKERS
Jail
Bluecoat Musketeer
Porkhand Magistrate
Building Inspector(1/1a)
Arrest


NextHand

Lawful Search
Eyes of the Chancellor
Free Speech
Spectral Roc


Discard

Reputable Newsman(0/3) blocking 2 cost
Manufactured Truth
Traffic Director(1+1/1)
Reteller of Truths
Boot Camp
Boot Camp


Tech 2 card(s)
Get Paid - ($10)
Tech 3 - ($5)
Macciatus - ($3)
reteller - ($1)
manufactured truth newsman to a hound - ($0)
oni kills your hound
reputable hound and one solider trade with Cala, your draw
two soldiers hit your tree to 1hp

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Reteller of Truths(4/4a) illusion, bounces
  • :psfist: Elite:
  • :ps_: Scavenger: Macciatus, The Whisperer(3/3)
  • :pschip: Technician: L8 Onimaru(4/2)
  • :target: Lookout:

In Play:

  • Soldier(1/1)
  • Soldier(1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

mmm nah, he had no second feral strike lol, not unless he teched his crashbarrows already which then wouldnt line up with tech lab. but yes, tech lab implies 4 tech 3s in this cycle and this game is thoroughly lost, let’s see!

Your reputable hound is 4/4 so I don’t think you need the soldier to kill Cala. Also it looks like you didn’t bounce it to your hand.

Edit: doesn’t matter, I drew the second liberty gryphon off the tech draw. So make 2 mirrors, play 2 gryphons, hit your base for 20. Good game @zango

@dwarddd are you out now? If so, what are your thoughts on playing blue?

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This was a very interesting game to watch, thanks to both of you.
I thought MT does not make the creature an illusion, so the MT hound should still be 3/3

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I would be surprised if it doesn’t copy the type too. @FrozenStorm @charnel_mouse thoughts?

Aaaaah, true! :+1:

Yes MT changes the type of the target unit to the unit it is copying. It “is” that unit XD

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Helllo @rathyAro , I’m sorry for disappearing here i am travelling and once the game finished stopped managing to find the time for this. GG and very well and cleanly played, i messed up a little perhaps in this game but really just felt like there were so many threats i wasn’t sure how to handle them!

As for blue in general, my instinctual summary is that you can just about hold your own if you’re lucky and you’re thinking twice as much as you would have to with a diff colour😂 which is very fun and rewarding but especially when I’m not practiced with it certainly was tiring

Law tech 2 there are only 2 and a half viable cards which is a pain, im adding nothing new to that discussion tho.

All three Heroes i love, lots of available money sinks but also lots to do with low funds, combos between them and each spec.

Mmm, Peace is great as usual.

Both Bigby/Law and even Quince/Free Speech I find a frustrating weakness to the opponent having any semblance of options. Like once they’re on tech 2, if you play Free Speech they play units, if you play Censorship Council they play heroes, if you Community Service you might hit and do very well, or u miss and lose, or as Moby taught me they use upgrades and skip to tech 3.

Oh, and also a general lack of strong Hero counters, once again pretty well discussed before but i felt it too😅

3 Likes

Great write up, I’m sure this analysis has been done before as you said, but I haven’t seen it so its interesting to me. I’m assuming the 2 good cards in law are insurance agent and justice juggernaut, but I’m not sure on the half card. Is it guardian of the gates?