[CAPS25] Round1: P1 charnel_mouse [Anarchy]/Demonology/Disease vs P2 dwarddd monopurple

GLHF @dwarddd! Hoping to not lose to Octavian again.

Relevant changes:

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.”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Hyperion change stats to 4/4
Tricycloid change stats to 3/2

P1T1

Starting hand: 5

Bombaster
Bloodrage Ogre
Makeshift Rambaster
Bloodburn
Pillage

Thoughts

Not much to think about here for an opening, Ogre is pretty great.


Get paid - (4)
Worker - (3)
Bloodrage Ogre - (1)
Float 1
Discard 3, draw 5


:psblueshield: Bloodrage Ogre 3/2+1A (End of turn: returns to owner’s hand if didn’t arrive or attack)

:heart: Base HP: 20


Hand: 5

Mad Man
Nautical Dog
Careless Musketeer
Charge
Scorch

Deck: 0
Discard: 3

Bombaster
Makeshift Rambaster
Pillage

Card-count details (opponent-viewable)

Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers


Gold: 1
Workers: 5

4 x start
Bloodburn

GLHF @charnel_mouse , have i used octavian against you before or someone else? As i dont remember doing so😅

P2T1


StartingHand Workers

STARTING HAND
Battle Suits
Neo Plexus
Forgotten Fighter
Tinkerer
Nullcraft


WORKERS
Tinkerer


NextHand

Fading Argonaut
Time Spiral
Plasmodium
Temporal Research


Discard

Nullcraft
Forgotten Fighter


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
neo - ($2)
battle suits - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus(2/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :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

It was to tie, and then to Unity, but I’d rather not have the hat trick on losing to a “bad” Tech III :smile:

P1T2

Starting hand: 5

Mad Man
Nautical Dog
Careless Musketeer
Charge
Scorch

Thoughts

Trading should be fine here, and I can bring out Vandy + Dog for a threatening board.

I’m assuming we’ll see an Argonaut here, or maybe a Stewardess.

Teched cards: 2

T2: Gunpoint Taxman, Soul Stone


Get paid + float - (6)
Worker - (5)
Expensive Tech I - (3)
Vandy Anadrose - (1)
Nautical Dog - (0)
Bloodrage Ogre trades with Neo Plexus
Discard 3, reshuffle 9, draw 5


:psblueshield: Nautical Dog 1/1+1A (frenzy 1)
:ps_: Vandy L1 2/3 (sparkshot)

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


Hand: 5

Bombaster
Pillage
Soul Stone
Bloodrage Ogre
Scorch

Deck: 4

Makeshift Rambaster
Gunpoint Taxman
Mad Man
Charge

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 2 teched = 12
1 on board
5 in hand
4 in deck
0 in discard
2 in workers


Gold: 0
Workers: 6

4 x start
Bloodburn
Careless Musketeer

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
Argonaut
Argonaut


STARTING HAND
Plasmodium
Fading Argonaut
Time Spiral
Hardened Mox
Temporal Research


WORKERS
Plasmodium
Tinkerer


NextHand

Nullcraft
Hardened Mox
Argonaut
Neo Plexus(2/2a)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Fargo - ($3)
Max - ($1)
tech 1 - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Battle Suits

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 may regret not thinking about this more, but this seems good to me

P1T3

Starting hand: 5

Bombaster
Pillage
Soul Stone
Bloodrage Ogre
Scorch

Thoughts

Can’t efficiently deal with that, but Ogre with a Soul Stone should be annoying.

I remember Abomination + Gorgon being useful against Present, mostly to stop Hyperions surviving an attack, so I’ll try that.

Teched cards: 2

T2: Gunpoint Taxman, Soul Stone
T3: Abomination, Gorgon


Get paid - (6)
Worker - (5)
Bloodrage Ogre - (3)
Soul Stone on Bloodrage Ogre - (1)
Float 1
Discard 2, draw 4


:psblueshield: Bloodrage Ogre 4/3+1A (Soul Stone: +1/+1, full heal and loses Soul Stones instead of dying; end of turn: returns to owner’s attack if didn’t attack or arrive)
:ps_: Vandy L1 2/3 (sparkshot)
:exhaust: Nautical Dog 1/1+1A (frenzy 1)

Soul Stone (attached to Bloodrage Ogre)

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


Hand: 4

Makeshift Rambaster
Gunpoint Taxman
Mad Man
Charge

Deck: 0
Discard: 4

Abomination
Gorgon
Bombaster
Pillage

Card-count details (opponent-viewable)

Expected: 10 + 4 teched = 14
3 on board
4 in hand
0 in deck
4 in discard
3 in workers


Gold: 1
Workers: 7

4 x start
Bloodburn
Careless Musketeer
Scorch

P2T3


Tech StartingHand Workers

TECH
Immortal
Origin Story


STARTING HAND
Hardened Mox
Nullcraft
Neo Plexus(2/2a)
Argonaut


WORKERS
Plasmodium
Tinkerer
Hardened Mox


NextHand

Temporal Research
Argonaut
Time Spiral


Discard

Neo Plexus(2/2a)
Immortal
Origin Story


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
argonaut - ($3)
nullcraft - ($1)
nullcraft kills dog, you draw

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut(3/3a) fading 2
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Argonaut(4/4)
  • :target: Lookout:

In Play:

  • Battle Suits
  • L1 Max(2/3)
  • Nullcraft(1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

i may regret not thinking about this more, but this seems good to me

P1T4

Starting hand: 4

Makeshift Rambaster
Gunpoint Taxman
Mad Man
Charge

Technician draw (after reshuffle 5): 1

Gorgon

Thoughts

I can wipe most of the board and the Tech I, if I think it’s worth it.

  • Ogre and Charged Taxman (4) wipe the patrol and take the float (5), Vandy levels (3) and kills Max, doomed Rambaster (1) destroys Tech I, worker (0). 3-card hand next turn. I sacrifice 6g3c to kill 9g1c and steal a gold. That’s 5g-2c, say 3g-3c for Nullcraft killing Ogre on dwarddd’s turn, and 2g-3c on doom deaths. 2g-3c is a terrible trade, so this is only worth it to destroy the Tech I.
  • Same on the patrol (5), then Vandy and Rambaster (3) destroy Tech I, worker (2). I have 2 gold for something else (block Geiger with Mad Man?), and Nullcraft doesn’t get doomed to be able to kill the Ogre. 2-card hand next turn, if I block with Mad Man. I sacrifice 6g3c to kill 5g1c and steal a gold, and Nullcraft can’t easily kill anything. That’s 1g-2c, say 0g-3c for Geiger killing Mad Man on dwarddd’s turn. Even less worth it than the other version, which I wasn’t expecting, but it does leave me with more of a board on my next turn.
    I think going for the Tech I is worth taking the hit from not waiting for Fading Argonaut to leave.
Teched cards: 2

T2: Gunpoint Taxman, Soul Stone
T3: Abomination, Gorgon
T4: Abomination, Sanitarium


Get paid + float - (8)
Worker - (7)
Gunpoint Taxman - (5)
Charge on Gunpoint Taxman for haste and +1 attack - (3)
Bloodrage Ogre kills Fading Argonaut, heals and loses Soul Stone
Gunpoint Taxman trades with Argonaut, you draw, I take your gold - (4)
Midband Vandy - (2)
Makeshift Rambaster - (0)
Vandy kills Geiger, hits maxband, dooms Nullcraft and Makeshift Rambaster
Makeshift Rambaster destroys Tech I, your base to 18
Discard 1, draw 3


Vandy L5 4/5 (sparkshot; exhaust, 1g, discard 1: fetch and reveal a non-ultimate Demonology spell from codex)
Bloodrage Ogre 3/2 (end of turn: returns to owner’s attack if didn’t attack or arrive)
Makeshift Rambaster 3/4 (doomed: +2/+2, dies on my upkeep; haste; +2 to buildings; can’t patrol)

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


Hand: 3

Abomination
Bombaster
Pillage

Deck: 1

Nautical Dog

Discard: 6

Abomination
Sanitarium
Charge
Soul Stone
Gunpoint Taxman
Gorgon

Card-count details (opponent-viewable)

Expected: 10 + 6 teched = 16
2 on board
3 in hand
1 in deck
6 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
Bloodburn
Careless Musketeer
Scorch
Mad Man

I kind of bet the game on a coin flip (53% I believe, learn from that what you will) here but it paid off! As far as I could think, had I not gone for this I was probably gonna lose

P2T4


Tech StartingHand Workers

TECH
Origin Story
Stewardess of the Undone


STARTING HAND
Argonaut
Time Spiral
Temporal Research
Forgotten Fighter
Argonaut(4/4)
Immortal Origin Story - teched wrong card by accident and so randomly selected which immortal was supposed to be the second origin story


WORKERS
Plasmodium
Tinkerer
Hardened Mox
Time Spiral


NextHand

Neo Plexus(2/2a)
Fading Argonaut(3/3a) fading 2
Immortal
Origin Story
Stewardess of the Undone


Discard

Origin Story
Forgotten Fighter
Argonaut
Temporal Research
Argonaut(4/4)


Tech 2 card(s)
Get Paid - ($8)
Prynn - ($6)
temporal research draw 2 - ($4)
origin story vandy - ($1)
nullcraft kills brogre
Worker - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Prynn(1/3a) fading 4
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft(3/3) doomed

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

i may regret not thinking about this more, but this seems good to me

Eey, nice.

P1T5

Starting hand: 3

Abomination
Bombaster
Pillage

Thoughts

Thankfully I wasn’t banking on Metamorphosis, so this isn’t overly much of an issue. I can still bring Vandy back in for Dark Pact, which is what I’ll actually need to get things moving.

Teched cards: 2

T2: Gunpoint Taxman, Soul Stone
T3: Abomination, Gorgon
T4: Abomination, Sanitorium
T5: Sanitorium, Terras Q, the Shackled


Makeshift Rambaster dies, Nullcraft dies
Get paid - (8)
Tech II Disease - (4)
Tech Lab Anarchy - (3)
Worker - (2)
Vandy Anadrose - (0)
Discard 2, draw 1, reshuffle 12, draw 3


:psblueshield: Vandy L1 2/3+1A (sparkshot)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Disease)
:heart: Tech Lab HP: 4 (Anarchy)


Hand: 4

Nautical Dog
Soul Stone
Bloodrage Ogre
Terras Q, the Shackled

Deck: 9

Abomination
Sanitorium
Charge
Gunpoint Taxman
Gorgon
Sanitorium
Makeshift Rambaster
Abomination
Bombaster

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 8 teched = 18
0 on board
4 in hand
9 in deck
0 in discard
5 in workers


Gold: 0
Workers: 9

4 x start
T1: Bloodburn
T2: Careless Musketeer
T3: Scorch
T4: Mad Man
T5: Pillage

Shoot, you did not pay multicolour tax on this Charge

1 Like

Considering you really didn’t gain a lot of certain info about my hand following that turn, if you want to properly change that turn and roll back to there we can - we have been making okay time so far (at least not the limiting game). The main effect would be me seeing your tech choice here however :confused: or happy with any small fix that you can spot!

Oh, sorry, that’s not great… I’m going to be a little busy over the weekend, but I can roll back and redo when I’m back?

1 Like

OK, rolling back to the technician draw. Not playing around the Origin Story here, attacking just isn’t worth it without being able to break Tech I.

P1T4

Starting hand: 5

Makeshift Rambaster
Gunpoint Taxman
Mad Man
Charge

Technician draw (after reshuffle 5): 1

Gorgon

Thoughts

With the multicolour penalty on Charge, I don’t think attacking is worth it. Ogre still does to keep it on the board, but apart from that I just get the Taxman down and tech up. Switching my tech to Carrion Curse, since Sanatorium is harder to get up if dwarddd can build his Tech II, and I expect Geiger + Present II shenanigans.

Teched cards: 2

T2: Gunpoint Taxman, Soul Stone
T3: Abomination, Gorgon
T4: Abomination, Carrion Curse


Get paid + float - (8)
Bloodrage Ogre kills Fading Argonaut, heals and loses Soul Stone
Worker - (7)
Gunpoint Taxman - (5)
Tech II Disease - (1)
Mad Man - (0)
Discard 2, draw 4


:psblueshield: Mad Man 1/1+1A (haste)
:psfist: Gunpoint Taxman 1+3/3 (anti-air; steals gold on patroller kill)

Vandy L1 2/3 (sparkshot)
Bloodrage Ogre 3/2 (end of turn: returns to owner’s attack if didn’t attack or arrive)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Disease)


Hand: 4

Abomination
Bombaster
Pillage
Nautical Dog

Deck: 0
Discard: 5

Abomination
Carrion Curse
Soul Stone
Charge
Gorgon

Card-count details (opponent-viewable)

Expected: 10 + 6 teched = 16
3 on board
4 in hand
0 in deck
5 in discard
4 in workers


Gold: 0
Workers: 8

4 x start
T1: Bloodburn
T2: Careless Musketeer
T3: Scorch
T4: Makeshift Rambaster

1 Like

Had to get to a PC to rewind, but here we go! Lets do some catching up
Also, Disease, cool!

edit: forgot to move worker

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.”
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 5
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
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
NEW Flagstone Garrison change text to “When you play a unit from hand, you may exhaust it to draw 1”
NEW Maestro change text to “your virtuosos cost 2 less to play and gain ‘exhaust: deal 2 damage to a building’ ”
NEW Hyperion change stats to 4/4
NEW Tricycloid change stats to 3/2
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.”

Removed:
Battle Suits Nerf
General’s Hammer buff

P2T4


Tech StartingHand Workers

TECH
Yesterday’s Golgort
Undo


STARTING HAND
Argonaut
Time Spiral
Temporal Research


WORKERS
Plasmodium
Tinkerer
Hardened Mox
Time Spiral


NextHand

Forgotten Fighter
Immortal
Origin Story


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Argonaut - ($5)
Tech 2 present - ($1)
Max kills madman, sparkshots GPT
Tech lab Past - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(4/4a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nullcraft(1/1)
  • :target: Lookout: Argonaut(4/4)

In Play:

  • Battle Suits
  • L1 Max(2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech Lab HP: 4 (Past)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Disease units are expensive! and particularly gorgon and ambomination both are great Undo targets. Main spec present still but actually Golgurt will trade better and if I ever get round to hyperions (slightly regretting the immortal tech altho it still works as the intended combo-setter) then Past and hyperions actually work v well tgt

for spectators & dwarddd

alone that you didn’t directly go down the standard present tech 2 road seems to be a first clue that our nerfs to hyperion & tric did make an impact. Now it needs to be seen how big of an impact that is, as I still suspect these two to be the best units in purple…

Yeah, I remember rolling back in the spreadsheet not being fun…

P1T5

Starting hand: 4

Abomination
Bombaster
Pillage
Nautical Dog

Thoughts

Past as well, that’s interesting. Past doesn’t have much health, and the main Present units don’t have as much as in vanilla, so Abominations should really hurt, but I do need to be mindful of Undo. Can’t Undo ephemeral ones, though!

Teched cards: 2

T2: Gunpoint Taxman, Soul Stone
T3: Abomination, Gorgon
T4: Abomination, Carrion Curse
T5: Sanatorium, Terras Q, the Shackled


Get paid - (8)
Bloodrage Ogre and Gunpoint Taxman trade with SQL Argonaut
Abomination, Nullcraft withers away, you draw - (2)
Worker - (1)
Tech Lab Anarchy - (0)
Discard 2, reshuffle 12, draw 4


:psblueshield: Abomination 6/6+1A (other units have -1/-1)
:exhaust: Vandy L1 2/3 (sparkshot)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Disease)
:heart: Tech Lab HP: 4 (Anarchy)


Hand: 4

Soul Stone
Gorgon
Sanatorium
Bloodrage Ogre

Deck: 8

Abomination
Carrion Curse
Charge
Mad Man
Terras Q, the Shackled
Gunpoint Taxman
Bombaster
Pillage

Discard: 0
Card-count details (opponent-viewable)

Expected: 10 + 8 teched = 18
1 on board
4 in hand
8 in deck
0 in discard
5 in workers


Gold: 0
Workers: 9

4 x start
T1: Bloodburn
T2: Careless Musketeer
T3: Scorch
T4: Makeshift Rambaster
T5: Nautical Dog

Rolling back with Google sheet’s version history is pretty slick! They just for some unbeknownst reason don’t display the option on mobile (even if you try viewing the site on desktop mode!)

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.”
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 5
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
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
NEW Flagstone Garrison change text to “When you play a unit from hand, you may exhaust it to draw 1”
NEW Maestro change text to “your virtuosos cost 2 less to play and gain ‘exhaust: deal 2 damage to a building’ ”
NEW Hyperion change stats to 4/4
NEW Tricycloid change stats to 3/2
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.”

Removed:
Battle Suits Nerf
General’s Hammer buff

P2T5


Tech StartingHand Workers

TECH
Temporal Distortion
Temporal Distortion


STARTING HAND
Forgotten Fighter
Immortal
Origin Story
Neo Plexus(2/2a)


WORKERS
Plasmodium
Tinkerer
Hardened Mox
Time Spiral
Forgotten Fighter


NextHand

Temporal Research
Undo
Fading Argonaut(3/3a) fading 2
Yesterday’s Golgort


Discard

Nullcraft(1/1)
Argonaut(4/4a)
Neo Plexus(2/2a)
Origin Story
Temporal Distortion
Temporal Distortion


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Immortal - ($2)
Midband max - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal(4/4a)
  • :psfist: Elite: Argonaut(3+1/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • L3 Max(2/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech Lab HP: 4 (Past)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

@zango I think more telling than the lack of teching up on T3 (the pain of not being able to float and teching argonauts), is the choice of immortal over hyperion as I was more scared than normal of losing my hyperion before flickering it

P1T6

Starting hand: 4

Soul Stone
Gorgon
Sanatorium
Bloodrage Ogre

Thoughts

Immortal is OK-ish here, if I can get down the Sanatorium and get away with it then the game might be short enough for it to not be worth the cost. Teching in Crows, because they can fly over patrollers to finish off the base, or at least quickly bleed dwarddd’s hand.

Undo on Abomination isn’t unlikely – it’s the obvious thing to tech against Disease II – so putting Soul Stone on Gorgon should make getting through to hit the Sanatorium pretty tough.

Let’s assume an Undo. On Abomination, that means 9–11 damage needed to get past Gorgon, then 4 more on Sanatorium. On Gorgon, it means 6 on Abomination then 4 on Sanatorium. Maxband Geiger + Argonaut could kill Abomination between them, and leave Immortal to destroy the Sanatorium, so I need Vandy in patrol here. A little unfortunate: I could have done with keeping her to fetch a Dark Pact next turn, ensuring a good Sanatorium play.

Of course, all of this is moot if we see two Tricycloids…

Teched cards: 2

T2: Gunpoint Taxman, Soul Stone
T3: Abomination, Gorgon
T4: Abomination, Carrion Curse
T5: Sanatorium, Terras Q, the Shackled
T6: 2 x Cursed Crow


Get paid - (9)
Sanatorium - (5)
Gorgon - (2)
Soul Stone on Gorgon - (0)
Skip worker!
Discard 1, draw 3


:psblueshield: Gorgon 2/4+1A (Soul Stone: +1/+1, full heal and loses Soul Stones instead of dying; Abomination: -1/-1; deathtouch; dies: draw 1)
:ps_: Vandy L1 2/3 (sparkshot)
:target: Abomination 6/6 (resist 0+1; other units have -1/-1)

Soul Stone (attached to Gorgon)

:heart: Sanatorium HP: 4 (1g, exhaust: draw 1, put two Tech 0/I/II units from hand into play with haste and ephemeral)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Disease)
:heart: Tech Lab HP: 4 (Anarchy)


Hand: 3

Abomination
Carrion Curse
Charge

Deck: 5

Mad Man
Terras Q, the Shackled
Gunpoint Taxman
Bombaster
Pillage

Discard: 3

Cursed Crow
Cursed Crow
Bloodrage Ogre

Card-count details (opponent-viewable)

Expected: 10 + 10 teched = 20
4 on board
3 in hand
5 in deck
3 in discard
5 in workers


Gold: 0
Workers: 9

4 x start
T1: Bloodburn
T2: Careless Musketeer
T3: Scorch
T4: Makeshift Rambaster
T5: Nautical Dog

Never realised quite how scary sanatorium is, glad I don’t yet have to see it come to fruition

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.”
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 5
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
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
NEW Flagstone Garrison change text to “When you play a unit from hand, you may exhaust it to draw 1”
NEW Maestro change text to “your virtuosos cost 2 less to play and gain ‘exhaust: deal 2 damage to a building’ ”
NEW Hyperion change stats to 4/4
NEW Tricycloid change stats to 3/2
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.”

Removed:
Battle Suits Nerf
General’s Hammer buff

P2T6


Tech StartingHand Workers

TECH
Hyperion
Tricycloid


STARTING HAND
Undo
Temporal Research
Yesterday’s Golgort
Fading Argonaut(3/3a) fading 2


WORKERS
Plasmodium
Tinkerer
Hardened Mox
Time Spiral
Forgotten Fighter


NextHand

Argonaut(4/4a)
Temporal Distortion
Undo
Temporal Distortion
Neo Plexus(2/2a)


Tech 2 card(s)
Get Paid - ($10)
Prynn - ($8)
Undo Gorgon - ($5)
Immortal kills vandy, takes 2, you get gold, 2 levels to prynn
Maxband prynn - ($1)
Remove 2 runes, pay resist, prynn pockets abomination - ($0)
Argonaut breaks sanatorium
Max hits your tech 2 for 2 dmg

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(4/4a)
  • :psfist: Elite:
  • :ps_: Scavenger: L7 Prynn(3/5) fading 2 (abomination)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • L3 Max(2/4)
  • Immortal(5/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech Lab HP: 4 (Past)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Lots might go wrong, up to and including max dying to a lizzo, but just one temporal distortion or tricycloid will be enough to take out tech 2 pretty efficiently so we can keep getting immortal value. I feel my tech 2 is relatively safe here considering the targets painted on max and prynn

1 Like

Damn it, Prynn :smile:

P1T7

Starting hand: 3

Abomination
Carrion Curse
Charge

Undo: 1

Gorgon

Thoughts

OK, let’s try to stall… Orpal in Elite for more runes would be nice, but I think I need two 4-health blockers to prevent a double tech break just from what’s on the board. That Undo make might it moot.

Teched cards: 2

T2: Gunpoint Taxman, Soul Stone
T3: Abomination, Gorgon
T4: Abomination, Carrion Curse
T5: Sanatorium, Terras Q, the Shackled
T6: 2 x Cursed Crow
T7: Dark Pact, Plague Spitter


Get paid + scavenger - (10)
Orpal Gloor - (8)
Carrion Curse, you discard both Temporal Distortions - (5)
Gorgon - (2)
Worker - (1)
Float 1
Discard 1, draw 3


:psblueshield: Orpal L1 1/3+1A (deals damage in - runes)
:target: Gorgon 2/4 (resist 0+1; deathtouch; dies: draw 1)

Abomination (banished by Prynn)

:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 3 (Disease)
:heart: Tech Lab HP: 4 (Anarchy)


Hand: 3

Terras Q, the Shackled
Gunpoint Taxman
Bombaster

Deck: 2

Mad Man
Pillage

Discard: 9

Cursed Crow
Cursed Crow
Bloodrage Ogre
Soul Stone
Sanatorium
Dark Pact
Plague Spitter
Carrion Curse
Abomination

Card-count details (opponent-viewable)

Expected: 10 + 12 teched = 22
1 banished
1 on board
3 in hand
2 in deck
9 in discard
6 in workers


Gold: 1
Workers: 10

4 x start
T1: Bloodburn
T2: Careless Musketeer
T3: Scorch
T4: Makeshift Rambaster
T5: Nautical Dog
T7: Charge