[CAPS25] Round3: P1 dwarddd monopurple vs P2 James monoblue

Yep, completely agree on the interaction, just wanted to check and also flag the side effect of the current change, thanks all judges!

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

P1T8


Tech StartingHand Workers

TECH
Chronofixer
Chronofixer


STARTING HAND
Temporal Distortion
Fading Argonaut(2/1) fading 1
Assimilate
Seer
Chronofixer
Promise of Payment
Assimilate
Temporal Distortion


WORKERS
Tinkerer
Hardened Mox
Forgotten Fighter
Temporal Research
Time Spiral
Assimilate


NextHand

Hyperion(4/4)
Plasmodium(4/3)
Battle Suits
Neo Plexus
Stewardess of the Undone


Discard

Promise of Payment
Temporal Distortion
Seer(2/1a)
Tricycloid(3/2)
Temporal Distortion
Assimilate


Tech 2 card(s)
Get Paid - ($9)
Seer, exhaust to draw - ($8)
peek
chrono fixer, exhaust to draw - ($6)
peek
play promise of payment
mech kills SQL
Vir suicides into sarge, no levels for bigby
Max - ($4)
temporal distortion for free (I owe 2g), Tricycloid into hyperion
Hyperion kills Bigby, you get gold, max midbands, I draw
Fargo, exhaust and draw - ($2)
old seer trades sarge
worker - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Max(2/4a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mech(6/3) untargetable
  • Flagstone Garrison(4)
  • Seer(2/1)
  • Chronofixer(1/1) untargetable
  • Fading Argonaut(2/3) fading 3
  • Hyperion(4/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10
  • Debt: 2
Thoughts

okay, the plan is mech kills SQL, so Vir can suicide, max, TD to hype, hype kills Bigby, maxband max, seer finishes off sarge, aaand I’m one damage short of tech 2 break. I’ll seer first to see what I draw so 3 draws total. the cards I could draw in the first two draws would be now! BS, nullcraft, PoP on just the first draw let’s me dig a bit deeper but I’m not sure how good an idea that is; I’ll tech chronofixers as they would lock down Quince from copying my hyperions, but also let me draw another card

1 Like

I think it’s pretty much over. I think on T6 I should have not played the Newsman; I knew that you could break through anyway, and I should have workered. If I did play the Newsman - why didn’t I exhaust for a card? An extra card now would have been very helpful! That one was a pure oversight, as an earlier plan had it patrolling, and then I did not reverse.

P2T8


Tech StartingHand Workers

TECH
Community Service
Judgment Day


STARTING HANDDrill Sergeant
Overeager Cadet 2/2A
Air Hammer
Spectral Hound


WORKERS
Jail
Porkhand Magistrate
Arrest


NextHand

Aven 2/2
Spectral Hound 3/3A


Discard

Lawful Search
Manufactured Truth
Overeager Cadet 2/2
Flagstone Garrison
Injunction
Free Speech
Reputable Newsman, 0/3, blocking 3
Building Inspector
Injunction
Traffic Director 1/1
Bluecoat Musketeer 1/2A musket
Drill Sergeant 4/3
Community Service
Judgment Day


Tech 2 card(s)
Get Paid + scav - ($9)
Actually I think this is fifth worker skip
Drill Sergeant - ($6)
Overeager Cadet, rune
Air Hammer, rune - ($2)
Spectral Hound, rune - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drill Sergeant 6/6A +++
  • :psfist: Elite:
  • :ps_: Scavenger: Spectral Hound 3/3
  • :pschip: Technician: Overeager Cadet 2/2
  • :target: Lookout: Air Hammer 3/3 flying, building hammer

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 14

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I’m losing a tech building here. Can I put a rune on my Hammer to reclaim the Garrison next turn? If I do, then I think his Fixer survives. I think I can’t allow that, though he will likely play another. They are pretty good with the Garrison.

How well you patrolled, I was 1 short of lethal
But yeah, I didn’t spot that either but tapping newsman yes - guess it’s getting used to a new card in place of a v familiar one

As for whether to play it, I seem to remember it being rather awkward for my 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.”
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

P1T9


StartingHand Workers

STARTING HAND
Battle Suits
Plasmodium(4/3)
Hyperion(4/4)
Neo Plexus
Stewardess of the Undone
Tricycloid(3/1)
Chronofixer
Now!


WORKERS
Tinkerer
Hardened Mox
Forgotten Fighter
Temporal Research
Time Spiral
Assimilate


NextHand

Nullcraft
Seer(3/1)
Now!
Neo Plexus
Seer(2/1a)


Tech 0 card(s)
Get Paid + float, -2g debt - ($9)
battlesuits! - ($7)
Hyperion and seer trade sergeant, I draw
max kills cadet, sparkshot birb, you draw
Fargo trades hound, you get gold
Hyperion, breaks tech 2 I draw - ($2)
maxband max, flicker hyperion - ($0)
Hyperion breaks tech 1, I draw
mech and chronofixer deal 8 to your base, to 8hp

Float ($0)
Discard 6, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Mech(6/3) untargetable
  • Flagstone Garrison(4)
  • Chronofixer(2/1)
  • Battle Suits
  • Hyperion(5/4)
  • L5 Max(3/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Trade chrono instead of any 3dmg attacker and I get 1 more damage, but can’t see 2 more damage…

I was about to GG, but then saw a line, and now I guess I’m going for some sort of record.

P2T9


Tech StartingHand Workers

TECH
Judgment Day
Boot Camp


STARTING HAND
Spectral Hound 3/3A
Aven 2/2
Drill Sergeant 4/3
Manufactured Truth
Judgment Day


WORKERS
Jail
Porkhand Magistrate
Arrest


NextHand

Drill Sergeant 6/6A +++
Injunction
Building Inspector
Lawful Search
Spectral Hound


Discard

Aven 2/2
Spectral Hound 3/3A
Judgment Day
Manufactured Truth
Drill Sergeant 4/3


Tech 2 card(s)
Get Paid + float + scav - ($10)
Airbird kills Chronofixer
Quince, mirror arrives, level to 3 - ($6)
Mirror the Hyperion - ($4)
Hypeidolon trades with Mech, I draw
Create Mirror - ($2)
Mirror the Hyperion again - ($0)
Hypeidolon trades with Hyperion, I draw
Never shall I ever hire a ninth worker
Rebuild Tech I

Float ($0)
Discard 5, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Quince L3 1/4A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Air Hammer 3/2

Buildings:

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: X

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I was about to GG when I say this line. Drawing a Cadet would have been lovely though. Now how to patrol? Presuming at least a Tricycloid in his hand (or he just draws into it with the stolen Garrison), he will definitely be able to kill a SQL Quince without much issue. I’ve never seen Nullcraft, so presumably it is workered by now. So I might as well get a gold. BUT… that would mean he could use the remaining Tric shots to kill my Hammer, which is unacceptable, and the one extra gold doesn’t get me into Judgement Day pricing anyway (I need 10). SQL to insist on 2 shots + max, or a whole hyperion.

A most unfortunate order of draws for me this turn lol, you live yet again

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

P1T10


StartingHand Workers

STARTING HAND
Nullcraft
Now!
Neo Plexus
Seer(3/1)
Seer(2/1a)
Temporal Distortion
Stewardess of the Undone
Now!
Tricycloid(3/2)


WORKERS
Tinkerer
Hardened Mox
Forgotten Fighter
Temporal Research
Time Spiral
Assimilate
Stewardess of the Undone


NextHand

Temporal Distortion
Fading Argonaut(2/3) fading 3
Tricycloid(3/1)
Hyperion(4/2)
Chronofixer


Discard

Chronofixer(2/1)
Hyperion(5/4)
Now!
Temporal Distortion
Now!
Tricycloid(3/2)


Tech 0 card(s)
Get Paid - ($10)
neo plexus, exhaust to draw - ($8)
seer, exhaust to draw - ($7)
seer, exhaust to draw - ($6)
nullcraft, exhaust to draw - ($4)
Hire Vir - ($2)
peek
now! Vir - ($1)
Vir and Max kill Quince, both take 1
worker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Flagstone Garrison(4)
  • Battle Suits
  • L5 Max(3/3)
  • L3 Vir(2/2)
  • Nullcraft(1/1)
  • Seer(3/1)
  • Neo Plexus(3/2)
  • Seer(2/1a)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

okay, the plan is mech kills SQL, so Vir can suicide, max, TD to hype, hype kills Bigby, maxband max, seer finishes off sarge, aaand I’m one damage short of tech 2 break. I’ll seer first to see what I draw so 3 draws total. the cards I could draw in the first two draws would be now! BS, nullcraft, PoP on just the first draw let’s me dig a bit deeper but I’m not sure how good an idea that is; I’ll tech chronofixers as they would lock down Quince from copying my hyperions, but also let me draw another card

I will never die

P2T10


Tech StartingHand Workers

TECH
Air Hammer
Spectral Flagbearer


STARTING HAND
Drill Sergeant 6/6A +++
Building Inspector
Lawful Search
Spectral Hound
Injunction


WORKERS
Jail
Porkhand Magistrate
Arrest
Lawful Search


NextHand

Reputable Newsman, 0/3, blocking 3
Overeager Cadet 2/2A
Community Service


Discard

Aven 2/2
Spectral Hound 3/3A
Judgment Day
Manufactured Truth
Drill Sergeant 4/3
Injunction
Drill Sergeant 6/6A +++
Air Hammer
Spectral Flagbearer


Tech 2 card(s)
Get Paid - ($8)
Worker!!! - ($7)
Bigby - ($5)
Injunction Tech II - ($2)
Spectral Hound - ($1)
Building Inspector - ($0)
Hammer kills Max, Bigby to L3
Rebuild Tech II

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Building Inspector 1/1A
  • :psfist: Elite:
  • :ps_: Scavenger: Spectral Hound 3/3
  • :pschip: Technician: Bigby L3 2/4
  • :target: Lookout:

In Play:

  • Air Hammer 3/2

Buildings:

  • :heart: Base HP: 8
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 8
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Do I kill Max or Vir? I guess Max to prevent more Now! stuff. Workering the Sarge hurts horribly, but I think I do need the gold recovery.

Explanation of error and edits:
I accidentally put two cards in the worker pile, so I reverted and re-drew my hand. Since there was no reshuffle, another approach would have been to just move the incorrectly workered card to the discard and draw one more card to go with the 2 I had. Judges, let me know if that option was preferred as I had already seen the draw so can’t be completely impartial. Ed, it makes no difference to what was on the board, so carry on.

I wonder, if the turn I was one damage off lethal I could’ve gone for that and managed a ping between then and now :joy:

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

P1T11


StartingHand Workers

STARTING HAND
Hyperion(4/2)
Chronofixer
Fading Argonaut(2/3) fading 3
Tricycloid(3/1)
Temporal Distortion
Promise of Payment
Plasmodium(4/3)


WORKERS
Tinkerer
Hardened Mox
Forgotten Fighter
Temporal Research
Time Spiral
Assimilate
Stewardess of the Undone


NextHand

Plasmodium(4/3)
Now!
Assimilate
Tricycloid(3/1)
Hyperion(5/4)


Tech 0 card(s)
Get Paid - ($11)
Neo kills SQL takes 1
peek
hire Fargo, exhaust to draw - ($9)
peek
swap a card - ($8)
Seer 1 hits bigby
Vir trades, you draw
Prynn - ($6)
maxband prynn - ($0)
prynn tries to pocket hound, it dies, u get gold
Seer 2 and nullcraft deal 4 to your tech 2
pocket nullcraft, prynn dies, nullcraft returns
nullcraft finishes your tech 2, your base to 6

Float ($0)
Discard 5, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Flagstone Garrison(4)
  • Battle Suits
  • Fading Argonaut(3/3) fading 3
  • Nullcraft(1/1)
  • Neo Plexus(3/1)
  • Seer(3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

slow and steady huh. if I have a tech 2, I win next turn. Which, I could not have, if they mirror the nullcraft twice, but then I think I’d be able to just kill em

100% yes

P2T11


Tech StartingHand Workers

TECH
Scribe
Spectral Flagbearer


STARTING HAND
Community Service
Overeager Cadet 2/2A
Reputable Newsman, 0/3, blocking 3
Overeager Cadet 2/2


WORKERS
Jail
Porkhand Magistrate
Arrest
Lawful Search
Reputable Newsman, 0/3, blocking 3


NextHand

Bluecoat Musketeer 1/2A musket
Free Speech
Boot Camp


Discard

Aven 2/2
Spectral Hound 3/3A
Judgment Day
Manufactured Truth
Drill Sergeant 4/3
Injunction
Drill Sergeant 6/6A +++
Air Hammer
Spectral Flagbearer
Building Inspector 1/1A
Spectral Hound 3/3
Community Service
Scribe
Spectral Flagbearer


Tech 2 card(s)
Get Paid + Scav - ($10)
Worker - ($9)
Onimaru, max level, Squad arrives - ($0)
And the rest of the Squad! Overeager Cadets x2
Hammer kills your Fargo

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Onimaru 4/5A readiness Frenzy
  • :psfist: Elite: Cadet 3/2
  • :ps_: Scavenger: Cadet 2/2
  • :pschip: Technician: Soldier 1/1 Sparkshot
  • :target: Lookout: Soldier 1/1 Sparkshot

In Play:

  • Air Hammer 3/2
  • Soldier 1/1

Buildings:

  • :heart: Base HP: 6
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 14

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Bigby spell saves me again next turn. Skip worker to reach it? No - I have to tunnel my way out of it and that means taking the draw risk. Post-draw - Ouch.

Get paid - 11
Tricycloid, 3 pings to base - 6
Maxband Max, flicker tric - 0
3 more pings to base!

Phewee! Well played, extremely tenacious and I think definitely fair to say vanilla Peace would have fared much better!! Blue does have a lot of comebacks wow, and with the way my draws were going I’m sure you would have community serviced something big soon

@zango

1 Like

Drat. I knew I should have tried to keep your max alive the turn before last to make you suicide him and delay his return. GG!

My read on the changes here are:

  1. Minus 1HP on Tricycloids - essentially meaningless. Their value is the pings. If they need nerfing, remove one rune and keep the HP.
  2. Minus 1HP on Hyperion - also not super impactful. I might even change them to 3 attack, 5 HP. Keeping them alive is not always good for you (as Truth and Balance exist) and 5 attack after Battlesuits is a power breakpoint for tech buildings.

and

  1. Peace engine in blue itself is a LOT weaker. I did not pilot it perfectly, and it may be that Ed’s Purple vs my second game back after a long break is a bad model. But I really think other blue cards need buffs. I would have loved to tech a Debilitator Alpha to deal with his unit spamming tactics - but it is just so bad. It and so many other Blue units are unplayable. Buffs are needed; e.g. Debilitator should be 4 gold (Or even 3 and one less attack?), or have Readiness, or both.

Alternatively, Blue units, or Blue tech 0s at least, could be exempt from the exhaustion. But I would prefer other cards get buffs, as Peace Engine was too dominant as the monoblue win con.

1 Like

I don’t think that I ever before watched a game go into turn 12. That was fun to watch! Thanks to the two of you!

2 Likes