[CAPS25] Round4: P1 zango [Blood]/Feral/Truth vs P2 dwarddd monopurple

@dwarddd so here comes my third time against purple starter and my second mono purple opponent in a row. But I have a gut feeling that it’s going to be a way tougher call against mono purple this time, especially as purple likes to be P2.
GL & HF!

But I already won a coin flip so beware: have dog, play dog!

CAPS25 round 4 P1T1

P1 [Blood]/Feral/Truth vs. P2 [Past]/Present/Future

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Mad Man (1/1)
Bombaster (2/2)
Scorch
Nautical Dog (1/1)
Careless Musketeer (2/1)


WORKERS
Careless Musketeer (2/1)


NextHand

Bloodrage Ogre (3/2)
Makeshift Rambaster (1/2)
Charge
Pillage
Bloodburn


Discard

Mad Man (1/1)
Bombaster (2/2)
Scorch


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
dog - ($2)
cal - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Cal (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

god hand!

Whereas I most definitely lost a coin flip somewhere here… this’ll be an up hill battle even though I normally like being P2 against red starter with purple

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
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

P2T1


StartingHand Workers

STARTING HAND
Time Spiral
Hardened Mox
Forgotten Fighter
Nullcraft
Battle Suits


WORKERS
Time Spiral


NextHand

Plasmodium
Fading Argonaut
Tinkerer
Neo Plexus
Temporal Research


Discard

Battle Suits
Nullcraft
Forgotten Fighter


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Mox - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

this is rough, zango does keep telling me hero loss T2 is not as bad as hero loss T3 so maybe nullcraft and hero; likely to end up facing maxband Cala, and then lose tempo as I have to origin story them after they have survived killing a couple things

no, that’s a slow loss; it’s either BS and that’s it or BS and NC and suck up… possibly 7 base damage?! then, let’s see in my shortest path to winning - 4dmg crash bombers, 2 drakk, 2 pillage, 2 scorch, obviously couldn’t let them get a single tech 2 down; would need to watch for BtF, kidnapping, quince copies, it’d be… hard

mmmmmmmmmmmmmmmmm, mox? with no BS is a pain - they’d more than likely just not attack and i have neither NC or BS to punish that next turn. but it would kind of stablelise me until the troops come next turn - if they pillage it’s fine and if they don’t I’ll still have enough blockers to do some trading? maybe?? yeah everything but Cala would trade with these units. so yeah mox it must be

nullcraft and hero it is i think; as much as i want to do nullcraft and BS, I’m not even sure which tech 2s I’d tech for T4 - plus Cala stealth, plus kidnapping againnnn, yeah no

let’s see whether this really is uphill or not - I’m going to try to raise the incline as far as posisble :wink:

CAPS25 round 4 P1T2

P1 [Blood]/Feral/Truth vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Crash Bomber (2/2)
Spectral Hound (3/3)


STARTING HAND
Bloodrage Ogre (3/2)
Pillage
Bloodburn
Charge
Makeshift Rambaster (1/2)


WORKERS
Careless Musketeer (2/1)
Bloodburn


NextHand

Bombaster (2/2)
Spectral Hound (3/3)
Pillage
Makeshift Rambaster (1/2)
Mad Man (1/1)


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Bogre - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal (2/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2)

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

against mox a bombaster probably would have been better, but I will not complain about the red god hand… :sweat_smile:

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

P2T2


Tech StartingHand Workers

TECH
Argonaut
Now!


STARTING HAND
Plasmodium
Neo Plexus
Tinkerer
Fading Argonaut
Temporal Research


WORKERS
Time Spiral
Plasmodium


NextHand

Argonaut
Tinkerer
Temporal Research
Nullcraft


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
fargo - ($4)
neo - ($2)
tech 1 - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox(1/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Fading Argonaut(2/3) fading 3
  • :pschip: Technician: Neo Plexus(2/2)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

if you go down on cards, I really don’t want you to recover too easily, so yes, I accept to not make use of the midband healing of Cal, which probably already is a waste of ressources, but well…

CAPS25 round 4 P1T3

P1 [Blood]/Feral/Truth vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Crashbarrow (6/2)


STARTING HAND
Makeshift Rambaster (1/2)
Mad Man (1/1)
Spectral Hound (3/3)
Bombaster (2/2)
Pillage


WORKERS
Careless Musketeer (2/1)
Bloodburn
Pillage


NextHand

Mad Man (1/1)
Makeshift Rambaster (1/2)
Crash Bomber (2/2)
Charge
Scorch


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
bogre sidelies mox
midband Cal kills Fargo - ($3)
hound - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound (3/3)
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/1)
  • Cal (3/2, lvl3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

the expected float 1, so it’s probably going to be Argo + Tech 2. It’s a bit tricky whether to do a Cal maxband this turn or not. If he has teched now I’m going to look silly if I don’t, but if he didn’t tech it, I’m going to look silly with then a hero in the patrol forcing good trades against my bogre-must-attack

You have resources to spare 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.”
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

P2T3


Tech StartingHand Workers

TECH
Tricycloid
Tricycloid


STARTING HAND
Nullcraft
Argonaut
Temporal Research
Tinkerer


WORKERS
Time Spiral
Plasmodium
Tinkerer


NextHand

Battle Suits
Forgotten Fighter
Now!
Tricycloid


Tech 2 card(s)
Get Paid + float + scav - ($9)
Worker - ($8)
tech 2 present - ($4)
nullcraft, kills brogre - ($2)
Vir - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Vir(2/3a)
  • :psfist: Elite: Hardened Mox(1+1/1)
  • :ps_: Scavenger: Neo Plexus(2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

cala midband with hound is crazy, even had I drawn Now! it’s a bad trade (although i really wish I had so I could kill cala…) (wow this would feel like suchhhh a better position if I had drawn that, they took quite the risk)

Well, you can read in my thoughts after the game that this was not really voluntarily. And it seems like it was the right call with now the free levels for Cal :sunglasses:
But I promise, these resources will be spend very well in the near future…

CAPS25 round 4 P1T4

P1 [Blood]/Feral/Truth vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Crashbarrow (6/2)
Shoddy Glider (3/1)


STARTING HAND
Charge
Scorch
Crash Bomber (2/2)
Mad Man (1/1)
Makeshift Rambaster (1/2)


WORKERS
Careless Musketeer (2/1)
Bloodburn
Pillage
Charge


NextHand

Bombaster (2/2)
Nautical Dog (1/1)
Feral Strike
Crashbarrow (6/2)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
MM pings Vir - ($7)
hound kills Vir, Cal to maxband
dog trades Neo
Tech 2 - ($3)
cb - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber (2/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Cal (4/5, lvl5), provides resist
  • :target: Lookout:

In Play:

  • Spectral Hound (3/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

what a nice feral strike setup! He must have either preteched OS or diluted his deck in order to hit it with a rs draw 1 to OS cal. Of course BS + Hyperion would also be enough, but then the new Hyperion would die (I really like this nerf) and I’m looking forward to a then guaranteed CB in my next hand against an empty patrol or a skipped worker, sounds awesome!

Doesn’t give away much to say: damn this Now would have been so much better last turn :cry:

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
Temporal Distortion
Temporal Distortion


STARTING HAND
Now!
Forgotten Fighter
Battle Suits
Tricycloid


WORKERS
Time Spiral
Plasmodium
Tinkerer


NextHand

Fading Argonaut(2/3) fading 3
Argonaut
Temporal Research
Tricycloid


Discard

Neo Plexus(2/2)
Tricycloid
Now!
Forgotten Fighter
Battle Suits
Temporal Distortion
Temporal Distortion


Tech 2 card(s)
Get Paid + scav - ($9)
Max - ($7)
mox hits off armour from crash bomber
Tricycloid, mox trashed - ($2)
Tricycloid pings crash bomber - ($1)
nullcraft kills crash bomber my base take 1
now! tricycloid - ($0)
Tricycloid kills Cala, survives on one HP (more likely, you don’t draw) , dies, you draw

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Nullcraft

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

cala midband with hound is crazy, even had I drawn Now! it’s a bad trade (although i really wish I had so I could kill cala…

I really was contemplating you texting that now early but in the end I decided against it being a real threat… Phew what luckout on my side…

CAPS25 round 4 P1T5

P1 [Blood]/Feral/Truth vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Land Octopus (8/7)
Land Octopus (8/7)


STARTING HAND
Feral Strike
Crashbarrow (6/2)
Bombaster (2/2)
Nautical Dog (1/1)
Mad Man (1/1)


WORKERS
Careless Musketeer (2/1)
Bloodburn
Pillage
Charge
Bombaster (2/2)


NextHand

Bloodrage Ogre (3/2)
Shoddy Glider (3/1)
Makeshift Rambaster (1/2)
Scorch
Crashbarrow (6/2)


Discard

Crashbarrow (6/2)
Crash Bomber (2/2)
Feral Strike
Mad Man (1/1)
Nautical Dog (1/1)
Land Octopus (8/7)
Land Octopus (8/7)


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
drakk - ($7)
quince + mirror - ($5)
big CB kills max, op 1 to tech 2, drakk to lvl3 - ($2)
midband drakk - ($1)
hound breaks tech 2

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: mirror 0/1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: drakk (2/3, lvl4)
  • :target: Lookout:

In Play:

  • Spectral Hound (3/1)
  • quince (1/3, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

this should be game with a guaranteed double CB coming around the corner next turn while I still have a full hand and this hero advantage

I feel content that I played this game in a way that gave me a chance of winning despite the starting hands XD now enjoy destroying some stuff (unless you’ve been real unlucky?)

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
Promise of Payment
Hyperion


STARTING HAND
Temporal Research
Fading Argonaut(2/3) fading 3
Argonaut
Tricycloid


WORKERS
Time Spiral
Plasmodium
Tinkerer
Temporal Research


NextHand

Temporal Distortion
Now!
Hyperion


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
prynn - ($5)
argonaut - ($2)
fargo - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(3/4a)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Prynn(1/3) fading 4
  • :pschip: Technician: Fading Argonaut(2/3) fading 3
  • :target: Lookout:

In Play:

  • Nullcraft

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

hahaha next turns hand is a mite late for a perfect draw

I assume NC kills hound?

1 Like

Yep! Thanks for predicting

jepp, I’m definitely going to do so :sunglasses:
Double tech break was really tempting, but I didn’t want to go down on cards, yet. Let’s do so when I have lethal :wink:

CAPS25 round 4 P1T6

P1 [Blood]/Feral/Truth vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Desperation
Shoddy Glider (3/1)


STARTING HAND
Makeshift Rambaster (1/2)
Crashbarrow (6/2)
Bloodrage Ogre (3/2)
Scorch
Shoddy Glider (3/1)


WORKERS
Careless Musketeer (2/1)
Bloodburn
Pillage
Charge
Bombaster (2/2)
Scorch


NextHand

Desperation
Makeshift Rambaster (1/2)
Spectral Hound (3/1)
Crashbarrow (6/2)
Land Octopus (8/7)


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
midband quince pings SL, maxband heals - ($5)
CB, mirror copies - ($2)
mirror CB trades SL, op kills fargo
drakk attacks prynn
CB kills prynn, op breaks tech 2, drakk to maxband
new mirror - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: mirror 0/1
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • quince (1/5, lvl5)
  • drakk (3/4, lvl6)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

double tech break is really tempting, but let’s wait until I don’t have to worker anymore. This game is already decided so I shouldn’t worry too much. The only risk that I can see is double now + argo to kill drakk while still having some defense. which would deactivate my LOs, but everything else should face lethal next turn. And with him only having 4 cards in hand and one copy of Argo already on the table while he didn’t directly tech two copies in the first place: that’s a risk I’m easily willing to take

No tech 2 = GG

Well played well capitalised! Might have been quite a different game had I drawn that Now though :wink: but, considering I didn’t play the argo maybe I should have doubled down

2 Likes

puh, I really didn’t expect you to direcly have teched a now in your two starting slots, but yes - another split in your T3 hand probably would have won you the game…
It’s hard to tell whether that expensive Cal kill really was worth it, but yes, I had the feral strike in hand, so either way it would have been a bad situation for you.

About the new Tric nerf: In the end I think it wouldn’t have mattered much if the tric would have survived, as I could have gotten the tech break while still doing the one OP damage to finish him (with double CB instead of midband Drakk - if I remember correctly), but sitting on the other side of the table it was extremely satisfying to see him die from this nerf :wink: (and the same holds for knowing that if you would kill cal with BS+hyperion, that hyperion would directly die as well)

GG & WP!
All the best for your other games!