[CAPS25] Round5: P1 dwarddd monopurple vs P2 FrozenStorm [Past]/Peace/Anarchy

Cool yeah GG, WP! I really thought the tech break was a good call but then I think I maybe gambled a bit much on drawing things in the right order with my techs after that and when that didn’t happen it just wasn’t quite as effective a plan as I’d mapped out :confused:

With that RnD the thing to spot is that I only drew the 5 remaining cards in my deck - i.e. things I teched before the Seers banished my Golgurt and my tech 2 got broken so cheaply. Had I see that coming it would have had a Ready or Not in that hand and a Rewind in the next but instead it was tech 2s I had in that hand lol (side note, missing RnD the turn before was the draw I was saddest about but I knowingly only teched one in order to put an extra tech 2 in to draw with it, soooo, I took that risk)

2 Likes

Wow, that was intense to spectate.
After your t3 assimilate tech I was completely convinced that Frozen wouldn’t be able to even put up a fight, even though I was surprised for you to go for past. Yes if you’re able to steal a Garrison or two past synergizes better with it than present, but with two BS at your disposal Hyperions will be so much more brutal than they already are…
But yeah that T4 not going for a seer trade SL + max killing both patrolling soldiers, Stewie killing last soldier plus tech 2 was probably neck breaking.

Thanks for another lecture on how little room to wiggle PPA with pre-nerfed BS requires to overwhelm the opponent.

1 Like

GG WP @dwarddd ! I’m down to run it back, would you like to?

I think maybe the path to Garrison balance here might actually be “legendary building”. It isn’t until you get two down that the deck become irrelevant. If you can never have two, it’s still very much worth playing, but doesn’t get quite this out of control.

I do feel like R&D could have gone worse for me there, you’re right it was risky to think the draws would come in a specific order, but the strategy is kinda scary good in theory :scream:

I’m inclined to think that we should just stick to our original wording where you can exhaust a unit only once and therefore we wouldn’t need the legendary keyword. (And yes, then you can play a second copy as a redundancy in case your first gets broken)

I hear you, I’m just saying legendary building can avoid the exhausting complication all together. I think it’s still strong but not nearly as back breaking if you just always can only have one

Ah now I get your meaning. Agree, original Garrison but legendary plus BS nerf should be enough of a nerf for PPA. But when I think of burning legion this definitely will not be sufficient, unfortunately…

PS @dwarddd : next round you’re going to have a bye
@FrozenStorm : you’re paired against charnel, which also is a bye

Hence in case you really do want to give this MU another try: I’d love to spectate and you’ll have plenty of time for that.

1 Like

I’ll get us started then, GL HF @dwarddd !

Exhibition runback, Player 1, Turn 1

P1 PPA 2.1a vs P2 Purple

Starting Hand

Plasmodium
Battle Suits
Temporal Research
Neo Plexus
Nullcraft

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards (except turn 1)
All Teched Cards

Main:

  • Neo Plexus (2)
  • Worker (1)
Workers

Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nurfin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Hardened Mox
Tinkerer
Time Spiral
Forgotten Fighter
Fading Argonaut

End of Turn Discard
My Thoughts

Guess I go Fargo next turn, then maybe Stewie turn after? We’ll see


1 Like

Here goes nuffin

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
Neo Plexus
Forgotten Fighter
Temporal Research
Fading Argonaut
Time Spiral


WORKERS
Forgotten Fighter


NextHand

Plasmodium
Hardened Mox
Tinkerer
Nullcraft


Discard

Temporal Research
Time Spiral


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

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

Exhibition runback, Player 1, Turn 2

P1 PPA 2.1a vs P2 Purple

Starting Hand

Hardened Mox
Tinkerer
Time Spiral
Forgotten Fighter
Fading Argonaut

Events of Turn:


Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards (except turn 1)
All Teched Cards

Stewardess of the Undone, Seer


Main:

  • Fading Argonaut (4)
  • Worker (3)
  • Tech 1 (1)
Workers

Forgotten Fighter, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Neo Plexus (2/2)
  • :target: Lookout:

In Play:

  • nurfin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Battle Suits
Time Spiral
Seer
Temporal Research
Stewardess of the Undone

End of Turn Discard
My Thoughts

Yeah Stewie and Seer is good at eliminating Fargo, so we’ll grab one early, just to help better command the board


Hey sorry, a) my codex energy stores seem to be waning atm (they’ll always come back round in a bit lol) and b) I feel like im behind already for missing my 3/5 NC + BS draw haha

I’d like to keep playing if you don’t mind me taking a bit long on turns?!

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
Argonaut


STARTING HAND
Nullcraft
Plasmodium
Tinkerer
Hardened Mox


WORKERS
Forgotten Fighter
Hardened Mox


NextHand

Plasmodium
Neo Plexus(2/2)
Nullcraft
Tinkerer
Battle Suits


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vir - ($3)
tech 1 - ($2)
Fargo hits and neo trades with fargo

Float ($2)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • Fading Argonaut(2/1) fading 2

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
1 Like

No sweat, slower is fine @dwarddd :+1:

Exhibition runback, Player 1, Turn 3

P1 PPA 2.1a vs P2 Purple

Starting Hand

Battle Suits
Time Spiral
Seer
Temporal Research
Stewardess of the Undone

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards (except turn 1)
All Teched Cards

Overeager Cadet, Flagstone Garrison
Stewardess of the Undone, Seer


Main:

  • Seer, put your Fargo on 1 rune (6)
  • Onimaru (4)
  • Battle Suits (2)
  • Worker (1)
Workers

Time Spiral, Forgotten Fighter, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Seer (3/1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Onimaru (2/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout: Neo Plexus (2/2)

In Play:

  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Hardened Mox
Nullcraft
Tinkerer
Stewardess of the Undone

End of Turn Discard
My Thoughts

Maybe dwardd has Vir out with hopes of assimilating my suits? I kinda have to hope not I think; makes too much sense for me to play it. I don’t really have counterplay for that, though, do I? Maybe I shouldn’t? it’ll be a fun story if it is what happens, so we’ll try it. I want to reward it as a choice if Dwardd went for it XD


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


STARTING HAND
Battle Suits
Tinkerer
Neo Plexus(2/2)
Plasmodium
Nullcraft


WORKERS
Forgotten Fighter
Hardened Mox
Plasmodium


NextHand

Argonaut
Temporal Research
Neo Plexus
Time Spiral
Argonaut


Tech 2 card(s)
Get Paid + float - ($9)
peek
Worker - ($8)
Vir trades with Seer, Oni to level 3
BS - ($6)
Max - ($4)
tech 2 Present - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

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

In Play:

  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

peek was temporal research, reeeeally bottom decked those t1s

Two questions:

  1. How did Vir leave and thus how did Max take his place?
  2. Which tech 2 ya building?

Hahah yep both fair sorry! Chopped and changed decisions so many times and then posted in a rush. Vir left when he traded into Seer, and tech 2 Present

Both added in now

1 Like

Gotcha. I didn’t agree that you felt behind before, but I do now

Exhibition runback, Player 1, Turn 4

P1 PPA 2.1a vs P2 Purple

Starting Hand

Hardened Mox
Nullcraft
Tinkerer
Stewardess of the Undone

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards (except turn 1)
All Teched Cards

Overeager Cadet, The Art of War
Overeager Cadet, Flagstone Garrison
Stewardess of the Undone, Seer


Main:

  • Midband Oni to 6, kill Geiger, maxband and heal (5)
  • Plexus hits your tech2 to 2hp
  • Worker (4)
  • Tech 2 Peace (0)
Workers

Hardened Mox, Time Spiral, Forgotten Fighter, Plasmodium

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (4/5a lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger: Soldier (1/1)
  • :exhaust: Technician: Soldier (1/1)
  • :target: Lookout: Soldier (1/1)

In Play:

  • Battle Suits
  • Neo Plexus (3/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Fading Argonaut
Temporal Research
Overeager Cadet
Flagstone Garrison
Nullcraft

End of Turn Discard
My Thoughts

No Assimilate, no Vir or Geiger next turn, I have command of the board… This feels pretty done already tbh