(Casual) Dwarddd [Balance]/Necro/Strength vs Nekoatl monoPurple

Thanks for agreeing to play! My aim is a defensive deck, just enough pressure to make the game last till late, honestly no idea what specs to include but this seemed like a fun first try.

Im sorry, i hadnt mentioned I’d prefer playing with the balance changes, the relevant ones here would be to Garth, Lich’s Bargain and Bird’s Nest. If you’d rather not have them apply that’s also okay :slight_smile:

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Garth Reduce midband stats to 2/3
MoLaC If you have no units in play, remove all runes from this
Lich’s Bargain Base damage increased from 4 to 6
Pirate Gunship Remove obliterate 2
Deteriorate Increase cost to 1
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”
Buffs
Troq Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”

P1T1


StartingHand Workers

STARTING HAND
Verdant Tree
Spore Shambler
Young Treant
Forest’s Favor
Merfolk Prospector


WORKERS
Forest’s Favor


NextHand

Tiger Cub
Ironbark Treant
Playful Panda
Rampant Growth
Rich Earth


Discard

Verdant Tree
Spore Shambler
Young Treant


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Merfolk Prospector(1/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook(2/4)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

@Nekoatl’s turn!

Ah, yes, that would have been good to mention in your post. I normally don’t like to mess with balance changes, but if none of my cards are affected, I guess I can just ignore them, so feel free to use them if you want.

P2T1


StartingHand Workers

STARTING HAND
Battle Suits
Nullcraft
Temporal Research
Neo Plexus
Fading Argonaut


WORKERS
Temporal Research


NextHand

Time Spiral
Tinkerer
Forgotten Fighter
Hardened Mox
Plasmodium


Discard

Nullcraft
Neo Plexus
Battle Suits


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fading Argonaut - ($2)
Vir Garbarean - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3A) [3 time]
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Vir Garbarean (2/3) Peek, swap
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

Thoughts

I find Temporal Research to be too inefficient to be worth using in most situations, so I’ll ditch it early.

If that’s okay with you that’d be great! I’ll make sure to point out if any of the changes to my deck come up :+1:

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Garth Reduce midband stats to 2/3
MoLaC If you have no units in play, remove all runes from this
Lich’s Bargain Base damage increased from 4 to 6
Pirate Gunship Remove obliterate 2
Deteriorate Increase cost to 1
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”
Buffs
Troq Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”

P1T2


Tech StartingHand Workers

TECH
Bone Collector
Tiny Basilisk


STARTING HAND
Ironbark Treant
Rampant Growth
Playful Panda
Tiger Cub
Rich Earth


WORKERS
Forest’s Favor
Rich Earth


NextHand

Ironbark Treant
Playful Panda
Tiny Basilisk
Young Treant
Verdant Tree


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
tap merfolk - ($3)
Tiger cub - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Tiger Cub(3/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook(2/4)
  • Merfolk Prospector(1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

@Nekoatl’s turn!

You don’t need to explicitly mention them; they’re all effects I should be able to see on the board. Thanks for offering, though.

P2T2


Tech StartingHand Workers

TECH
Knight of the Conclave
Knight of the Conclave


STARTING HAND
Forgotten Fighter
Hardened Mox
Plasmodium
Time Spiral
Tinkerer


WORKERS
Temporal Research
Hardened Mox


NextHand

Time Spiral
Nullcraft
Knight of the Conclave
Neo Plexus


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tinkerer - ($3)
Tech I - ($2)
Plasmodium - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3A) [2 time]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Vir Garbarean (2/3) Peek, swap
  • :target: Lookout:

In Play:

  • Tinkerer (1/2) Time

Future:

  • Plasmodium (4/4) Haste [3 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

I don’t want to deal with bouncing the Mox this time. I’m trying to shrink my cycle by storing cards in the future zone.

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Garth Reduce midband stats to 2/3
MoLaC If you have no units in play, remove all runes from this
Lich’s Bargain Base damage increased from 4 to 6
Pirate Gunship Remove obliterate 2
Deteriorate Increase cost to 1
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”
Buffs
Troq Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”

P1T3


Tech StartingHand Workers

TECH
Tiny Basilisk
Thunderclap


STARTING HAND
Verdant Tree
Tiny Basilisk
Ironbark Treant
Young Treant
Playful Panda
Rampant Growth


WORKERS
Forest’s Favor
Rich Earth
Ironbark Treant


NextHand

Bone Collector
Tiny Basilisk
Thunderclap
Spore Shambler


Tech 2 card(s)
Get Paid + float - ($7)
Young treant, draw - ($5)
Tiny basilisk - ($3)
playful Panda - ($1)
tap merfolk - ($2)
worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk(1/2a) unattackable/unstoppable by tech 0, deathtouch
  • :psfist: Elite: Tiger Cub(3/2)
  • :ps_: Scavenger: Young Treant(0/2)
  • :pschip: Technician: Wisp(0/1)
  • :target: Lookout:

In Play:

  • Rook(2/4)
  • Merfolk Prospector(1/1)
  • Playful Panda(2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

this requires them to either have forgotten Fighter, nc and time spiral/seer orrr two time rune things and forgotten fighter, with just 4 cards I reckon I’m safe

Meanwhile if i draw thunderclap next turn i should be able to take out some key pieces (tinkerer and Vir would be good) and tech up

@Nekoatl’s turn!

P2T3


Tech StartingHand Workers

TECH
Rememberer
Seer


STARTING HAND
Neo Plexus
Knight of the Conclave
Time Spiral
Nullcraft


WORKERS
Temporal Research
Hardened Mox
Nullcraft


NextHand

Forgotten Fighter
Neo Plexus
Battle Suits


Discard

Time Spiral
Rememberer
Seer


Tech 2 card(s)
Get Paid - ($7)
Peek
Worker - ($6)
Knight of the Conclave
Swap - ($5)
Knight of the Conclave
Tinkerer removes from Plasmodium
Tech II: Past - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3A) [1 time]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Vir Garbarean (2/3) Peek, swap
  • :target: Lookout:

In Play:

  • Tinkerer (1/2) Time

Future:

  • Plasmodium (4/4) Haste [1 time]
  • Knight of the Conclave (4/4) Resist 1 [3 time]
  • Knight of the Conclave (4/4) Resist 1 [3 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Reshuffle’s about to trigger, leaving 1 Remember in codex to fetch later; also Seer is preferable to Time Spiral in the midgame. In any case, I’ll want all 4 time rune manipulators eventually. Well, I’ll only be drawing 1 card off the reshuffle, meaning no chance of getting a Rememberer and a time rune remover next turn. Maybe better to avoid patrolling as Technician, then, even though it hurts to be so low on cards. Actually, nevermind… even with just 1 of them, there’s a good chance I can get some non-combat value from it using my other heroes. Also… leaving Fading Argonaut on 1 rune so it’s tempting to let it die to fading instead of attacking into it.

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Garth Reduce midband stats to 2/3
MoLaC If you have no units in play, remove all runes from this
Lich’s Bargain Base damage increased from 4 to 6
Pirate Gunship Remove obliterate 2
Deteriorate Increase cost to 1
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”
Buffs
Troq Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”

P1T4


Tech StartingHand Workers

TECH
Necromancer
Necromancer


STARTING HAND
Spore Shambler
Bone Collector
Thunderclap
Tiny Basilisk


WORKERS
Forest’s Favor
Rich Earth
Ironbark Treant
Spore Shambler


NextHand

Thunderclap
Verdant Tree
Tiny Basilisk(1/2a) unattackable/unstoppable by tech 0, deathtouch
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
tech 2 necro - ($3)
Basilisk unstoppably trades with Vir, you draw
Midband Rook - ($1)
Rook unstoppably kills tinkerer
tap merfolk - ($2)
Bone collector - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp(0/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Young Treant(0/2)
  • :pschip: Technician: Playful Panda(2/2)
  • :target: Lookout:

In Play:

  • L5 Rook(3/4)
  • Merfolk Prospector(1/1)
  • Bone Collector(3/3)
  • Tiger Cub(2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Woohoo stalled until the fargo fades away

Bummer missed the necromancers, well i put garth in here to draw with midband so hopefully that pulls one up

@Nekoatl’s turn!

P2T4


Tech StartingHand Workers

TECH
Second Chances
Seer


STARTING HAND
Neo Plexus
Battle Suits
Forgotten Fighter
Time Spiral


WORKERS
Temporal Research
Hardened Mox
Nullcraft
Forgotten Fighter


NextHand

Fading Argonaut
Seer
Seer
Time Spiral
Rememberer


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Max Geiger - ($6)
Prynn Pasternaak - ($4)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Plasmodium (4/4A) Haste
  • :psfist: Elite: L1 Max Geiger (3/3) Sparkshot
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Prynn Pasternaak (1/3) Recharge [4 time]
  • :target: Lookout:

Future:

  • Knight of the Conclave (4/4) Resist 1 [2 time]
  • Knight of the Conclave (4/4) Resist 1 [2 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 9

Thoughts

Right… forgot Rook could do that. :confused: I’ll try to maximize my chances of redrawing Neo Plexus to worker next turn while trying to protect my Tech II…

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Garth Reduce midband stats to 2/3
MoLaC If you have no units in play, remove all runes from this
Lich’s Bargain Base damage increased from 4 to 6
Pirate Gunship Remove obliterate 2
Deteriorate Increase cost to 1
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”
Buffs
Troq Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”

P1T5


Tech StartingHand Workers

TECH
Corpse Catapult
Skeletal Lord


STARTING HAND
Verdant Tree
Rampant Growth
Tiny Basilisk(1/2a) unattackable/unstoppable by tech 0, deathtouch
Thunderclap
Tiny Basilisk


WORKERS
Forest’s Favor
Rich Earth
Ironbark Treant
Spore Shambler
Verdant Tree


NextHand

Tiny Basilisk(1/2a) unattackable/unstoppable by tech 0, deathtouch
Necromancer
Thunderclap
Necromancer
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($8)
Garth and midband - ($3)
Bone Collector runs into SQL, I get skele
sac skele, draw
max Garth fetch corpse catapult - ($0)
Panda trades with plasmodium, catapult rune
Rook kills Prynn, two levels
Tap merfolk - ($1)
Worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp(0/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Tiger Cub(2/2)
  • :pschip: Technician: Young Treant(0/2)
  • :target: Lookout:

In Play:

  • L7 Rook(3/3)
  • Merfolk Prospector(1/1)
  • L7 Garth(3/4) make/sac skele
  • Corpse Catapult(1/4) 2xRune + tap->6 dmg to building, 1 rune

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

bruhhh bottom decked both necromancers. I wonder what kind of past they r going for… that sort of money seems like rememberers which will bring out a lot of stuff, I might be fallng behind here if I can’t get a tech 2 out… corpse Catapult will make some value out of my hoard since I don’t get yo resurrect them as skeles

@Nekoatl’s turn!

P2T5


Tech StartingHand Workers

TECH
Rememberer
Yesterday’s Golgort


STARTING HAND
Rememberer
Seer
Fading Argonaut
Time Spiral
Seer
Neo Plexus


WORKERS
Temporal Research
Hardened Mox
Nullcraft
Forgotten Fighter
Neo Plexus


NextHand

Battle Suits
Second Chances
Tinkerer
Plasmodium


Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
Tech III - ($7)
Rememberer - ($2)
Seer, remove from Rememberer, remember Yesterday’s Golgort - ($1)
Seer, remove from Rememberer, remember Rememberer - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Seer (2/1A)
  • :psfist: Elite: L1 Max Geiger (3/3) Sparkshot
  • :ps_: Scavenger: Yesterday’s Golgort (6/4) Recharge [2 time]
  • :pschip: Technician: Rememberer (3/3) Remember [1 time]
  • :target: Lookout: Seer (2/1) Resist 1

In Play:

  • Rememberer (3/3) Remember [3 time]

Future:

  • Knight of the Conclave (4/4) Resist 1 [1 time]
  • Knight of the Conclave (4/4) Resist 1 [1 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

The Catapult will surely destroy my Tech III, but if my Tech II and at least one Rememberer survive, I can get another free Golgort. Along with the Knights arriving next turn, that should present considerable pressure.

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Garth Reduce midband stats to 2/3
MoLaC If you have no units in play, remove all runes from this
Lich’s Bargain Base damage increased from 4 to 6
Pirate Gunship Remove obliterate 2
Deteriorate Increase cost to 1
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”
Buffs
Troq Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”

P1T6


Tech StartingHand Workers

TECH
Lord of Shadows
Moment’s Peace


STARTING HAND
Necromancer
Necromancer
Tiny Basilisk
Tiny Basilisk(1/2a) unattackable/unstoppable by tech 0, deathtouch
Thunderclap


WORKERS
Forest’s Favor
Rich Earth
Ironbark Treant
Spore Shambler
Verdant Tree
Tiny Basilisk


NextHand

Bone Collector(3/3)
Playful Panda(2/2)
Rampant Growth
Skeletal Lord


Discard

Merfolk Prospector(1/1)
Tiger Cub(2/2)
Thunderclap
Tiny Basilisk(1/2a) unattackable/unstoppable by tech 0, deathtouch
Lord of Shadows
Moment’s Peace


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Necromancer - ($4)
Necromancer - ($0)
Tiger Cub trades sql seer, two skeles and a catapult rune
Garth kills Max, Rook maxbands
Merfolk Prospector trades Lookout seer, two skeles and rune
tap catapult, break tech 3

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant(0/2a)
  • :psfist: Elite: Skele(2/1)
  • :ps_: Scavenger: Wisp(0/1)
  • :pschip: Technician: Skele(1/1)
  • :target: Lookout:

In Play:

  • L8 Rook(4/3) two lives
  • Necromancer(3/3) long range, my non-tokens->skels
  • L7 Garth(3/1) make/sac skele
  • Corpse Catapult(1/4) 2xRune + tap->6 dmg to building, 1 rune
  • Necromancer(3/3)
  • Skele(1/1) * 2

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

rememberers it is, gotta keep that tech 3 down now :confused: although next turn they should be out of seers so time spiral should be the only extra unit (after normal fading… hmm). should be able to get 3/3 skeles next turn which is fun

@Nekoatl’s turn!

P2T6


Tech StartingHand Workers

TECH
Temporal Distortion
Yesterday’s Golgort


STARTING HAND
Second Chances
Battle Suits
Tinkerer
Plasmodium


WORKERS
Temporal Research
Hardened Mox
Nullcraft
Forgotten Fighter
Neo Plexus


NextHand

Time Spiral
Fading Argonaut


Discard

Seer
Seer
Temporal Distortion


Tech 2 card(s)
Get Paid - ($10)
Rememberer fades out, remembers itself
Rememberer remembers Yesterday’s Golgort
Rebuild Tech III
Battle Suits - ($8)
Second Chances - ($6)
Rememberer kills Young Treant
Yesterday’s Golgort kills Elite Skeleton
Plasmodium - ($4)
Tinkerer - ($2)
Vir Garbarean - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Knight of the Conclave (5/4A) Resist 1
  • :psfist: Elite: L1 Vir Garbarean (3/3) Peek, swap
  • :ps_: Scavenger: Yesterday’s Golgort (6/4) Recharge [2 time]
  • :pschip: Technician: Knight of the Conclave (5/4) Resist 1
  • :target: Lookout:

In Play:

  • Battle Suits
  • Second Chances
  • Rememberer (4/3) Remember [3 time]
  • Rememberer (4/3) Remember [2 time]
  • Yesterday’s Golgort (6/2) Recharge [1 time]
  • Tinkerer (1/2) Time

Future:

  • Plasmodium (4/4) Haste [3 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

So long as it’s just the one Catapult, I’m okay, but if he brings in the other or Earthquake, I’ll be in trouble. Better throw out a hero as fodder.

Mm, i had intended to kill the technician rememberer but as i didnt write it in and also just saw their entire hand idm leaving it. Rook’s on 6hp tho XD

As it happens it doesn’t matter much, unless the technician draw would have been much better than whatever the rememberer got you?

This game was really interesting for me though, would you like to reset with you as P1?

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Garth Reduce midband stats to 2/3
MoLaC If you have no units in play, remove all runes from this
Lich’s Bargain Base damage increased from 4 to 6
Pirate Gunship Remove obliterate 2
Deteriorate Increase cost to 1
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”
Buffs
Troq Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”

P1T7


Tech StartingHand Workers

TECH
Lord of Shadows
Moment’s Peace


STARTING HAND
Playful Panda(2/2)
Rampant Growth
Skeletal Lord
Bone Collector(3/3)


WORKERS
Forest’s Favor
Rich Earth
Ironbark Treant
Spore Shambler
Verdant Tree
Tiny Basilisk


NextHand

Moment’s Peace
Moment’s Peace
Rampant Growth
Young Treant(0/2a)


Tech 2 card(s)
Get Paid, 2 runes and 2 (ready) skeles from your turn - ($10)
Skeleton Lord, skeletons are 2/2 - ($7)
Bone Collector - ($5)
Garth makes a skeleton - ($4)
Necromancer and Skeleton kill SQL (skeleton dies)
Garth runs into scavenger Golgurt, deals 3, Vir to lvl 3
Midori - ($2)
Necromancer 2 kills Vir, midori to lvl 3
Midband Midori, skeletons are 3/3 - ($0)
Wisp trades with scavenger golgurt
Rook kills Technician, takes 5
remember to check for lethal before hitting tech buildings
4 skeletons deal 12 dmg to your base
Corpse Catapult finishes off your base

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bone Collector(3/3a)
  • :psfist: Elite:
  • :ps_: Scavenger: Skele(3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L8 Rook(4/1) two lives
  • Necromancer(3/3) long range, my non-tokens->skels
  • L5 Midori(3/4) units with no abilities +1/+1
  • Corpse Catapult(1/4) 2xRune + tap->6 dmg to building, 3 rune
  • Necromancer(3/3)
  • Skele(3/3) * 4
  • Skeletal Lord(3/3) +1/+1 to skels, tap 5->unit from hand

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Rewind is coming, but I think I can do enough damage first. ah, I wrote this before thinking about my turn

@Nekoatl’s turn!

You only have 3 ready skeletons, the others can’t attack :wink:

Edit: wrong, forgot about young treant being killed

1 Like

Why not? They were created when Nekoatl killed my young treant? Ah, have i misunderstood arrival fatigue and never had to tell the difference?

1 Like

afaik, you are correct. arrival fatigue comes the turn you get creatures, but since the skeles arrived on the opp turn, during yours they are ready for combat.

1 Like

P1T1


StartingHand Workers

STARTING HAND
Time Spiral
Hardened Mox
Plasmodium
Battle Suits
Fading Argonaut


WORKERS
Hardened Mox


NextHand

Neo Plexus
Nullcraft
Tinkerer
Forgotten Fighter
Temporal Research


Discard

Fading Argonaut
Time Spiral
Battle Suits


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Plasmodium - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

Future:

  • Plasmodium (4/4) Haste [3 time]

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

Thoughts

T1 Purple is always awkward, with Time Spiral as the only $1 card…

Another early plasmo, rough first hand? :\

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Garth Reduce midband stats to 2/3
MoLaC If you have no units in play, remove all runes from this
Lich’s Bargain Base damage increased from 4 to 6
Pirate Gunship Remove obliterate 2
Deteriorate Increase cost to 1
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”
Buffs
Troq Swap midband and maxband
Mid at 4 and max at 7
Let maxband target any building
The Boot Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”

P2T1


StartingHand Workers

STARTING HAND
Playful Panda
Tiger Cub
Verdant Tree
Young Treant
Ironbark Treant


WORKERS
Ironbark Treant


NextHand

Rampant Growth
Merfolk Prospector
Rich Earth
Forest’s Favor
Spore Shambler


Discard

Tiger Cub
Verdant Tree
Young Treant


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Midori - ($2)
Playful Panda - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp(0/1a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Midori(2/3)
  • Playful Panda(2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Plasmo means aggressive start from me. incidentally I have the perfect split for it

@Nekoatl’s turn!

P1T1 is rough for mono-Purple in general, because Purple starter has the highest mana curve and its only $1 card is Time Spiral. But, I like playing Plasmodium on T1.

P1T2


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Forgotten Fighter
Tinkerer
Temporal Research
Neo Plexus
Nullcraft


WORKERS
Hardened Mox
Forgotten Fighter


NextHand

Nullcraft
Temporal Research
Time Spiral
Fading Argonaut
Tinkerer


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($4)
Neo Plexus - ($2)
Max Geiger - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Max Geiger (2/3) Sparkshot
  • :target: Lookout:

Future:

  • Plasmodium (4/4) Haste [2 time]

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

Going with Geiger for less expensive heals, in case that becomes relevant.