GL HF @UrbanVelvet ! LMK if you have any questions or concerns about playing a multi-color spec (main thing to remember is your first tech building or add-on costs 1 extra, and off-color heroes pay one extra for casting spells)
Game 1, Player 1, Turn 1
P1 [Past]/Peace/Anarchy vs P2 [Balance]/Anarchy/Present
Starting Hand
Fading Argonaut
Forgotten Fighter
Neo Plexus
Tinkerer
Time Spiral
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Fading Argonaut (2)
- Worker (1)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Fading Argonaut (2/3+1armor fade 3)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Battle Suits
Plasmodium
Temporal Research
Nullcraft
Hardened Mox
End of Turn Discard
My Thoughts
Haven’t played PPA in ages, should be fun!
Thanks!
"P2T1
StartingHand Workers
STARTING HAND
Playful Panda
Merfolk Prospector
Rich Earth
Rampant Growth
Young Treant
WORKERS
Rich Earth
NextHand
Ironbark Treant
Verdant Tree
Tiger Cub
Forest’s Favor
Spore Shambler
Discard
Young Treant
Rampant Growth
Merfolk Prospector
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Hire Playful Panda, wisp appears - ($2)
Hire Midori - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Midori (2/3+a)
-
Elite:
-
Scavenger: Wisp (0/1)
-
Technician:
-
Lookout:
In Play:
*Playful Panda (2/2)
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Ah, he can probably kill midori but I need some decent defense.
"
"P2T2
Tech StartingHand Workers
TECH
Tiny Basilisk
Gunpoint Taxman
STARTING HAND
Tiger Cub
Verdant Tree
Spore Shambler
Ironbark Treant
Forest’s Favor
WORKERS
Rich Earth
Verdant Tree
NextHand
Gunpoint Taxman
Young Treant
Spore Shambler
Rampant Growth
Merfolk Prospector
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Hire Ironbark Treant - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Ironbark Treant (1/2+3a)
-
Elite:
-
Scavenger:
-
Technician: Wisp (0/1)
-
Lookout:
In Play:
- Playful Panda (2/2)
- Midori (2/3)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Boring start. Would have liked to kill fargo but not worth it right now.
"
Game 1, Player 1, Turn 3
P1 [Past]/Peace/Anarchy vs P2 [Balance]/Anarchy/Present
Starting Hand
Battle Suits
Neo Plexus
Boot Camp
Temporal Research
Time Spiral
Boot Camp (BC1, nice)
Forgotten Fighter
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Overeager Cadet x2
Boot Camp x2
Main:
- Battle Suits (4)
- Mox and Oni kill Treant
- Boot Camp Mox, draw 1 (3)
- Boot Camp Mox, draw 1 (2)
- Worker (1)
Workers
Time Spiral, Plasmodium, Tinkerer
-
-
Patrol as below
- Discard 3 Draw 1 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite: Fading Argonaut (3+1/3 fade 1)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Hardened Mox (4/3)
- Onimaru (2/2 lvl 1)
- Battle Suits
Economy Info:
Cards:
Gold:
End of Turn Hand
Nullcraft
Overeager Cadet
Overeager Cadet
Forgotten Fighter
Boot Camp
End of Turn Discard
My Thoughts
Juggermox!!! Skipping tech 1 is a little brazen perhaps but f it, juggermox 
"P2T3
StartingHand Workers
STARTING HAND
Spore Shambler
Merfolk Prospector
Rampant Growth
Gunpoint Taxman
Young Treant
WORKERS
Rich Earth
Verdant Tree
Young Treant
NextHand
Tiger Cub
Tiny Basilisk
Playful Panda
Forest’s Favor
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Rampant growth Playful Panda - ($4)
PP trades with fading argonaut
Midori kills Oni, levels twice
Midband midori, he heals - ($2)
Hire Gunpoint Taxman - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Gunpoint Taxman (3/3+a)
-
Elite: Wisp (1+1/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Killing oni was important. No more boot camp for a turn at least. Let’s hope he was counting on oni
"
I did not know you could boot camp an exhausted unit. Blowing my mind there FS
Indeed, it exhausts the target anyway so best uses are either buffing something of yours after you exhaust it, or moving enemy patrollers out of the way by exhausting them XD
The general tactic I’m using here is commonly referred to as “Juggermox”. The mox is indestructible and you have no -1/-1 runes or hard unit removal in your deck, which allows me to simply make the mox bigger and bigger with every boot camp.
Game 1, Player 1, Turn 4
P1 [Past]/Peace/Anarchy vs P2 [Balance]/Anarchy/Present
Starting Hand
Nullcraft
Overeager Cadet
Overeager Cadet
Forgotten Fighter
Boot Camp
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Flagstone Garrison, Stewardess of the Undone
Overeager Cadet x2
Boot Camp x2
Main:
- Tech 1 (6)
- Mox kills GPT
- Nullcraft (4)
- Worker (3)
Workers
Time Spiral, Plasmodium, Tinkerer
-
-
Patrol as below
- Discard 3 Draw 1 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Nullcraft (1/1 flying)
-
Lookout:
In Play:
- Hardened Mox (4/3)
- Battle Suits
Economy Info:
Cards:
Gold:
End of Turn Hand
Temporal Research
Neo Plexus
Boot Camp
Boot Camp
Overeager Cadet
End of Turn Discard
My Thoughts
Skipping the tech 1 hurts here holding both cadets, but oh well. Hopefully he either didn’t draw the second buff, or already workered it, so I can keep my tech 1. If not though, nbd, I’ll max out Oni
But if mox does die he loses the runes right?
When an indestructible unit would die, you remove all damage and “attachments”. This refers to card attachments, like Spirit of the Panda, but not +1/1 or -1/-1 runes. Those stick around after “death” (you can “permanently” kill an indestructible unit by applying enough -1/-1 runes to reduce its health to zero!)
So this mox will just get bigger and bigger, and will not lose its bulk when doing things like ramming down that Gunpoint Taxman XD
See here for more info
1 Like
Yeah, that mox is no joke.
"P2T4
Tech StartingHand Workers
TECH
Disguised Monkey
Temporal Distortion
STARTING HAND
Tiger Cub
Tiny Basilisk
Forest’s Favor
Playful Panda
WORKERS
Rich Earth
Verdant Tree
Young Treant
NextHand
Gemscout Owl
Rampant Growth
Spore Shambler
Discard
Gunpoint Taxman
Forest’s Favor
Tiger Cub
Disguised Monkey
Temporal Distortion
Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Hire Playful Panda, wisp beta arrives - ($6)
Hire Tiny Basilisk - ($4)
Cast Forest’s Favor Midori - ($2)
Midori and wisp alpha break your tech 1, base takes 2
Float ($2)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Tiny Basalisk (1/2+a)
-
Elite:
-
Scavenger:
-
Technician: Wisp beta (1/2)
-
Lookout:
In Play:
- L5 Midori (4/5)
- Wisp alpha (1/2)
- Playful Panda (2/2)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Going down low on cards, hmm. Not ideal. He could kill midori I bet using that damned boot camp. Technician it is cause lookout wouldn’t do much to stop that happening. It’s basically guaranteed unless he doesn’t have boot camp at all
"
Game 1, Player 1, Turn 5
P1 [Past]/Peace/Anarchy vs P2 [Balance]/Anarchy/Present
Starting Hand
Temporal Research
Neo Plexus
Boot Camp
Boot Camp
Overeager Cadet
Flagstone Garrison (BC 1, meh)
Stewardess of the Undone (BC 2, blah)
Events of Turn:
Upkeep:
- Get Gold (8+3float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Chaos Mirror, Flagstone Garrison
Flagstone Garrison, Stewardess of the Undone
Overeager Cadet x2
Boot Camp x2
Main:
- Onimaru + level 6 (4)
-
Boot Camp technician wisp to the backline, draw 1 (3)
- Mox and Nullcraft kill Midori, Oni maxbands and summons three soldier tokens
- Boot Camp Mox, draw 1 (2)
- Neo Plexus (0)
Workers
Time Spiral, Plasmodium, Tinkerer
-
-
Patrol as below
- Discard 4 Draw 2 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Neo Plexus (3/2+1armor)
-
Elite: Soldier Huey (1/1)
-
Scavenger: Onimaru (4/5 lvl 8)
-
Technician: Soldier Dewey (1/1)
-
Lookout: Soldier Louie (1/1)
In Play:
- Hardened Mox (5/4)
- Nullcraft (1/1)
- Battle Suits
Economy Info:
Cards:
Gold:
End of Turn Hand
Fading Argonaut
Overeager Cadet
Boot Camp
Overeager Cadet
Stewardess of the Undone
End of Turn Discard
My Thoughts
Aaand darn, there’s forest’s favor. Well at least he’s bleeding cards. Boot Camp helps me kill Midori off, I’m gonna lose Oni right back to that basilisk but at least I can get some ducks out of it… Teching the other garrison and… a Chaos Mirror, might come in handy for nullcraft
"P2T5
Tech StartingHand Workers
TECH
Temporal Distortion
Disguised Monkey
STARTING HAND
Rampant Growth
Gemscout Owl
Spore Shambler
WORKERS
Rich Earth
Verdant Tree
Young Treant
Rampant Growth
NextHand
Circle of Life
Merfolk Prospector
Ironbark Treant
Discard
Gunpoint Taxman
Forest’s Favor
Tiger Cub
Disguised Monkey
Temporal Distortion
Tiny Basalisk
Spore Shambler
Temporal Distortion
Disguised Monkey
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Hire Gemscout Owl - ($8)
Hire Geiger - ($6)
Tiny Basalisk trades with Oni
Tech 2 (Anarchy) - ($2)
Float ($2)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Gemscout Owl (0/1+a)
-
Elite: Wisp alpha (0+1/1)
-
Scavenger: Playful Panda (2/2)
-
Technician: Wisp beta (1/2)
-
Lookout: L3 Max Geiger (2/4)
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
Thoughts
He invested a lot into an onimaru that was sure to die. That concerns me. I must have really messed him up killing tech 1. Let’s see if it proves true.
"
You forgot to record base damage by the way
Indeed I did, thanks for catching that! I’ll go back and correct my last turn
Game 1, Player 1, Turn 6
P1 [Past]/Peace/Anarchy vs P2 [Balance]/Anarchy/Present
Starting Hand
Fading Argonaut
Overeager Cadet
Boot Camp
Overeager Cadet
Stewardess of the Undone
Events of Turn:
Upkeep:
- Get Gold (8+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Calypso Vystari, Seer
Chaos Mirror, Flagstone Garrison
Flagstone Garrison, Stewardess of the Undone
Overeager Cadet x2
Boot Camp x2
Main:
-
Stewardess of the Undone, technician beta wisp goes back to your hand (where it can’t go), so it disappears, you do not draw one as “death” by ineligibility to be in your hand does not trigger technician (6)
- Overeager Cadet
- Overeager Cadet
- Soldier trades with Elite wisp and sparkshots Gemscout Owl
- Nullcraft kills Gemscout owl
- Zane + lvl 2 (3)
- Mox kills Geiger, Zane to level 4
-
Zane kills scav, we both get 1g (4)
- Neo Plexus and remaining two soldiers break your tech 2, your base to 18
- Tech 2 Peace (0)
Workers
Time Spiral, Plasmodium, Tinkerer
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
-
Squad Leader: Stewardess of the Undone (3/3+1armor)
-
Elite:
-
Scavenger: Overeager Cadet (3/2)
-
Technician: Overeager Cadet (3/2)
-
Lookout:
In Play:
- Hardened Mox (5/4)
- Nullcraft (1/1)
- Soldier Dewey (1/1)
- Soldier Louie (1/1)
- Neo Plexus (3/2)
- Zane (3/1 lvl 4)
- Battle Suits
Economy Info:
Cards:
Gold:
End of Turn Hand
Chaos Mirror
Temporal Research
Flagstone Garrison
Flagstone Garrison
End of Turn Discard
My Thoughts
Who needs workers anyway lol… lets break stuff
I have no path to victory now. Gg. Feel a little taken advantage of though seeing as you exploited an obvious weak spot of mine.
1 Like
GG WP! Indeed, there are some weird, strong strategies you can come up with that have some hard counters, but a given opposing deck may lack those counters. Another example is Anarchy/Strength/Growth’s usage of Might of Leaf and Claw, along with Zane and Surprise Attack. If your deck doesn’t have upgrade removal, you will likely straight up lose as soon as MoLaC hits the table. Your only hope is to keep the opponent off tech 2, or base race.
In this case, probably your best bet would have been teching up quicker and forcing my mox plan into the “too slow” category, as its biggest weakness is that the mox starts out a small attacker and it takes a few turns of Boot Camping to get it moving. You notice I had to delay my tech 1 until turn 4 just to get it started off
You did do a good job of keeping lots of little weenie wisps in front of the mox, which is a good way to buy yourself space to tech up and beat the mox with superior units.
I’m happy to run it back with you as P1 if you’d like 
I feel like most things went my way that game and then out of nowhere I was totally at a loss. I’m down to try again, but I’m not optimistic my off beat deck works as well as I had hoped. Any advice given my deck choices?
I’m not entirely sure what your deck’s gameplan is, exactly, can you help me out with the idea?
Based on what you were teching, my only guess is you’re trying to pull off a Circle of Life for a Potent Basilisk (to break Battle Suits) and then transition that into a Temporal Distortion for a hasty Anarchy tech2(?)
The problem with that is it’s really slow and dependent on draws lining up pretty well, as you need to
- Draw a tech 1 unit
- Have it survive until you draw Circle of Life
- Have that unit survive until you can also bring out Geiger (requires midori death, hero’s hall or tech 2) AND draw TD
That’s a tough chain to set up flawlessly, especially as P2 where you’re forced to play a little more reactionary to your opponent. It’s also expensive to pull off as P1, so there aren’t a lot of games where you’re going to get that to work out.
Gemscout is also a pretty useless tech early on for anything but making that work a little easier, but not easier enough to make it worth teching.
I think you’d be better off trying to use Zane or Geiger + Now! early on to apply pressure while using green starter for a stall wall on defense, and transition to Present Tech 2 to do typical Geiger shenanigans (Hyperion + TD + Geiger maxband flicker, though that works best with Purple starter) But if that’s your best bet, you probably just want different specs to better support the win condition.
Cool man, appreciate it. I have given it some thought and am prepared for round 2!
"P1T1
StartingHand Workers
STARTING HAND
Forest’s Favor
Verdant Tree
Rich Earth
Rampant Growth
Ironbark Treant
WORKERS
Verdant Tree
NextHand
Spore Shambler
Playful Panda
Merfolk Prospector
Tiger Cub
Young Treant
Discard
Rampant Growth
Forest’s Favor
Ironbark Treant
Tech 2 card(s)
Get Paid - ($4)
Rich Earth - ($1)
Worker
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Okay, let’s see if I can’t do better. I was too slow last time, meaning I need to be more offensive early. My setup should pan out when I get tech 2 exactly.
"