CAWS22 Round1: P1 dwarddd mono purple vs P2 Bryce_The_Rice mono red

Hey @Bryce_The_Rice , am hoping you are good to go with mono red but if not please feel free to say and I’ll redraw and redo. Otherwise, GLHF!

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
Tinkerer
Fading Argonaut
Battle Suits
Time Spiral
Nullcraft


WORKERS
Time Spiral


NextHand

Plasmodium
Temporal Research
Forgotten Fighter
Hardened Mox
Neo Plexus


Discard

Battle Suits
Nullcraft
Tinkerer
Fading Argonaut


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
max + 1lvl - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L2 Max(2/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

argh no mox, in all my purple vs red games I’ve never settled on whether tempting pillage is better than hero + 1lvl … anyway, game plan is bog standard purple vs red = beefier stuff

Sure why not, I don’t really play mono colours.


Turn 1

Hand: Bombaster, Scorch, Makeshift Rambaster, Careless Musketeer, Charge
Workers: Careless Musketeer

Techs

  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Bombaster ($2)
  4. Discard 3, draw 5

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

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 2
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Bloodrage Ogre, Pillage, Bloodburn, Mad Man, Nautical Dog

Discard

Charge, Scorch, Makeshift Rambaster

Think

A bombaster in elite is an unattractive target for max; either they trade and a gold is wasted, or midband leaves him very low, or maxband is wasted. Or, of course, they sit passively and build up, but that suits red just fine.

Ah, for some reason I had you in my head as “the mono red guy” but nevermind - perhaps when i joined the forums I saw one game and it stuck :man_shrugging:

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
Argonaut
Argonaut


STARTING HAND
Temporal Research
Hardened Mox
Forgotten Fighter
Plasmodium
Neo Plexus


WORKERS
Time Spiral
Plasmodium


NextHand

Nullcraft
Temporal Research
Argonaut
Fading Argonaut
Forgotten Fighter


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Neo plexus - ($1)
midband Max - ($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: L3 Max(2/4)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

neo sql, max technician → madman + zane + scorch is probably the worst that could come, not too bad anyway
neo sql, max kill → midband zane + madman
neo elite, max kill → scorch, madman, any hero

techs - they might be rich going into turn 3 so i’m a little scared of kidnapping, which would put me off argonauts, but also surprise attack which makes me want them… while bombaster doesn’t trade well with neo, they could do that, plonk a hero in sql, and save money so i’m not confident about a stewie

i think argonauts, and put it in lookout if drakk seems incoming. with my slightly bloated deck i don’t want to risk a bad draw such as T4 stewie with no targets so playing it safe (boring? predictable?) seems the right idea

I’ve played a couple games, but you might be thinking of Carpe, who has played quite a lot of tournaments with mono red.


Turn 2

Hand: Bloodrage Ogre, Pillage, Bloodburn, Mad Man, Nautical Dog
Workers: Careless Musketeer, Bloodburn

Techs

Turn 2: Gunpoint Taxman, Crashbarrow


  1. Tech 2 cards
  2. Get paid (+$6, $8)
  3. Hire a worker ($7)
  4. Build Tech 1 ($6)
  5. Summon Bloodrage Ogre ($4)
  6. Summon Nautical Dog ($3)
  7. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Bloodrage Ogre (3/2+A)
    :psfist:Elite: Nautical Dog (2/1)
    :ps_:Scavenger:
    :pschip:Technician: Bombaster (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 3
  • Hand: 4
  • Deck: 3
  • Discard: 0

Hand

Crashbarrow, Mad Man, Pillage, Charge

Discard

Think

Went for a risky tech, but it didn’t pan out. Oh well, stacking my deck with crashbarrows early is still really good.

1 Like
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
Immortal
Immortal


STARTING HAND
Argonaut
Nullcraft
Temporal Research
Fading Argonaut
Forgotten Fighter


WORKERS
Time Spiral
Plasmodium
Forgotten Fighter


NextHand

Hardened Mox
Argonaut
Tinkerer
Battle Suits


Discard

Fading Argonaut
Temporal Research
Immortal
Immortal


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nullcraft - ($3)
Max hits brogre, sparkshots nautical dog
Nullcraft kills brogre
Argonaut - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus(2/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Argonaut(3/4) +r1

In Play:

  • L3 Max(2/1)
  • Nullcraft(1/1) flying, no buff/debuff

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

he’s rich, i think I’ll put argo lookout for potential kidnapping

they’ve also only drawn 4, obviously with red they are happy to sink some gold into a hero but i still think it might be better not to trade in neo in order to leave them low if they want to play two cards again…

with them being rich and down on cards i don’t see lobbers being likely, taxman would be fine, it’s sharks and kidnapping and starter cards i need to watch for; it’s annoying that I’d really like a scavenger gold - and I’m not sure they’d benefit by pillaging it here - but i think the resist 1 with zane and drakk lurking is worth it

techs aren’t stressful, can wait to potentially put in less reliable stuff (origin story, Max stuff if he dies this turn, chronofixer perhaps) next turn since reshuffle is timed well, so we go with the sure techs now

Turn 3

Hand: Crashbarrow, Mad Man, Pillage, Charge
Workers: Careless Musketeer, Bloodburn, Charge

Techs

Turn 2: Gunpoint Taxman, Crashbarrow
Turn 3: Kidnapping, Shoddy Glider


  1. Tech 2 cards
  2. Get paid (+$7, $10)
  3. Hire a worker ($9)
  4. Build Tech 2 Blood ($5)
  5. Summon Mad Man ($4)
  6. Build a Tower ($1)
  7. Discard 2, draw 3, reshuffle, draw 1

  • Patrol:
    :psblueshield:Squad Leader: Bombaster (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Mad Man (1/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 8
  • Gold: 1
  • Hand: 4
  • Deck: 5
  • Discard: 0

Hand

Scorch, Gunpoint Taxman, Makeshift Rambaster, Nautical Dog

Discard

Think

Sparkshot do be existing though. Probably should’ve remembered that. I’ll flex some defensive play and grab kidnapping for the inevitable tech 2s.

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
Now!
Vortoss Emblem


STARTING HAND
Argonaut
Hardened Mox
Tinkerer
Battle Suits


WORKERS
Time Spiral
Plasmodium
Forgotten Fighter
Hardened Mox


NextHand

Nullcraft(1/1) flying, no buff/debuff
Immortal
Temporal Research
Now!
Argonaut


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 present - ($2)
Nullcraft trades madman, you draw
Argonaut kills sql takes 3
Maxband Max, flicker argonaut - ($0)
Max and neo destroy tech 2, base to 18

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Argonaut(3/4) +r1

In Play:

  • L5 Max(3/3)
  • Neo Plexus(2/1)

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

ok, so still scared of his first techs being kidnapping/sharks, now have crashbarrows to think of too, as soon as i play an immortal kidnapping is the main threat - had i gone hype/tric i could maybe chain tech breaks but as it is I’ll have to face the Blood at some point

Turn 4

Hand: Scorch, Gunpoint Taxman, Makeshift Rambaster, Nautical Dog, Bloodrage Ogre
Workers: Careless Musketeer, Bloodburn, Charge, Nautical Dog

Techs

Turn 2: Gunpoint Taxman, Crashbarrow
Turn 3: Kidnapping, Shoddy Glider
Turn 4: Crashbarrow, Desperation


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$8, $9)
  4. Rebuild Tech 2 ($9)
  5. Hire a worker ($8)
  6. Summon Gunpoint Taxman ($6)
  7. Summon Bloodrage Ogre ($4)
  8. Summon Jaina Stormborne ($2)
  9. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Gunpoint Taxman (3/3+A)
    :psfist:Elite: Jaina Stormborne (3/3)
    :ps_:Scavenger:
    :pschip:Technician: Bloodrage Ogre (3/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 9
  • Gold: 2
  • Hand: 4
  • Deck: 0
  • Discard: 6

Hand

Pillage, Crashbarrow, Shoddy Glider, Kidnapping

Discard

Desperation, Crashbarrow, Scorch, Makeshift Rambaster, Bombaster, Mad Man

Think

I think I’m still in an ok spot here. Kidnapping has come up at just the right time to steal a hyperion. And if no hyperion, then my tech 2 is probably still alive, so it’s crashbarrow time. I might need to stack more spells in my deck though.

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
Temporal Distortion
Temporal Distortion


STARTING HAND
Now!
Temporal Research
Argonaut
Immortal
Nullcraft(1/1) flying, no buff/debuff


WORKERS
Time Spiral
Plasmodium
Forgotten Fighter
Hardened Mox
Temporal Research


NextHand

Tinkerer
Vortoss Emblem
Immortal
Fading Argonaut


Discard

Neo Plexus(2/1)
Now!
Argonaut
Nullcraft(1/1) flying, no buff/debuff
Temporal Distortion
Temporal Distortion


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Immortal - ($1)
Now! - ($0)
Immortals kills SQL
Max trades with Jaina
Neo trades with Brogre, you draw

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(3/4a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Immortal(5/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I think this is about maximum defence here, attacking with the immortal lets me get much better trades with the others and if they have kidnapping they either leave me Argonaut alive or take the immortal and kill him, second option being what they’d do if immortal was patrolling anyway. most of the worst cases for next turn revolve around kidnapping, as I doubt they teched T1 crash crashbarrow. any two of their tech 2s on their own is kinda fine as I can probably bounce back

Turn 5

Hand: Pillage, Crashbarrow, Shoddy, Kidnapping, Desperation
Workers: Careless Musketeer, Bloodburn, Charge, Nautical Dog

Techs

Turn 2: Gunpoint Taxman, Crashbarrow
Turn 3: Kidnapping, Shoddy Glider
Turn 4: Crashbarrow, Desperation
Turn 5: Bloodlust, Land Octopus


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$9, $11)
  4. Summon Drakk Ramhorn ($9)
  5. Summon Crashbarrow ($6)
  6. Summon Shoddy Glider ($5)
  7. Cast Kidnapping on Argonaut ($1)
  8. Argonaut and Glider destroy your Tech 2, your base takes 2
  9. Crashbarrow destroys your Tech 1, your base takes 2
  10. Discard 2, draw 4
  11. Crashbarrow and Glider die

  • Patrol:
    :psblueshield:Squad Leader: Drakk Ramhorn (1/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 9
  • Gold: 1
  • Hand: 4
  • Deck: 3
  • Discard: 7

Hand

Gunpoint Taxman, Crashbarrow, Mad Man, Makeshift Rambaster

Discard

Crashbarrow, Shoddy Glider, Kidnapping, Desperation, Pillage, Bloodlust, Land Octopus

Think

I’m going for a risky double tech break here, but it will severely slow them down. And maybe I’ll even get lucky and they didn’t draw nullcraft or battlesuits this turn and I get to keep my tech 2. I’m not hopeful about that, but a man can dream.

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
Ready or Not
Now!


STARTING HAND
Fading Argonaut
Tinkerer
Immortal
Vortoss Emblem → to deck, for Battlesuits


WORKERS
Time Spiral
Plasmodium
Forgotten Fighter
Hardened Mox
Temporal Research
Tinkerer


NextHand

Vortoss Emblem
Nullcraft(1/1) flying, no buff/debuff
Now!


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Vir - ($6)
Swap card with top of (only card in) deck - ($5)
Battlesuits - ($3)
Argo kills Drakk
Immortal breaks Tech 2, ‘dies’
Fargo - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Vir(2/3a)
  • :psfist: Elite: Fading Argonaut(4/3) fading 3
  • :ps_: Scavenger: Argonaut(4/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Immortal(5/5)
  • Battle Suits

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

ok, that was rough but this is workable

unphase unfortunately is countered already otherwise would be great here, not confident I’ll be able to spare the 4 damage any time soon

having Vir out could be a pain next turn, maybe need to not quite fill my deck with Geiger spells

a pillage will be annoying, especially if they kill scav first (perhaps with a Zane… bruh), but I’d rather take the risk

Your base takes 1 from Drakk’s death


Turn 6

Hand: Gunpoint Taxman, Crashbarrow, Mad Man, Makeshift Rambaster
Workers: Careless Musketeer, Bloodburn, Charge, Nautical Dog

Techs

Turn 2: Gunpoint Taxman, Crashbarrow
Turn 3: Kidnapping, Shoddy Glider
Turn 4: Crashbarrow, Desperation
Turn 5: Bloodlust, Land Octopus
Turn 6: Surprise Attack, Crash Bomber


  1. Tech 2 cards
  2. Get paid (+$9, $10)
  3. Rebuild Tech 2 ($10)
  4. Summon Gunpoint Taxman ($8)
  5. Summon Mad Man ($7)
  6. Summon Jaina Stormborne ($5)
  7. Discard 2, draw 3, reshuffle, draw 1

  • Patrol:
    :psblueshield:Squad Leader: Gunpoint Taxman (3/3+A)
    :psfist:Elite: Mad Man (2/1)
    :ps_:Scavenger:
    :pschip:Technician: Jaina Stormborne (2/3)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
  • Base: 16
  • Other:

Economy:

  • Workers: 7
  • Gold: 0
  • Hand: 5
  • Deck: 5
  • Discard: 0

Hand

Bloodrage Ogre, Bombaster, Scorch, Land Octopus

Discard

Think

Hmm, the double tech break may have been too ambitious. That’s a scary board. Still, I can force them to spend gold on vir to kill my tech 2 again. They will, but it costs them. And perhaps that will leave an opening for Zane…

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


StartingHand Workers

STARTING HAND
Vortoss Emblem
Now!
Nullcraft(1/1) flying, no buff/debuff


WORKERS
Time Spiral
Plasmodium
Forgotten Fighter
Hardened Mox
Temporal Research
Tinkerer


NextHand

Now!
Temporal Distortion
Ready or Not
Neo Plexus(2/1)
Argonaut


Discard

Fading Argonaut(4/3) fading 3
Argonaut(4/2)
Now!
Nullcraft(1/1) flying, no buff/debuff
Vortoss Emblem


Tech 0 card(s)
Get Paid + float - ($11)
commit to no cards teched, peek with Vir
Argo kills sql
Vir trades dog
prynn - ($9)
Fargo kills Jaina
Immortal destroys tech 2
midband prynn - ($8)
surplus - ($3)

Float ($3)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L4 Prynn(2/4a) fading 4
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Immortal(5/4)
  • Battle Suits

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

peek was Now! that puts me… 2g or 2dmg short of lethal. TD would’ve done it but as it is better to leave Max in reserve and burst next turn (pretty much optimal setup right here, hoping for 2 out of 3 Max spells still in deck and not peeked)

surplus cos 13g is plenty for next turn’s burst, other option is maxband prynn but not sure it’s worth it for 1 more hp (can still be Zane’d)

Also your econ info is off but i assume that’s just a typo, dont worry if so

Yeah sorry about that, not sure what happened there.


Turn 7

Hand: Bloodrage Ogre, Bombaster, Scorch, Land Octopus, Kidnapping
Workers: Careless Musketeer, Bloodburn, Charge, Nautical Dog

Techs

Turn 2: Gunpoint Taxman, Crashbarrow
Turn 3: Kidnapping, Shoddy Glider
Turn 4: Crashbarrow, Desperation
Turn 5: Bloodlust, Land Octopus
Turn 6: Surprise Attack, Crash Bomber
Turn 7: Shoddy Glider, Desperation


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$9, $14)
  4. Rebuild Tech 2 ($14)
  5. Summon Drakk Ramhorn ($12)
  6. Cast Kidnapping on Immortal ($8)
  7. Immortal kills Prynn, Drakk gains 2 levels
  8. Maxband Drakk ($5)
  9. Summon Bloodrage Ogre ($3)
  10. Cast Scorch on your Tech 2 ($0)
  11. Ogre destroys your Tech 2, your base takes 2
  12. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Drakk Ramhorn lvl 6 (3/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
    Bloodrage Ogre (3/2)
  • Base: 14
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 5
  • Discard: 8

Hand

Crash Bomber, Pillage, Shoddy Glider, Makeshift Rambaster

Discard

Desperation, Shoddy Glider, Kidnapping, Bombaster, Scorch, Land Octopus, Gunpoint Taxman, Mad Man

Think

Hmm, a surplus is actually a really good play. Gives them a lot of chances to draw Now!, which means I could lose my tech 2 again. That’s… not good. If I can’t stabilise my tech 2, I will lose this game. Hopefully they get a bit sloppy with gold though, given I haven’t represented pillage. I’d love to punish them for 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”

P1T8


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Now!
Argonaut
Temporal Distortion
Ready or Not
Neo Plexus(2/1)
Temporal Distortion
Immortal
Fading Argonaut(4/3) fading 3
Nullcraft(1/1) flying, no buff/debuff


WORKERS


NextHand

Now!
Seer
Seer
Argonaut(4/2)
Vortoss Emblem


Discard

Nullcraft(1/1) flying, no buff/debuff
Temporal Distortion
Now!
Ready or Not
Immortal
Argonaut
Hyperion(5/3)
Neo Plexus(2/1)
Immortal(5/4)
Fading Argonaut(4/3) fading 3


Tech 2 card(s)
Get Paid + float, surplus draw - ($13)
Max - ($11)
Immortal kills Drakk, my base to 12
Temporal distortion immortal to hyperion - ($9)
Hyperion deals 5dmg to base, i draw
Maxband Max, reload hyperion - ($7)
Hyperion deals 5dmg to base, i reshuffle draw
Ready or Not hyperion - ($3)
Hyperion deals 5dmg to base, i draw
Now! Max - ($2)
Max deals 3 to base
Temporal distortion Hyperion to omegacron - ($0)
Trash some workers, Omegacron deals 9 to base

Float ($0)
Discard 6, draw 5


Board Info:
In Patrol:

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

In Play:

  • Battle Suits
  • Omegacron(9/6)
  • L5 Max(3/3)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 4
Thoughts

surplus was TD, that puts me on optimal hand so let’s have some fun with dmg

i have a couple ways of getting 18 with the non-immortal, non-omegacron section (triple Hype + now! max, double void star boosted and no maxband max, double tric attack and double tric shots…) but the hype one gives me an opportunity to draw something else and 2g to spend it on, so tech in a seer for one more damage on a Now!d tric instead of omegacron finish and hope to draw that or NC or the discard TD

got the NC woohoo

Did not mean to flex, was a fun puzzle to see that I could pick Hyperions in the middle in order to get a chance of extra NC damage (and other possible extra dmgs in deck) edit: nvm

GGWP @Bryce_The_Rice , that was a scary game

@zango

2 Likes

Looks like you didn’t pay for this.

Edit: only saw now that you have a bunch of excess damage. Carry on :wink:

ah, my efforts to get an extra dmg were pointless, i should’ve had no money left… thanks for catching I’ll skip the nullcraft

Well, not much I could do to prevent that. Immortal is really annoying…