Will post Turn 1 here later this evening @dwarddd , GL HF!
Link to all relevant rule changes
Summary:
- No Vandy Resist
- Dark Pact costs 1g
- Battle Suits only for purple stuff
CAWS22 Round 2 Player 1, Turn 1
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 Mono Purple
Starting Hand
Makeshift Rambaster
Bloodburn
Nautical Dog
Mad Man
Bombaster
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in OR no techs turn 1
All Teched Cards
Main:
- Jaina (2)
- Nautical Dog (1)
- Worker (0)
Workers
Bloodburn
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Nautical Dog (1/1a)
- Elite:
- Scavenger: Jaina (2/3 lvl 1)
- Technician:
- Lookout:
In Play:
- nurfin
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Bloodrage Ogre
Scorch
Charge
Careless Musketeer
Pillage
End of Turn Discard
My Thoughts
Similar deal to the last game? Get ahead of Present and Tech3 and I’m fine? Think so
Hoo boy here we go, this is my first time against this deck…
sorry this post took a bit, wanted to review other burning legion games, 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” |
P2T1
StartingHand Workers
STARTING HAND
Fading Argonaut
Forgotten Fighter
Nullcraft
Temporal Research
Time Spiral
WORKERS
Forgotten Fighter
NextHand
Battle Suits
Plasmodium
Hardened Mox
Tinkerer
Neo Plexus
Discard
Temporal Research
Time Spiral
Nullcraft
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
fargo - ($2)
Geiger - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Fading Argonaut(2/3a)
- Elite:
- Scavenger: L1 Max(2/3)
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
Thoughts
was considering NC hits Jaina plus Fargo, but would rather stay up on cards… need to have healthy hand to make sure assimilate can be timed well. this is okay start tho, only NC in next hand would have been better but the threat will do
I wanted to see just how strong it is, so far pretty silly lol
CAWS22 Round 2 Player 1, Turn 2
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 Mono Purple
Starting Hand
Bloodrage Ogre
Scorch
Charge
Careless Musketeer
Pillage
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in OR no techs turn 1
All Teched Cards
Overeager Cadet, Lobber
Main:
- Bloodrage Ogre (3)
- Worker (2)
- Tech1 (0)
Workers
Scorch, Bloodburn
- Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Bloodrage Ogre (3/2a)
- Elite:
- Scavenger:
- Technician: Nautical Dog (1/1)
- Lookout:
In Play:
- Jaina (2/3 lvl 1)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Makeshift Rambaster
Mad Man
Charge
Pillage
Lobber
End of Turn Discard
My Thoughts
I could kill the Fargo, but maybe give away levels to Geiger. I have plenty of gold to work with next turn to maybe go hard at Geiger so maybe do that instead? Yeah lets
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” |
P2T2
Tech StartingHand Workers
TECH
Argonaut
Argonaut
STARTING HAND
Plasmodium
Tinkerer
Hardened Mox
Neo Plexus
Battle Suits
WORKERS
Forgotten Fighter
Plasmodium
NextHand
Tinkerer
Fading Argonaut(2/3a)
Argonaut
Time Spiral
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Battlesuits - ($3)
Fargo trades brogre
Neo Plexus - ($1)
tech 1 - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Neo Plexus(3/2a)
- Elite:
- Scavenger:
- Technician: L1 Max(2/3)
- Lookout:
In Play:
- Battle Suits
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
CAWS22 Round 2 Player 1, Turn 3
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 Mono Purple
Starting Hand
Makeshift Rambaster
Mad Man
Charge
Pillage
Lobber
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in OR no techs turn 1
All Teched Cards
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber
Main:
- Mad Man, bang into SQL (5)
- Dog trades with SQL
- **Jaina to level 5, kill Geiger, you draw 1, Jaina maxbands (1)
- Worker (0)
Workers
Pillage, Scorch, Bloodburn
- Patrol as below
- Discard 3 Draw 3 rs Draw 2
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Jaina (4/3 lvl 7)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Overeager Cadet
Bombaster
Careless Musketeer
Flagstone Garrison
Charge
End of Turn Discard
My Thoughts
Should be pretty well set up to get the Garrison on turn 5, grab another Cadet, lets go
…
Yikes got the Garrison now… That’s really not good…
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” |
P2T3
Tech StartingHand Workers
TECH
Shimmer Ray
Shimmer Ray
STARTING HAND
Fading Argonaut(2/3a)
Argonaut
Time Spiral
Tinkerer
Hardened Mox
WORKERS
Forgotten Fighter
Plasmodium
Hardened Mox
NextHand
Argonaut
Tinkerer
Argonaut
Temporal Research
Nullcraft
Tech 2 card(s)
Get Paid, tech draw - ($7)
Worker - ($6)
fargo - ($4)
Tech 2 Past - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Fading Argonaut(3/3a) Fading 3
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Battle Suits
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Past)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
I was planning to wall this turn and be a turn late on tech 2, (hopefully assimilating a garrison somewhere in there). however, the draws r perfect for early Past - Temporal research in next hand can give good chances of getting some early shimmers down
CAWS22 Round 2 Player 1, Turn 4
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 Mono Purple
Starting Hand
Overeager Cadet
Bombaster
Careless Musketeer
Flagstone Garrison
Charge
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in OR no techs turn 1
All Teched Cards
Lobber, Drill Sergeant
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber
Main:
- Jaina taps and deals 3 to your tech2
- Bombaster (5)
- Overeager Cadet
- Worker (4)
- Tech 2 Peace (0)
Workers
Careless Musketeer, Pillage, Scorch, Bloodburn
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
- Squad Leader: Overeager Cadet (2/2A)
- Elite:
- Scavenger:
- Technician: Bombaster (2/2)
- Lookout:
In Play:
- Jaina (4/3 lvl 7)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Lobber
Overeager Cadet
Makeshift Rambaster
Nautical Dog
End of Turn Discard
My Thoughts
This is a bummer, but at least I can poke at his tech2… which is cool. I’ll have to let Vandy or Oni out to do some work in the meantime
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” |
P2T4
Tech StartingHand Workers
TECH
Seer
Assimilate
STARTING HAND
Argonaut
Nullcraft
Temporal Research
Argonaut
Tinkerer
Shimmer Ray
Neo Plexus(3/2a)
WORKERS
Forgotten Fighter
Plasmodium
Hardened Mox
NextHand
Shimmer Ray
Seer
Time Spiral
Nullcraft
Neo Plexus(3/2a)
Tech 2 card(s)
Get Paid - ($8)
Prynn - ($6)
Temporal research draw 2 - ($4)
Shimmer Ray - ($3)
Argonaut - ($0)
Fargo kills cadet
Float ($0)
Discard 4, draw 2, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Argonaut(4/4a) readiness
- Elite:
- Scavenger: L1 Prynn(1/3) Fading 4
- Technician:
- Lookout: Shimmer Ray(3/4) flying, fading 2 +r1
In Play:
- Battle Suits
- Fading Argonaut(3/1) Fading 2
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 2 (Past)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
no damn shimmer Ray makes this a tough choice. think I have to Temporal research in order to increase chance of assimilate next turn. I better get at least one shimmer Ray…
No assimilate next turn, this could go downhill fast - i essentially have to break through instead… i got greedy with the seer thinking like I’d already stolen a garrison
Did you mean to kill the Cadet?
Yep! Thanks for catching, just forgot to write it in
This is scary
CAWS22 Round 2 Player 1, Turn 5
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 Mono Purple
Starting Hand
Lobber
Overeager Cadet
Makeshift Rambaster
Nautical Dog
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in OR no techs turn 1
All Teched Cards
Dark Pact, Flagstone Garrison
Lobber, Drill Sergeant
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber
Main:
- Vandy + midband (4)
- Lobber, runs into SQL and dies (3)
- Jaina arrows down SQL
- Makeshift rambaster, hit Prynn to 2hp take 1 (1)
- Overeager Cadet
- Bombaster killls Prynn, takes 1, Vandy maxbands and dooms Fargo and OC
Workers
Careless Musketeer, Pillage, Scorch, Bloodburn
- Patrol as below
- Discard 1 Draw 2 rs Draw 1
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
- Squad Leader: Overeager Cadet (4/4A doomed)
- Elite:
- Scavenger:
- Technician: Vandy (4/5 lvl 5)
- Lookout:
In Play:
- Jaina (4/3 lvl 7)
- Bombaster (2/1)
- Makeshift Rambaster (1/1)
Economy Info:
Cards:
- Hand: 3
- Deck: 8
- Disc: 0
Gold:
- Gold: 1
- Workers: 8
End of Turn Hand
Bloodrage Ogre
Mad Man
Overeager Cadet
End of Turn Discard
My Thoughts
Shimmer Ray is here to take down Jaina, I can kill it but not super safely, really wanted to take down that tech2 but also doesn’t feel like an excellent choice. Vandy Maxband serves as decent threat to cover for my depressing lack of Garrison for a bit, keep buying time for that hoping I can catch up
now that I’ve built a tower u might not even meta but if i didn’t it wouldve been awful…
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” |
P2T5
Tech StartingHand Workers
TECH
Seer
Origin Story
STARTING HAND
Time Spiral
Shimmer Ray
Neo Plexus(3/2a)
Nullcraft
Seer
WORKERS
Forgotten Fighter
Plasmodium
Hardened Mox
Time Spiral
NextHand
Tinkerer
Temporal Research
Argonaut
Assimilate
Discard
Argonaut(4/4a) readiness
Neo Plexus(3/2a)
Nullcraft
Seer
Origin Story
Tech 2 card(s)
Get Paid, scav gold - ($9)
Worker - ($8)
Geiger - ($6)
Shimmer Ray kills Jaina, Max midbands
Seer, shimmer back to 2 runes - ($5)
Shimmer Ray - ($4)
tower - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Seer(3/1a)
- Elite:
- Scavenger: L3 Max(2/4)
- Technician: Fading Argonaut(5/3) Fading 1 (doomed)
- Lookout:
In Play:
- Battle Suits
- Shimmer Ray(3/4) flying, fading 2
- Shimmer Ray(3/4) flying, fading 2
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 2 (Past)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 1
- Workers: 9
Thoughts
if I don’t build a tower this turn a maxband oni would be too oppressive… arghhhhh
Looks like my best option here still, given my cycle
CAWS22 Round 2 Player 1, Turn 6
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 Mono Purple
Starting Hand
Bloodrage Ogre
Mad Man
Overeager Cadet
Events of Turn:
Upkeep:
- Get Gold (8+1float)
- Cadet and Fargo die to doom, you draw 1
- Tech 2 cards in OR no techs turn 1
All Teched Cards
Drill Sergeant, Boot Camp
Dark Pact, Flagstone Garrison
Lobber, Drill Sergeant
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber
Main:
- Oni (7)
- Bombaster trades SQL
- Rambaster runs into Geiger, Geiger takes 1
- Vandy fetches and plays Metamorphosis, Oni and her go Demon Mode (0)
- Overeager Cadet
Workers
Careless Musketeer, Pillage, Scorch, Bloodburn
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
- Squad Leader: Overeager Cadet (2/2A)
- Elite:
- Scavenger: Soldier (1/1)
- Technician:
- Lookout: Soldier (1/1)
In Play:
- Vandy (6/7 lvl 5 invisible readiness demon)
- Oni (6/7 lvl 8 invisible readiness demon)
- Soldier (1/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 4
- Disc: 7
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Nautical Dog
Drill Sergeant
Flagstone Garrison
Lobber
End of Turn Discard
My Thoughts
Losing the air battle, only saving grace perhaps is the rays shedding runes. I don’t think I have much choice but to Meta, I need blockers and to keep my cards up, I need threat to distract from the peace engine, I could lose a hero to nullcraft + the rays but I still have one left after and that’s something at least.
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” |
P2T6
Tech StartingHand Workers
TECH
Assimilate
Yesterday’s Golgort
STARTING HAND
Argonaut
Temporal Research
Tinkerer → discard for shimmer
Assimilate → discard for max
Argonaut(4/4a) readiness
Temporal research:
Neo Plexus(3/2a)
Seer
Max:
Origin Story
WORKERS
Forgotten Fighter
Plasmodium
Hardened Mox
Time Spiral
NextHand
Seer(3/1a)
Yesterday’s Golgort
Argonaut(4/4a) readiness
Nullcraft
Tech 2 card(s)
Get Paid + float - ($10)
Discard 1, one shimmer to 2 runes
Temporal research, draw 2 - ($8)
Tap Max: discard 1 and draw 1
Prynn - ($6)
Origin Story Onimaru - ($3)
Seer, other shimmer to 2 runes - ($2)
Neo Plexus - ($0)
Shimmer Rays destroy tech 1
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Seer(3/1a)
- Elite:
- Scavenger: Neo Plexus(3/2)
- Technician:
- Lookout: L1 Prynn(1/3) fading 4
In Play:
- Battle Suits
- Shimmer Ray(3/4) flying, fading 2
- Shimmer Ray(3/4) flying, fading 2
- L3 Max(2/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 2 (Past)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
Tech assimilate for if I don’t draw origin story (and need the shimmers to kill a hero), golgurt for if I do (I’m not confident in building tech 3 soon enough for rememberer to be the play). hmm, nullcraft and origin story still in deck… that was unlucky, gotta tap max and hope i get origin story but even nullcraft might be enough, let them keep both tech buildings and hope to assimilate next turn
ok, phew, now to destroy tech 1 or 2, tech 1 gets rid of all their haste but fully requires an assimilate next turn, tech 2 would mean they only play with their hand, except for the fact that dp is a thing, so i can expect 2 lobbers… let’s try stealing a garrison (god a lot of stuff has to line up for me to get out of this)
Goodnight, sweet General
CAWS22 Round 2 Player 1, Turn 7
P1 [Fire]/Demon/Peace aka Burning Legion vs P2 Mono Purple
Starting Hand
Nautical Dog
Drill Sergeant
Flagstone Garrison
Lobber
Lobber (DS)
Flagstone Garrison (Dog)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in OR no techs turn 1
All Teched Cards
Elite Training, Firebat
Drill Sergeant, Boot Camp
Dark Pact, Flagstone Garrison
Lobber, Drill Sergeant
Flagstone Garrison, Overeager Cadet
Overeager Cadet, Lobber
Main:
- Flagstone Garrison (5)
- Drill Sergeant, draw 1 (2)
- Nautical Dog, draw 1 DS+1 (1)
- OC trades with SQL
- Two soldiers trade with Scav, you get 1g
- Vandy kills Prynn, takes 2, levels fizzle
- Give rune to third soldier, break your tech2, your base to 18
Workers
Careless Musketeer, Pillage, Scorch, Bloodburn
- Patrol as below
- Discard 3 Draw 2 rs Draw 2
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 PEACE
In Patrol:
- Squad Leader: Vandy (6/5A, readiness invisible demon)
- Elite:
- Scavenger: Nautical Dog (1/1)
- Technician: Drill Sergeant (3/3)
- Lookout:
In Play:
- Soldier (2/1, +)
- Flagstone Garrison (4hp)
Economy Info:
Cards:
- Hand: 5
- Deck: 11
- Disc: 0
Gold:
- Gold: 1
- Workers: 8
End of Turn Hand
Charge
Dark Pact
Boot Camp
Bloodrage Ogre
Drill Sergeant
End of Turn Discard
My Thoughts
Air superiority is in full force, I need to do something about that. Elite Training? Air Hammer? both are 4g I’m not spending on peace engine. I think I’ll go with the Elite Training, doesn’t block but does a better job shredding. Firebat as well for air support. Probably it’s gonna be maxing Geiger and flickering a Ray + discarding or seer-ing the other, but I have a lot of threats now to deal with, and tech2 down is really helpful. We’ll see what Dwarddd chooses to eliminate and how that lines up with my draw
I doubt this.
Meta has been buffed to make them big invisible readiness replicating demons
Demons replicate, it’s a well known fact
Safe to assume generally in the future that if one of the lines is exactly as it was last turn, that’s probably copy-pasta issues Corrected now, my bad!
Sorry, busy day yesterday, but on we go
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” |
P2T7
Tech StartingHand Workers
TECH
Second Chances
Yesterday’s Golgort
STARTING HAND
Nullcraft
Yesterday’s Golgort
Seer(3/1a)
Argonaut(4/4a) readiness
WORKERS
Forgotten Fighter
Plasmodium
Hardened Mox
Time Spiral
NextHand
Fading Argonaut(5/3) Fading 1 (doomed)
Tinkerer
Discard
Seer(3/1a)
Neo Plexus(3/2)
Yesterday’s Golgort
Second Chances
Yesterday’s Golgort
Tech 2 card(s)
Get Paid + scav - ($10)
Seer, shimmer ray back to 2 - ($9)
Argonaut - ($6)
Nullcraft - ($4)
Nullcraft and 1 shimmer deal 4 to tech 1
Maxband max, flicker NC - ($2)
Nullcraft destroys tech 1, base to 16
Shimmer Ray 2 kills sergeant, you draw
Discard a card to put other shimmer on 2 runes
Float ($2)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader: Seer(3/1a)
- Elite:
- Scavenger: Argonaut(4/4) readiness
- Technician: L5 Max(3/4)
- Lookout:
In Play:
- Battle Suits
- Shimmer Ray(3/4) flying, fading 2
- Shimmer Ray(3/4) flying, fading 2
- Nullcraft
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Past)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 5
- Disc: 5
Gold:
- Gold: 2
- Workers: 9
Thoughts
discarding last card puts me on 7/10 chance for Temporal research or assimilate.
Well, I’m paying the price there, that’s about the worst hand I could draw