CAWS22 Round2: P1 FrozenStorm Burning Legion [Fire]/Demonology/Peace vs P2 dwarddd mono purple

Will post Turn 1 here later this evening @dwarddd , GL HF!

1 Like

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Nautical Dog (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Jaina (2/3 lvl 1)
  • :exhaust: Technician:
  • :target: 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:

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

In Play:
*

Buildings:

  • :heart: 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

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: 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:

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

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: 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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: 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:

  • :psblueshield: Squad Leader: Fading Argonaut(3/3a) Fading 3
  • :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 (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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Bombaster (2/2)
  • :target: 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:

  • :psblueshield: Squad Leader: Argonaut(4/4a) readiness
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Prynn(1/3) Fading 4
  • :pschip: Technician:
  • :target: Lookout: Shimmer Ray(3/4) flying, fading 2 +r1

In Play:

  • Battle Suits
  • Fading Argonaut(3/1) Fading 2

Buildings:

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

Did you mean to kill the Cadet?

1 Like

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

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 2 rs Draw 1

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (4/4A doomed)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (4/5 lvl 5)
  • :target: 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


:confused: 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:

  • :psblueshield: Squad Leader: Seer(3/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: L3 Max(2/4)
  • :pschip: Technician: Fading Argonaut(5/3) Fading 1 (doomed)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Shimmer Ray(3/4) flying, fading 2
  • Shimmer Ray(3/4) flying, fading 2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Past)
  • :heart: 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

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite:
  • :pspig: Scavenger: Soldier (1/1)
  • :exhaust: Technician:
  • :target: 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:

  • :psblueshield: Squad Leader: Seer(3/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Neo Plexus(3/2)
  • :pschip: Technician:
  • :target: 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:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Past)
  • :heart: 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 :frowning:

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

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 PEACE

In Patrol:

  • :psblueshield: Squad Leader: Vandy (6/5A, readiness invisible demon)
  • :psfist: Elite:
  • :pspig: Scavenger: Nautical Dog (1/1)
  • :exhaust: Technician: Drill Sergeant (3/3)
  • :target: 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.

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Meta has been buffed to make them big invisible readiness replicating demons

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Demons replicate, it’s a well known fact :slight_smile:

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 :wink: Corrected now, my bad!

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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:

  • :psblueshield: Squad Leader: Seer(3/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Argonaut(4/4) readiness
  • :pschip: Technician: L5 Max(3/4)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Shimmer Ray(3/4) flying, fading 2
  • Shimmer Ray(3/4) flying, fading 2
  • Nullcraft

Buildings:

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