CAWS22 Round5: P1 charnel_mouse [Disease]/Discipline/Law vs P2 dwarddd mono purple

GL, HF, @dwarddd!

Relevant balance changes:

Nerfs
Deteriorate Increase cost to 1
Battle Suits Change to apply to Purple Soldiers and Mystics

P1T1

Starting hand: 5

Pestering Haunt
Skeleton Javelineer
Poisonblade Rogue
Thieving Imp
Skeletal Archery

Thoughts

Can’t complain about this start, at least. Purple’s going to be a pain, I need to walk a line between Abomination against Present II / Hive, and it being easily bounced with Undo.


Get paid - (4)
Worker - (3)
Grave Stormborne - (1)
Skeleton Javelineer - (0)
Pestering Haunt
Discard 2, draw 4


:psblueshield: Skeleton Javelineer 1/1+1A (javelin rune; remove javlin rune: has long range that turn)

Grave L1 2/3 (sparkshot)
Pestering Haunt 1/1 (unstoppable; can’t patrol or be sacrificed)

:heart: Base HP: 20


Hand: 4

Jandra, the Negator
Graveyard
Deteriorate
Sacrifice the Weak

Deck: 1

Summon Skeletons

Discard: 2

Poisonblade Rogue
Thieving Imp

Card-count check (opponent-viewable)

Expected: 10
2 on board
4 in hand
1 in deck
2 in discard
1 in workers


Gold: 0
Workers: 5

4 x start
T1: Skeletal Archery

GL, HF!

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
Tinkerer
Time Spiral
Plasmodium
Hardened Mox
Forgotten Fighter


WORKERS
Hardened Mox


NextHand

Battle Suits
Neo Plexus
Temporal Research
Nullcraft
Fading Argonaut


Discard

Time Spiral
Tinkerer
Forgotten Fighter


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Plasmo - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Plasmodium(4/4) haste, forecast 3

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 6
Thoughts

this is a rough start

no way to keep a hero alive, so i guess plasmo and either tinkerer or float 2… tinkerer would just be trading poorly, and against disease discipline law i think i can handle some early base damage

P1T2

Starting hand: 4

Jandra, the Negator
Graveyard
Deteriorate
Sacrifice the Weak

Thoughts

No need to spend gold on midbanding Grave here, so I could play the Graveyard instead to set up Tax Collector shenanigans. Alternatively, I get a Heroes’ Hall down. I’ll go with the Graveyard, it’ll help next turn if Nullcraft comes out to snipe something.

Teching in cheap options that aren’t worth bouncing.

Teched cards: 2

T2: Crypt Crawler, Tax Collector


Get paid - (5)
Worker - (4)
Expensive Tech I - (2)
Grave, Skeleton Javelineer, and Pestering Haunt hit your base to 16
Graveyard - (0)
Discard 2, draw 1, reshuffle 6, draw 3


Grave L1 2/3 (sparkshot)
Skeleton Javelineer 1/1 (javelin rune; remove javlin rune: has long range that turn)
Pestering Haunt 1/1 (unstoppable; can’t patrol or be sacrificed)

:heart: Graveyard HP: 3 (dying units are buried here; :exhaust:: play a buried unit; 4+ buried here: destroyed)

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


Hand: 4

Summon Skeletons
Crypt Crawler
Tax Collector
Sacrifice the Weak

Deck: 3

Poisonblade Rogue
Thieving Imp
Deteriorate

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 2 teched = 12
3 on board
4 in hand
3 in deck
0 in discard
2 in workers


Gold: 0
Workers: 6

4 x start
T1: Skeletal Archery
T2: Jandra, the Negator

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
Seer
Seer


STARTING HAND
Fading Argonaut
Neo Plexus
Battle Suits
Nullcraft
Temporal Research


WORKERS
Hardened Mox
Neo Plexus


NextHand

Battle Suits
Seer
Forgotten Fighter
Tinkerer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 1 - ($6)
Nullcraft - ($4)
Fargo - ($2)
Max - ($0)
Nullcraft kills javelineer

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


Board Info:
In Patrol:

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

In Play:

  • Plasmodium(4/4) haste, forecast 2
  • Nullcraft(1/1) flying, no de/buff

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

mm, this is better, they put down very little extra pressure

P1T3

Starting hand: 4

Summon Skeletons
Crypt Crawler
Tax Collector
Sacrifice the Weak

Thoughts

I can get the Crypt Crawler out in time to minimise the impact of the Nullcraft, nice.

I’m not sure which way dwarddd is planning to go here, but if Geiger’s out then I’m guessing Present II. Abomination is nice for that, but against Monopurple Prynn and Undo make it a liability. Gorgon would still be a decent option. Alternatively, I head for Discipline II for the Mind-Parry Monk. Training Grounds would let me threaten cheap Judgement Days and swordswipes, and the extra attack works well for Orpal too. dwarddd is pretty likely to just have Prynn banish his own units instead for a large assault, but at least he wouldn’t be playing havoc with my patrols.

Teched cards: 2

T2: Crypt Crawler, Tax Collector
T3: Mind-Parry Monk, Training Grounds


Get paid - (6)
Worker - (5)
Crypt Crawler - (3)
Tax Collector - (1)
Crypt Crawler webs Nullcraft - (0)
Pestering Haunt trades with Nullcraft
Pestering Haunt returns from Graveyard
Discard 1, draw 3


:psblueshield: Tax Collector 2/3+1A (arrives: steal a gold)
:ps_: Crypt Crawler 3/3 (sparkshot; 1g: target flier loses flying this turn)

Grave L1 2/3 (sparkshot)
Pestering Haunt 1/1 (unstoppable; can’t patrol or be sacrificed)

:heart: Graveyard HP: 3 (dying units are buried here; :exhaust:: play a buried unit; 4+ buried here: destroyed)
Skeleton Javelineer (buried)

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


Hand: 3

Poisonblade Rogue
Thieving Imp
Deteriorate

Deck: 0
Discard: 3

Mind-Parry Monk
Training Grounds
Sacrifice the Weak

Card-count check (opponent-viewable)

Expected: 10 + 4 teched = 14
3 on board
1 in Graveyard
4 in hand
3 in deck
0 in discard
3 in workers


Gold: 0
Workers: 7

4 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons

2 Likes

Nice crypt crawler + haunt! Hadn’t thought that far ahead i just saw loads of 1hp stuff XD

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
Research & Development
Shimmer Ray


STARTING HAND
Forgotten Fighter
Seer
Battle Suits
Tinkerer


WORKERS
Hardened Mox
Neo Plexus
Forgotten Fighter


NextHand

Seer
Time Spiral
Temporal Research


Discard

Fading Argonaut(2/3a) fading 3
Nullcraft(1/1) flying, no de/buff
Tinkerer
Research & Development
Shimmer Ray


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Seer, plasmo arrives - ($5)
Battlesuits - ($3)
Plasmo kills Tax collector
Fargo trades with Crypt crawler, you get gold
Max kills haunt, graveyard bursts
midband Max - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Seer(2/1)
  • :target: Lookout:

In Play:

  • Plasmodium(4/2) haste
  • Battle Suits
  • L3 Max(2/4) sparkshot

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

with deterioate costing him 2 max is safe unless they skip a worker,

invest in Max, hope they don’t suspect it’s my plan and sword him, RnD into shimmer rays?!

2 Likes

Crawler’s definitely one of those cards that people forget about :wink:

P1T4

Starting hand: 3

Poisonblade Rogue
Thieving Imp
Deteriorate

Thoughts

A little annoying to lose the Graveyard, but it wasn’t unexpected. I’ll take the opportunity to tech up first. With 3 gold left, I could play the Thieving Imp, or I could Deteriorate the Seer and trade Grave with the Plasmodium. It leaves Geiger at maxband, but his flicker is wasted. The Technician draw makes him reshuffle before another round of teched cards, too.

Teched cards: 2

T2: Crypt Crawler, Tax Collector
T3: Mind-Parry Monk, Training Grounds
T4: Vigour Adept, Young Lightning Dragon


Get paid + Scavenger - (8)
Worker - (7)
Tech II Discipline - (3)
Expensive Deteriorate, Seer withers away, you reshuffle 6 and draw - (1)
Grave trades with Plasmodium, Geiger to level 5 (maxband), flicker whiffs
Discard 1, reshuffle 12, draw 3


:heart: Base HP: 20
:heart: Tech I HP: 5
:heart: Tech II HP: 5 (Discipline)


Hand: 3

Pestering Haunt
Vigour Adept
Thieving Imp

Deck: 9

Mind-Parry Monk
Training Grounds
Sacrifice the Weak
Graveyard
Skeleton Javelineer
Tax Collector
Crypt Crawler
Young Lightning Dragon
Deteriorate

Discard: 0
Card-count check (opponent-viewable)

Expected: 10 + 6 teched = 16
0 on board
3 in hand
9 in deck
0 in discard
4 in workers


Gold: 1
Workers: 8

4 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Poisonblade Rogue

1 Like

Do i reshuffle 5 or 6? I had thought the Seer would be in my discard first

1 Like

Yes, reshuffle 6, sorry.

Np, just thought it worth checking

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
Assimilate
Shimmer Ray


STARTING HAND
Time Spiral
Temporal Research
Seer
Tinkerer


WORKERS
Hardened Mox
Neo Plexus
Forgotten Fighter
Temporal Research


NextHand

Shimmer Ray
Fading Argonaut(2/3a) fading 3
Nullcraft(1/1) flying, no de/buff
Research & Development
Seer(2/1)


Discard

Plasmodium(4/2) haste
Time Spiral
Tinkerer(1/2)
Seer
Assimilate
Shimmer Ray


Technician draw before plasmo and teched cards go in
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 Past - ($4)
Max deals 3 to your tech 2

Float ($4)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Battle Suits
  • L5 Max(3/4) sparkshot

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 4
  • Workers: 9
Thoughts

happy to trade off a hero, discipline tech 2 - i sense a training grounds coming

also, wow i know i said I hoped they wouldn’t see Max as a threat but they even went to the trouble of maxbanding him for me lol!

I had been thinking of using RnD to get a rememberer and Seer together but thinking about it there won’t be any cards in my discard after casting so more units is more use. Short of them having sickness and spreading plague together i think my plan is good

P1T5

Starting hand: 3

Pestering Haunt
Vigour Adept
Thieving Imp

Thoughts

Past, eh? I don’t match up terribly well against Shimmer Rays and Golgorts, but some - runes could go a long way to letting me trade more efficiently. Holding onto Thieving Imp, to see if I can deprive dwarddd of fuel for Shimmer Rays.

Teched cards: 2

T2: Crypt Crawler, Tax Collector
T3: Mind-Parry Monk, Training Grounds
T4: Vigour Adept, Young Lightning Dragon
T5: Sickness, Young Lightning Dragon


Get paid + float - (9)
Worker - (8)
Vigour Adept - (4)
Orpal Gloor - (2)
Bigby Hayes - (0)
Discard 1, draw 3


:psblueshield: Vigour Adept 5/5+1A (frenzy 1; readiness)
:ps_: Orpal L1 1/3 (deals damage in - runes)
:exhaust: Bigby L1 2/3 (stash 1)

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


Hand: 3

Mind-Parry Monk
Skeleton Javelineer
Crypt Crawler

Deck: 6

Training Grounds
Sacrifice the Weak
Graveyard
Tax Collector
Young Lightning Dragon
Deteriorate

Discard: 3

Sickness
Young Lightning Dragon
Thieving Imp

Card-count check (opponent-viewable)

Expected: 10 + 8 teched = 18
1 on board
3 in hand
6 in deck
3 in discard
5 in workers


Gold: 0
Workers: 9

4 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Poisonblade Rogue
T5: Pestering Haunt

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
Yesterday’s Golgort
Yesterday’s Golgort


STARTING HAND
Nullcraft(1/1) flying, no de/buff
Seer(2/1)
Research & Development
Shimmer Ray
Fading Argonaut(2/3a) fading 3
Yesterday’s Golgort
Time Spiral
Tinkerer(1/2)
Seer
Yesterday’s Golgort
Assimilate


WORKERS
Hardened Mox
Neo Plexus
Forgotten Fighter
Temporal Research


NextHand

Shimmer Ray
Nullcraft(1/1) flying, no de/buff
Plasmodium(4/2) haste
Tinkerer(1/2)
Fading Argonaut(2/3a) fading 3


Tech 2 card(s)
Get Paid + float - ($13)
Research and Development, reshuffle 8, draw 5 - ($11)
tap max, Discard 1 and draw 1
Golgurt x 2 - ($5)
Shimmer Ray - ($4)
Seer x 2, runes to each golgurt - ($2)
Vir - ($0)
discard a card to give shimmer Ray an extra time rune

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Yesterday’s Golgort(6/4a) Fading 3
  • :psfist: Elite:
  • :ps_: Scavenger: Yesterday’s Golgort(6/4) fading 3
  • :pschip: Technician:
  • :target: Lookout: Seer(3/1) +r1

In Play:

  • Battle Suits
  • L5 Max(3/4) sparkshot
  • L1 Vir(2/3)
  • Shimmer Ray(3/4) flying, fading 3
  • Seer(3/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

go for Max’s Discard and draw to get a shimmer Ray, don’t mind getting assimilate too much if i do… ah well I did.

get out Vir just so they can’t run heroes in for fun

1 Like

So much for getting ahead by making Geiger’s flicker whiff, geez.

P1T6

Starting hand: 3

Mind-Parry Monk
Skeleton Javelineer
Crypt Crawler

Thoughts

Not much I can do about that, putting in Injunctions as a last-ditch stall.

Teched cards: 2

T2: Crypt Crawler, Tax Collector
T3: Mind-Parry Monk, Training Grounds
T4: Vigour Adept, Young Lightning Dragon
T5: Sickness, Young Lightning Dragon
T6: 2 x Injunction


Get paid - (9)
Mind-Parry Monk - (4)
Crypt Crawler - (2)
Vigour Adept trades with SQL Golgort
Midband Bigby - (0)
Bigby kills Lookout Seer, takes 3 damage
Skip worker!
Discard 1, draw 3


:psblueshield: Crypt Crawler 3/3+1A (sparkshot; 1g: target flier loses flying this turn)
:ps_: Orpal L1 1/3 (deals damage in - runes)
:target: Mind-Parry Monk 5/4 (resist 0+1; you can’t target my heroes and units)

Bigby L3 2/1 (3 damage; stash 1; :exhaust:: sideline target tech 0/I patroller)

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


Hand: 3

Training Grounds
Sacrifice the Weak
Deteriorate

Deck: 3

Graveyard
Tax Collector
Young Lightning Dragon

Discard: 7

Sickness
Young Lightning Dragon
Thieving Imp
Injunction
Injunction
Vigour Adept
Skeleton Javelineer

Card-count check (opponent-viewable)

Expected: 10 + 10 teched = 20
2 on board
3 in hand
3 in deck
7 in discard
5 in workers


Gold: 0
Workers: 9

4 x start
T1: Skeletal Archery
T2: Jandra, the Negator
T3: Summon Skeletons
T4: Poisonblade Rogue
T5: Pestering Haunt

Hehe, check out my P2T4 Thoughts

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
Rememberer
Ebbflow Archon


STARTING HAND
Shimmer Ray
Plasmodium(4/2) haste
Nullcraft(1/1) flying, no de/buff
Tinkerer(1/2)
Fading Argonaut(2/3a) fading 3


WORKERS
Hardened Mox
Neo Plexus
Forgotten Fighter
Temporal Research
Tinkerer(1/2)


NextHand

Research & Development
Rememberer
Assimilate
Time Spiral


Tech 2 card(s)
Get Paid - ($9)
Peek for free
Shimmer Ray - ($8)
Nullcraft - ($6)
Worker - ($5)
Tech 3 - ($0)
Old shimmer ray takes out tech 2, gulgurt to 3 runes
gulgurt kills SQL, takes 3
Seer and Nullcraft kill Mind-Parry Monk
Max kills Orpal, takes 1 (-), Vir to lvl 3
vir kills bigby and midbands

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


Board Info:
In Patrol:

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

In Play:

  • Battle Suits
  • L5 Max(2/3) sparkshot (-)
  • L5 Vir(3/3)
  • Shimmer Ray(3/4) flying, fading 2
  • Nullcraft(1/1) flying, no de/buff
  • Shimmer Ray(3/4) flying, fading 2
  • Yesterday’s Golgort(6/1) fading 3

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

peek is time spiral, i think we tech up safely

need to get the monk as it is an amazingly good counter to archons

Yeah, that’ll do, GG! @zango

3 Likes

Yeah, with no injuction or Geiger removal I can get double Archon next turn.

GG, WP!

@Nekoatl thanks for teaching me the ways of a turn 1 plasmo :wink:

2 Likes