Random Map/Deck Bonanza: YoungBuck and FrozenStorm

I feel like the game ends turn 4 pretty much regardless of the decks? TPoS would definitely be good

I think T2 young treant / lawful search / temporal research is the best thing you can do on that map.

1 Like

I think the real challenge on this map is to come up with a game plan that survives against faster win condition AND then wins.

True Power of Storms requires 3 cost cards, white and green both have 3 of those in the starter.

Black does as well (Imp, Jandra, SSkele). Green as EricF identified is the only one to have 3 AND card draw. Purple just has mox, blue has Jail & Porkhand?

Here is the next match-up! Cant get my board together yet but will tonight

YoungBuckā€™s [Past]/ Growth / Peace vs FrozenStormā€™s [Truth]/ Strength / Balance

Map: Vortoss Ruins: Players cannot build a Tech Lab or Heroeā€™s Hall, but get the benefit of both

Should be a more standard game after our non-sense Tech 3 Battle last game! Could set up some interesting combos!

Yes much less nonsense.

Iā€™m not sure how the tech lab benefit will work though, do we just declare 2 specs when we build tech 2? That makes the most sense I think

Yea, its that or you simply gain access to all 3 specs with Tech 2.

Yeah I feel like we could do it a couple ways

  1. Declare the other spec at the beginning
  2. Declare the spec when Tech 2 is built

Both of these basically accomplish the same thing. Option 1 gives a little clue as to what might happen but not a ton, and is more consistent with ā€œyou get the benefitā€ form the beginning.

Or we could have it be all specs are open?

What?

Hereā€™s what sharpo said in the rulings thread about the suggestion to errata the cards: ā€œYeah thatā€™s a functional change but I think it would be ok to make.ā€ Are you interpreting that as an actual official Sirlin Games errata?

Sharpo has edit rights to the official document, so I generally take his statements as acceptable for forum play. I admit that it is not as strong as Sirlin saying ā€œit is soā€ but we work with what we have.

Most importantly, something needed to be clarified one way or the other, and consensus in the thread settled on those errata.

It wonā€™t be official for tournament games until it appears in said official document.

Once itā€™s in the doc thatā€™s fine, but itā€™s not there yet. Errata is a very big deal, and community consensus errata is a dangerous precedent imo, especially for a non-abandoned game.

Maybe I overreacted, sorry.

I was rereading the wording on feral strike, and was wondering: it doesnā€™t say anything about tech requirements like Garthā€™s ability. Perhaps on that map, feral strike isnā€™t quite as awesome as it seems? The map doesnā€™t actually give you the tech buildings, just says you meet tech requirements without the buildings.

I wondered that as well (in addition to ability to cast ultimate spells) but figured the spirit of the map is that tech and hero requirements for any card wordings just donā€™t apply

Great discussion on rules. I tend to agree that erratta shouldnt be taken as tournament rules, but for our purposes (and because I win :slight_smile: ) I think its cool to use them for these wacky, wacky maps.

Anyway, on with the show!

#Player 1, Turn 1 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand]
TR
Tink
Mox
Plasm
Plex
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)

###Main:

  • Worker (3)
  • Mox (0)

[details=Workers]
Plasm
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

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

####In Play:
Mox (1/1)
####Economy Info:

#####Cards:
Hand: 5
Deck: 0
Disc: 3

#####Gold:
Gold: 0
Workers: 5


[details=End of Turn Hand]
Fargo
TS
FF
NC
BS
[/details]


[details=My Thoughts][spoiler]
Hmm this is going to be a more standard game, but I have some interesting tech options to go for. I have to be concerned with Basilisks though, all my upgrades like battle suits, MoLaC, Second chanes are all vulernable. Growth Peace and go for Blooming Elm/Ancient along with Sarge Garrisons? Past Peace with Garrisions to go for total unit overload with Seers, Cadets, and a slow time generator?

He has the strong heroes, with lots of nasty combos. He could counter any heroe strategies I have withe Free Speech too. Tough decisions!
[/spoiler][/details]

1 Like

Player 2, Turn 1 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Heroā€™s Hall

[details=Starting Hand]
Spectral Aven
Building Inspector
Reputable Newsman
Jail
Manufactured Truth
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Reputable Newsman, naming 2 as the uncastable spell or upgrade (3)
  • Tech 1 (1)
  • Worker up (0)

[details=Workers]
Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader: Reputable Newsman (0/3 blocking 2)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Traffic Director
Lawful Search
Arrest
Porkhand Magistrate
Bluecoat Musketeer
[/details]

[details=End of Turn Discard]
Manufactured Truth
Building Inspector
Spectral Aven
[/details]

[details=My Thoughts]
Maybe Iā€™ll try for a quick tech 1 next turn with Lawful Search? I think Iā€™ll probably be comboing Tech 2 of Truth and Balance? Basilisk kills a lot of the buildings or upgrades heā€™ll likely want to use, Truth units are tough for his heroes to deal with in general.
[/details]

#Player 1, Turn 2 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand]
FF
BS
TS
Fargo
Nullcraft
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)

###Main:

  • Worker (4)
  • Fargo (2)
  • Tech 1 (0)

[details=Workers]
Plasm
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5

####In Patrol:

  • :psblueshield: Squad Leader: Mox (1/1)
  • :psfist: Elite:
  • :pspig: Scavenger: F.argo (2/3 3 runes)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 0
Workers: 6


[details=End of Turn Hand]
Plex
Cadet
TR
Tink
BS
[/details]


[details=My Thoughts][spoiler]
Hmm this is going to be a more standard game, but I have some interesting tech options to go for. I have to be concerned with Basilisks though, all my upgrades like battle suits, MoLaC, Second chanes are all vulernable. Growth Peace and go for Blooming Elm/Ancient along with Sarge Garrisons? Past Peace with Garrisions to go for total unit overload with Seers, Cadets, and a slow time generator?

He has the strong heroes, with lots of nasty combos. He could counter any heroe strategies I have withe Free Speech too. Tough decisions!
[/spoiler][/details]

Player 2, Turn 2 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Heroā€™s Hall

[details=Starting Hand]
Traffic Director
Lawful Search
Arrest
Porkhand Magistrate
Bluecoat Musketeer
Spectral Hound (from LS)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 cards from codex

[details=All Teched Cards]
Spectral Hound x2
[/details]


###Main:

  • Quince (4)
  • Lawful Search, check your hand, rs draw 1 (3)
  • Spectral Hound (2)
  • Worker up (1)

[details=Workers]
Bluecoat Musketeer, Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Float 1g, Tech 2 cards after your turn

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Mirror Illusion (0/1)
  • :target: Lookout:

####In Play:

  • Quince (1/3 lvl 1)
  • Reputable Newsman (0/3 blocking 2)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Spectral Hound
Spectral Aven
Building Inspector
Manufactured Truth
Arrest
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
Tech 2 hounds and take a 40% roll I get Hound, 60% I play both of them next turn. And I hit on 40%! Very good stuff, Iā€™ll be incredibly well poised to get a Reteller Macciatus machine rolling and use a Potent B to counter his upgrade and building focused tech 2. This should be fun!
[/details]

#Player 1, Turn 3 (Random Bonanza! Game 4)
P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Runies: Auto Tech Lab and Heroes Hall

Starting Hand
Events of Turn:

[details=Starting Hand]
FF
BS
TS
Fargo
Nullcraft
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)

###Main:

  • Worker (5)
  • Cadet (5)
  • Tower (2)
  • Arg (0) + wisp

[details=Workers]
Plasm
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 RS Draw 2
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • :ps1gem: Tech 1: 5
  • Tower: 4 HP
    ####In Patrol:
  • :psblueshield: Squad Leader: F.Argo (2/3+1a, 2 Time runes)
  • :psfist: Elite: Mox (1/1)
  • :pspig: Scavenger: Cadet (2/2)
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

####In Play:
Arg (1/3 L1)
####Economy Info:

#####Cards:
Hand: 5
Deck: 3
Disc: 0

#####Gold:
Gold: 0
Workers: 7


[details=End of Turn Hand]
BC
BC
Cadet
TS
NC
[/details]


[details=My Thoughts]
Im in toruble I think, he got the line on Tech 2 and a big board already, which is not, not good for Truth.
[/details]

Player 2, Turn 3 (Random Bonanza! Game 5)

P1 [Past]/Growth/Peace vs P2 [Truth]/Balance/Strength

Map: Vortoss Ruins: Players automatically get benefits of Tech Lab and Heroā€™s Hall

[details=Starting Hand]
Spectral Hound
Spectral Aven
Building Inspector
Manufactured Truth
Arrest
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards from codex

[details=All Teched Cards]
Reteller of Truths, Macciatus, the Whisperer
Spectral Hound x2
[/details]


###Main:

  • Spectral Hound (7)
  • Midori (5)
  • Worker up (4)
  • Tech 2 - Truth AND Balance (0)

[details=Workers]
Building Inspector, Bluecoat Musketeer, Jail
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPECS TRUTH & BALANCE

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Reputable Newsman (0+1/3 blocking 2)
  • :pspig: Scavenger: Mirror Illusion (0/1)
  • :exhaust: Technician: Spectral Hound (3/3)
  • :target: Lookout: Spectral Hound (3/3 resist 1)

####In Play:

  • Quince (1/3 lvl 1)
  • Midori (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Lawful Search
Porkhand Magistrate
Traffic Director
Spectral Aven
Macciatus, the Whisperer
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts]
Continuing forward, Arg is going to midband to pop one of my hounds Iā€™m sure so Iā€™m just going to make that as disadvantageous as possible for him. Midori can buff the hounds, which is awesome, next turn Iā€™ll tech probably Mimic + Potent B, and I should be able to quickly build a scary board! Either Iā€™ll go for Dreamscape or Liberty Gryphons to end things :slight_smile:
[/details]