Placeholder for our match.
Let me know your deck choice and I can update the thread / post my Turn 1.
GLHF!!
Placeholder for our match.
Let me know your deck choice and I can update the thread / post my Turn 1.
GLHF!!
Time Spiral costs 0, and ability adjusted: “Add or remove a time rune from a card (or forecasted card) that you control”
Tinkerer also triggers on Arrival. “Arrives: or : Add or remove a time rune from a card (or forecasted card) that you control” //combined with the other changes, previous version was a bit too degenerate
Vir midband is range 4-6 (instead of 5-6)
Double Time Cost reduced to 5 and moves to forecast 2 (instead of forecast 3)
Knight of the Conclave is Forecast 2 (instead of 3), loses resist 1
Reaver’s ability becomes: “Arrives or : Trash a worker, or deal 6 damage to a Unit or Hero”. Cost reduced to 2
General’s Hammer costs 2 (instead of 3)
Drill Sergeant’s gains “limit twice per turn” on it’s second ability (can only move 2 runes off of the DS each turn, same as Ancient)
Debilitator Alpha costs 4 (instead of 5) and has “As Patroller: Attackers get -1 ATK” (even if they aren’t attacking Debilitator Alpha)
Spectral Tiger gains Resist 1
Spectral Roc gains Resist 1
Hallucination Changes to: Spell - Summon Target up to 2 units or heroes. Summon a 0/X hallucination token for each target, where X is the current HP (factoring in any buffs, debuffs or damage) of the target. Destroy these at your next upkeep.
Dreamscape Instead of “all units are illusions” this becomes “Arrives or Upkeep: mark up to 5 units. These units are illusions until your next upkeep, even if Dreamscape is removed from play”. Also gains "Tap: Create a Mirror Illusion (max 2). Still channeling, still cost 3.
Quince Midband ability now costs 1 (instead of 2)
Mind Control Cost reduced to 4 and can attach to any unit, including tech 3s
Spark costs 0 (instead of 1)
Fruit Ninja is a 3/2 (instead of 2/2) and keeps Frenzy 1
Troq midband becomes topband and can deal 1 damage to any building (not just a base)
Troq midband becomes readiness, level range is 4-7 instead of 5-7
Troq maxband becomes Overpower
The Boot becomes “Trash an opposing Tech 0 or Tech I unit. Trash this card”
Intimidate changes from “Give a unit or hero -4atk until end of turn” to “Give a unit or hero -3atk/1hp until your next upkeep”
Final Smash cost reduced to 3
Versatile Style has these 4 abilities (improved, still costs 2):
Focus Master - Changes to 2 cost, ability becomes “All your patrollers gain +1armor”
Hero’s Monument - Daigo Stormborn has Haste in addition to his other abilities
Jaina Midband loses the “patrolling” designation
Fire Dart costs 1 (instead of 2)
Flame Arrow costs 3 (instead of 4)
Doubleshot Archer costs 2 (instead of 3)
GLHF!!!
[b]P1T1[/b]STARTING HAND
Plasmodium
Fading Argonaut
Temporal Research
Forgotten Fighter
Nullcraft
WORKERS
Forgotten Fighter
Time Spiral
Battle Suits
Tinkerer
Neo Plexus
Hardened Mox
Temporal Research
Plasmodium
Nullcraft
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
fargo - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
couple thoughts
-im thinking they might base race?
-we both have 4 gold / 2 spell tech building snipe
-Boot is a good counter to mox, so that’s out the door.
-looks like i need to go Battle Suits / Cadets
-Fire (Doubleshot archer) looks to be the best option for them. Really good value.
-Quince midband will be huge for me here.
-Peace engine is a little too vulnerable to jaina spells. Need to pair it with free speech.
-based on rules, quicne midband would copy reaver, but it gets time runes, so dount count on that.
-perhaps double KOTC, temporal research? No, I would need Plasmo>TR>Vir, only to get two KOTC down? not worth it.
Looks like im going early cadets. well figure it out from there.
Hand: Older Brother, Spark, Timely Messenger, Granfalloon Flagbearer, Wither
Workers: Granfalloon Flagbearer
Economy:
Bloom, Helpful Turtle, Tenderfoot, Fruit Ninja, Brick Thief
Spark, Wither, Timely Messenger
I don’t know what I’m doing. Let’s go troq
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Time Spiral
Battle Suits
Hardened Mox
Neo Plexus
Tinkerer
WORKERS
Forgotten Fighter
Hardened Mox
Temporal Research
Nullcraft
Overeager Cadet
Time Spiral
Plasmodium
Tech 2 card(s)
Get Paid + float - ($6)
fargo fades
Worker - ($5)
expensive tech 1 - ($3)
battle suits - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
fargo forces a 2 for 1.
i think this is still best. troq being out can put my tech 2 down to 1
they will need a bloom/wither, odds are in their favor. but will they do it. 4 gold against 2…hopefully not.
Hand: Bloom, Helpful Turtle, Tenderfoot, Fruit Ninja, Brick Thief
Tech: Intimdate, Rambasa Twin
Workers: Granfalloon Flagbearer, Helpful Turtle
Economy:
Timely Messenger, Brick Thief, Rambasa Twin, Tenderfoot, Spark
Slow starts all around. Guess I’ll force him to make a move.
TECH
Knight of the Conclave
Knight of the Conclave
STARTING HAND
Temporal Research
Nullcraft
Plasmodium
Time Spiral
Overeager Cadet
Overeager Cadet
Tinkerer
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
Knight of the Conclave
Nullcraft
Temporal Research
Neo Plexus
Tech 2 card(s)
Get Paid + float - ($7)
fargo fades
Worker - ($6)
vir - ($4)
peak
plasmodium - ($2)
temporal research, 5 runes, draw 2 - ($0)
overeager cadet
overeager cadet
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
hmm, even though fruit ninja is boosted, still not that great. i like the 3 cost unit down there.
i t hink vir and peak is best. 1/3 to get cadet…nice!
let’s plasmo, TR, double cadet. best value i can must.
next turn is potentially gg 7, worker 6, tech two _______ 2, temporal research, KOTC, KOTC.
Hand: Timely Messenger, Brick Thief, Rambasa Twin, Tenderfoot, Spark
Tech: Versatile Style, Focus Master
Workers: Granfalloon Flagbearer, Helpful Turtle, Spark
Economy:
Intimidate, Bloom, Wither, Focus Master
Tough decision whether to tech up or play rambasa. We’ll try to get tech advantage, but if he has forgotten fighter troq is toast
plasmo is forecast 3, not 4. I don’t think he got nerfed.
TECH
Void Star
Void Star
STARTING HAND
Neo Plexus
Temporal Research
Knight of the Conclave
Nullcraft
kotc
Tinkerer
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
Nullcraft
Temporal Research
Overeager Cadet (3/2)
Tech 2 card(s)
Get Paid - ($7)
fargo fades away, plasmo fades to 2
Worker - ($6)
vir peaks
knight of the conclave
temporal research, 4 runes, draw 2 - ($4)
knight of the conclave
Tinkerer, remove rune from plasmodium - ($2)
Neo - ($0)
Cadet kills sql, takes 1
vir kills elite, takes 2
Cadet trades with tech, you draw
Float ($0)
Discard 0, reshuffle, draw 2
Board Info:
In Patrol:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
i feel like he’s rushing tech 3. i should be able to break it before he gets that new beast Hero’s Monument down.
probably go void star, and assimilate just in case. training grounds is too strong to not respect.
Hand: Intimidate, Bloom, Wither, Focus Master, Versatile Style
Tech: Vigour Adept, The Boot
Workers: Granfalloon Flagbearer, Helpful Turtle, Spark, Wither
Economy:
Brick Thief, Rambasa Twin, Timely Messenger
Wow, that’s a lotta board. Well, cripple his guys, cast my spells, try to hold out while he’s low on cards.
lol, are you sure intimidate doesnt give a unit or hero -3 atk and an ADDITIONAL hp? i thought that was the nerf?
I agree the rule change on intimidate is confusingly written, but I had read it as -3/-1. Other interpretations as written are -3/+1 and -3 atk and set their hp to 1. If it is what I think, then it is a substantially upgraded deteriorate.
ill accept whatever ruling from the judges. this is more of a fun tourney, etc…
Ya know what, I have no idea. I thought there was a minus there, but you’re right, there isn’t.
But surely that would be a nerf to intimidate, which can’t be the intent… I think?
I assumed the - was implied to both the atk and hp. It is indeed meant to be “deteriorate but better” (as it takes more atk away and can target heroes).
I’m happy to change the wording to -3/-1 or whatever folks would deem most straightforward / least confusing.
that’s so funny. i would think intimidate needs a nerf. it’s troqs best card. all a matter of perspective i guess.
Saying it was Troq’s best card previously isn’t exactly high praise Maybe it should cost 2 now that it takes HP, but it needed a buff IMO. Wrecking ball saw more use in standard games that I’ve seen
sounds good, so it’s a -3/-1 that can target heros. let’s play that.
I changed the rules post wording to -3atk/-1hp to hopefully make it clearer, if anyone has a better suggestion on wording it I’m open to suggestions.