Neutral Starter: Spark costs 0 (instead of 1) Fruit Ninja is a 3/2 (instead of 2/2) and keeps Frenzy 1
Bashing: 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
Discipline: Versatile Style has these 4 abilities (improved, still costs 2):
Destroy an Upgrade
Disable a Hero, or a Unit with Flying
Repair 4 damage from a building
Your Discipline hero is a Detector until your next turn
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
Green Starter: Ironbark Treant ability becomes “-1 ATK/+1 while patrolling” (rather than -2 ATK/+2 armor) Rich Earth gains “Arrives: Get a 0/1 wisp token. While you have 10 or more workers, this gains “tap: make a wisp””
Strength: Bird’s Nest Ability changes to "Arrives or upkeep: Put a 1/1 Flying Bird Token into play (max 2 tokens in play at a time). Remains as a channeling spell. Mythmaking gains the ability "Your Legendary units ignore the “Legend Rule”
Truth: 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
Hooray, T1 Rich Earth! I’ll try to soak some value with the Cub and recover my hand size with the Wisp. Discipline can remove Mythmaking, but that trade is in my favor as long as I don’t try to play duplicate units.
STARTING HAND
Spore Shambler
Merfolk Prospector
Verdant Tree
Playful Panda
Rampant Growth
WORKERS
Ironbark Treant
Rampant Growth
NextHand
Mythmaking
Forest’s Favor
Spore Shambler
Verdant Tree
Young Treant
Tech 2 card(s)
Get Paid - ($6)
Worker
Tech I - ($4)
Tower - ($1)
Merfolk Prospector - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Tiger Cub (2/2A)
Elite:
Scavenger:
Technician: Merfolk Prospector (1/1)
Lookout:
In Play:
Rich Earth
Buildings:
Base HP: 18
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I’m not concerned about him chipping away at my base, thanks to Artisan Mantis. Attacking into the Thief isn’t a good bargain with or without Rampant, so I’ll just hang back and defend. Going with Boulder because I don’t expect Galina to be super useful just yet. He might have gone for Lobbers, so I need to be careful to ensure my Tech I survives. That Sparkshot makes patrolling awkward, though… I want some extra damage to push back with. Guess I’ll opt for a Tower.
Hmm, wither isn’t what I was after on the reshuffle. Still, good turn here. His Tower was pretty wasted value, and I have a solid board. Wish I could’ve hit Sparring Partner too, but that’s how it goes. He is guaranteed both his techs though, so that could be bad.
Mmm, that Ember Sparks is gonna make accumulating tokens very difficult. Still probably worth taking Galina just for the Mythmaking bonus, though. Illusions have the same problem, though I could probably make them work with Flagbearers and Macciatus. Token generation would still have ancillary value if I get Blooming cards in play. For now, I think I’ll field Rook to put pressure on his patrol.
Granfalloon Flagbearer, Brick Thief, Fire Dart, Lobber
Discard
The Boot, Versatile Style, Tenderfoot, Spark
Think
Arrrgghh, I’m an idiot. I totally forgot versatile style can destroy upgrades! I should’ve teched it last turn, and now I’m gonna get super punished by mythmaking. I didn’t even consider it.
Discipline, eh? I have to expect that I won’t be able to target his stuff, then. Hmm… I guess I’ll aim for Guargum. I’m not too happy with my hand, so I’ll see what the Treant can pull… but first, I need to choose my tech cards… hmm… guess I’ll go for Artisan Mantis, as I expect my buildings to keep taking damage. It’s tempting to put Galina as SQL, but there’s a good chance that he’ll destroy Mythmaking next turn, so I’d better hold her in reserve. Even with Treant as SQL, Galina could still die to fire, so patrol her as Technician as insurance.
Merfolk Prospector
Guargum, Eternal Sentinel
Galina Glimmer
Verdant Tree
Young Treant
Tech 2 card(s)
Get Paid - ($9)
Worker
Rich Earth creates a Wisp
Artisan Mantis repairs my base - ($5)
Tech III - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Artisan Mantis (5/5)
Scavenger:
Technician: Ardra’s Boulder (2/7) [1 damage]
Lookout:
In Play:
Rich Earth
Mythmaking
L1 Garus Rook (2/3) [1 damage]
Playful Panda (2/2)
Wisp (0/1)
Wisp (0/1)
Buildings:
Base HP: 19
Tech I HP: 4
Tech II HP: 5 (Growth)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Thunderclap’s rather late to the party, and I don’t expect it to be much help what with Guargum on the way and Mind-Parry Monk as a looming threat. Taking Stampede to maximize Guargum’s casting power.
Stampede
Spore Shambler
Verdant Tree
Stampede
Artisan Mantis
Tech 2 card(s)
Get Paid - ($10)
Worker
Rich Earth creates a Wisp
Rebuild Tech III
Boulder kills Thief
Midband Rook - ($6)
Rook kills Partner
Panda trades with Troq
Maxband Rook - ($5)
Argagarg Garg - ($3)
Mantis kills Jaina
Maxband Argagarg - ($1)
Galina Glimmer - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Water Elemental (3/3) Anti-air
Lookout:
In Play:
Rich Earth
Mythmaking
L5 Argagarg Garg (1/5) Cheerleader
L8 Garus Rook (4/6) Juggernaut, two lives
Wisp (0/1)
Wisp (0/1)
Wisp (0/1)
Wisp (0/1)
Artisan Mantis (4/2)
Galina Glimmer (4/4)
Ardra’s Boulder (2/2) [6 damage]
Buildings:
Base HP: 17
Tech I HP: 4
Tech II HP: 5 (Growth)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Well, that simply won’t do. Guess I’ll just have to prep for Stampede the natural way, and put a damper on his building damage. I’ll invest in a Morningstar Pass as well, followed by the Verdant Tree and maybe some Blooming Elms if the game lasts that long. Between all that and the Mantises, I should have some very nice resistance against his various sources of building damage. Shame I can’t afford a Tech Lab this turn, but I expect Galina to be the better long-term choice now that my Wisp factory is online.
Guargum, Eternal Sentinel
Playful Panda
Morningstar Pass
Discard
Stampede
Stampede
Artisan Mantis
Blooming Elm
Blooming Elm
Tech 2 card(s)
Get Paid + Galina - ($14)
Worker
Rich Earth creates a Wisp
Stampede - ($8)
Stampede - ($2)
Verdant Tree - ($0)
Wisp kills Grave, your base to 18
Wisp kills Messenger, your base to 13
Wisp breaks Tower, your base to 11
Wisp breaks Tech II, your base to 9
Boulder breaks Tech I, your base to 7
Galina breaks your base, GG WP!
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rich Earth
Mythmaking
Verdant Tree (0/3) Healing 1
L5 Argagarg Garg (1/5) Cheerleader
L8 Garus Rook (4/6) Juggernaut, two lives
Wisp (0/1)
Wisp (0/1)
Wisp (0/1)
Wisp (0/1)
Wisp (0/1)
Artisan Mantis (4/2)
Galina Glimmer (4/4)
Ardra’s Boulder (2/2) [6 damage]
Water Elemental (3/3) Anti-air
Buildings:
Base HP: 17
Tech I HP: 4
Tech II HP: 5 (Growth)
Tech III HP: 5
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 12
Thoughts
That was less disruptive than I expected. Both Stampedes is overkill, but I may as well go all out.
I think the threat of Versatile Style was much more powerful than Versatile Style itself would have been. Paying $2 and a card to destroy either of my upgrades would still favor me by however much value the upgrades provided in between when I played them and when you got a chance to destroy them… assuming I never played any duplicate Legendary units, that is. The threat limited my use of Legendary units and kept me away from MoLaC.