Hi @dwarddd ! Changes are below, I’ll start once I’m ready.
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”.
Balance
Midori: Midband becomes “Your units with no printed abilities get +2/+1”.
Circle of Life: becomes “Sacrifice a Tech 0 or Tech I unit. If you do, put a unit one tech level higher with cost 4 or less into play from your Codex” (instead of a green unit with cost 5 or less).
Gemscout Owl: is 1/1 instead of 0/1. It still can’t attack.
Chameleon: costs 0 (instead of 2).
Blood
Rickety Mine: gains Haste, ability changes from coin flip to “When this arrives, put two Ore runes on it. Tap: gain 3 gold, remove an ore rune. When this runs out of Ore runes, trash it and deal 1 damage to you and your opponent’s base”.
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’”.
Purple starter
Time Spiral: costs 0, and ability adjusted: “Add or remove a time rune from a card (or forecasted card) that you control”.
Tinkerer: “Arrives: or : Add or remove a time rune from a card (or forecasted card) that you control.”
Past
Prynn: midband becomes “Dies: …”
Seer: can only affect cards that you control.
Present
Sentry: “Prevent the first point of damage that would be dealt to your patrollers each turn (active player’s choice if more than one patroller is dealt damage at the same time).”
Hyperion: reduced to 4/4 (instead of 4/5)
Octavian: ability becomes “1: Disable a unit or hero and give Octavian -1/1 until next upkeep.” (loses and no longer readies him). Also gains “Resist 1”.
Future
Vir: midband level range is 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: ability becomes “Arrives or : Trash a worker, or deal 6 damage to a Unit or Hero”. Cost reduced to 2.
[spoiler]
Tiger Cub
Playful Panda
Ironbark Treant
Verdant Tree
Forest’s Favor
Thoughts
I need to be more careful in this match. Origin Story stops Drakk from being so degenerate early on. Assimilate could be nasty against Rickety Mines, but I don’t know whether that’s worth it for dwarddd. However, like Blue, most of the buffs seem to be at Tech 0 or Tech II, so I might have an early aggression advantage again. Currently leaning towards Crash Bomber + Owl first, then Circle of Life on both of them.
Playing Cub over Panda here to play around Nullcraft, I’m not sure whether I’d be better off playing Panda and putting the Wisp in SQL / Scavenger. If Nullcraft hit the Panda, then a Fading Argonaut in Elite would still trade with Panda + Rampant Growth.
I don’t think I’ve even used the buffed cards much yet, it’s just that Blood looks so much better with Necromancy out of the picture
P1T2
Starting hand: 5
Merfolk Prospector
Young Treant
Spore Shambler
Rich Earth
Rampant Growth
Thoughts
Teching ideas: Crash Bomber, Gemscout Owl, Bloodlust, Kidnapping, Rickety Mine, Ardra’s Boulder. Boulder’s sort-of interesting with Midori now, since Midori aura + Elite bonus means it can’t be hit with Forgotten Fighter. More of a P2 play, though.
This turn:
Worker, Tech I, Midori, Merfolk Prospector. Less aggressive, but I can set up for Gemscout Owl, so I don’t have to worry about Nullcraft as much. Next turn can be worker + midband + 1-cost unit, 4/3 Tiger Cub can kill an SQL Fading Argonaut and live.
Worker, Midori, Merfolk Prospector, Rampant Growth on Cub, hit Base to 16. Cute, but not worth the bother when I’m hitting the base instead of Tech I. Much better to set up for it later.
Rich Earth, Worker, Tech I, Merfolk Prospector. Potentially nice, but do I expect dwarddd to take Assimilate in response? I could potentially bring in Drakk next turn for Frenzy, if dwarddd doesn’t ramp up quickly. Oh, or Midori, since Cub and Wisp would get +2 attack now. I could try going for double Mine too, maybe? I think I’m fine risking Assimilate here, dwarddd can’t threaten that and Origin Story for a while yet.
Going with Rich Earth, teching Gemscout Owl and Ardra’s Boulder. I think I go for Crash Bomber and Circle of Life next. Threatening Midori midband on Wisp and Tiger Cub next turn.
Teched cards: 2
T2: Ardra’s Boulder, Gemscout Owl
Get paid + float - (6)
Rich Earth, Wisp arrives - (3)
Worker
Tech I - (1)
Merfolk Prospector - (0)
Tiger Cub hits your base to 18
Discard 2, reshuffle, draw 4
Merfolk Prospector 1/1+1A
Wisp 0/1
Tiger Cub 2/2
Rich Earth (my workers cost no gold; 10+ workers: exhaust to summon a Wisp)
Base HP: 20
Tech I HP: 5
Hand: 4
Forest’s Favor
Gemscout Owl
Young Treant
Rampant Growth
Deck: 3
Playful Panda
Verdant Tree
Ardra’s Boulder
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
Total: 12
Ah, cool! Are you locked down in halls at the moment?
P1T3
Starting hand: 4
Forest’s Favor
Gemscout Owl
Young Treant
Rampant Growth
Thoughts
I could bring out midband Midori and kill off dwarddd’s patrol, but that leaves Midori to be easily killed if he has any time rune removal in hand. Chances are very good that he does, even if I don’t kill the Technician. Lots of damage coming my way if I don’t, though, so maybe I midband Midori but don’t attack.
If I midband, that gives me 5+1A unit defence, against 8 attack before Geiger, 10 if Battle Suits comes out. That’s enough to kill Midori, but I can make use of all dwarddd’s attackers having an even attack: putting Wisp in SQL instead of Cub puts both patrollers at 3 HP, wasting 2 attack and leaving Midori enough health to survive. Midori still dies if dwarddd levels Geiger or plays Battle Suits in addition to time rune manipulation, but then he can’t tech up this turn.
Other option is to spam units, see what I draw with Young Treant. Drawing Verdant Tree would leave me in trouble, though, since I have no other ground patrollers to play. I think I’m best off defending with Midori aura.
Going straight to teching Tech II cards, given my hand size. Balance II should be good, if Midori stays alive then I’ve got good air presence.
Kinda: london is on tier 2 lockdown so I can go out with flatmates (uni definition of household = shares a kitchen) but that’s it… clubs are still trying to run at the moment though so it’s not so bad xd
P2T3
Tech StartingHand Workers
TECH
Research & Development
Yesterday’s Golgort
STARTING HAND
Battle Suits
Nullcraft
Seer
Seer
WORKERS
Forgotten Fighter
Hardened Mox
Nullcraft
NextHand
Temporal Research
Time Spiral
Tinkerer
Discard
Neo Plexus(2/2)
Seer
Research & Development
Yesterday’s Golgort
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Battlesuits - ($4)
Seer - Plasmodium arrives - ($3)
Fargo kills Wisp
Neo Plexus trades with cub
Max kills prospector
Plasmodium kills Midori, max midbands
Float ($3)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Seer(3/1)
Technician:
Lookout:
In Play:
Battle Suits
L3 Max(2/4)
Fading Argonaut(3/1) fading 2
Plasmodium(4/1) haste
Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 4
Gold:
Gold: 3
Workers: 8
Thoughts
tbf it was a certainty that I’d be able to get plasmodium out, battlesuits as well was a 50/50
seriously considering maxbanding Max to refresh plasmodium as then i could get it out healthily next turn with time spiral and tinkerer… I think I’ll keep hold on my Max maxband for now: there is on way plasmodium will die this turn unless he teched bloodlust whilst having a midband midori out xd
I bet you could predict the time-rune-something and battlesuits but took the risk anyway, unlucky
It’s roughly the same up here, Leeds is on Tier 2 as well for now. We’ve both got computer-based jobs we can do from home so it doesn’t affect us too much, but lots of people we know are less lucky.
P1T4
Starting hand: 4
Playful Panda
Verdant Tree
Ardra’s Boulder
Young Treant
Thoughts
Yuck. Tech up, and block like my life depends on it. Rook in front hopefully makes dwarddd hit him with Geiger, so he can’t help destroy the Tech II after levelling. Fingers crossed for no Now! plays, but he’s go a lot of gold to spend. Hopefully no Forgotten Fighter either, it’s really good against Ardra’s Boulder.
That is indeed fortunate, same goes for me here: I’m doing computing so it adapts pretty well to being taught online xd my engineering friend has been sent a kit to do their experiments with so we let them use the kitchen during those sessions for that!
P2T4
Tech StartingHand Workers
TECH
Research & Development
Yesterday’s Golgort
STARTING HAND
Temporal Research
Tinkerer
Time Spiral
WORKERS
Forgotten Fighter
Hardened Mox
Nullcraft
Temporal Research
NextHand
Plasmodium(4/1) haste
Neo Plexus(2/2)
Time Spiral
Tinkerer
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Tech 2 Past - ($6)
Max and plasmo kill Rook, max flickers Fargo on maxbanding, sparkshot hits boulder for 1
Float ($6)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Seer(3/1a)
Elite:
Scavenger: Fading Argonaut(3/3) fading 3
Technician:
Lookout:
In Play:
Battle Suits
L5 Max(3/4)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 6
Workers: 9
Thoughts
plasmodium can’t be around as it gives any possible mimics easy haste, I can’t both attack with it and flicker it with Max so guess i’ll use max’s flicker to give me a new fargo and kill off plasmo
do I use Seer up to to attack more efficiently and put boulder on 1hp? I think I should prepare for the potential hasty horse lord and patrol 2 things
big float for a mega turn next turn! i could have 10g after using two RnDs and workering!
post draw: damn… no RnD xd (still some hero shenanigans available to get more cards/ spend my gold)
Unfortunately, the damage on Ardra’s Boulder means that I can’t feather it, unless I play midband Midori instead of the Mimic. That does make it a 5/1 flier, but it probably dies along with Midori on dwarddd’s turn.
Midband Midori, feather the Boulder, destroy Tech II. Midori dies, and any hasted damage from dwarddd’s hand probably destroys my Tech II too.
Midband Midori, feather the Boulder, it kills Geiger. Midori probably still dies, but it’s much harder for dwarddd to destroy my Tech II as well. I might be facing Golgorts or Shimmer Rays next turn, probably not Rememberers.
Midori, Dragon, Mimic. Not sure what I’d feather, probably nothing. The Boulder makes this a much safer patrol, and even if Midori does die my board is in much better shape.
Fun as feathering the Boulder would be, it leaves me with only the Dragon and Owl alive next turn. I’ll go for option 3.
Teching Bloodlust might have been a mistake. I thing I want Kidnapping instead, given the size of both our Tech II unit options. Chameleon could also be nice for hitting Prynn, but while I’ve already got an air force in place I’m better off starting with Kidnapping to let the Dragons get around Shimmer Rays too.
Holding onto Tiger Cub instead of Rampant Growth: since I’m going heavy air, having a cheap patroller that benefits from Midori’s aura could be useful.
Mimic goes in Lookout, since it can survive a hasted Shimmer Ray. That leaves Faerie Dragon more vulnerable to banish, but Mimic can still copy flying from the Owl in that case.
STARTING HAND
Plasmodium(4/1) haste
Tinkerer
Time Spiral
Neo Plexus(2/2)
WORKERS
Forgotten Fighter
Hardened Mox
Nullcraft
Temporal Research
Plasmodium(4/1) haste
NextHand
Seer
Yesterday’s Golgort
Discard
Time Spiral
Now!
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($15)
Hire Prynn - ($13)
Max and seer kill boulder
Fargo kills Midori takes 2, Prynn to lvl 3
maxband Prynn - ($9)
Tinkerer, extra rune to Prynn - ($7)
Time spiral, extra rune to Prynn
Prynn abducts both your tech 2 units! - if I get no RnD you get no units! - ($6)
Worker - ($5)
Neo Plexus - ($3)
Float ($3)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Neo Plexus(3/2a)
Elite:
Scavenger: Tinkerer(1/2) time-rune tap
Technician:
Lookout:
In Play:
Battle Suits
L5 Max(3/4)
Fading Argonaut(3/1) fading 2
L7 Prynn(3/5) fading 2 abducted Mimic and Faerie Dragon
Seer(3/1)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 2
Deck: 3
Disc: 3
Gold:
Gold: 3
Workers: 10
Thoughts
my choices: dig for cards and have a less impactful RnD turn (with possibility of no RnD and money wasted) or do something fun with Prynn…
still scared of Drakked units so want two patrollers for possible Horselord, chameleon doesn’t have enough attack to one-hit anything vital so I’ll take risk for the extra 3g (no tower)
Whoof, he still went for the banish. I do start getting free Wisps this turn, so I at least get a little free block, so I’m still facing down a nasty board here. The Potent Basilisk isn’t too efficient here, I think I’m better of going with maxband Rook and hoping for no Origin Story. A bit worrying, given how few teched cards I’ve seen so far.
Suppose I go for Tech III. I’d need 8+5=13 gold to build Tech III and play a T-Rex on the same turn, if I’ve already played Verdant Tree. If I play Tree + Rook this turn, I float nothing, 10 workers + Owl leaves me 2 gold short, so Scavenger bonus wouldn’t help if I draw both T-Rexes next turn. That would take some very bad luck with a Technician draw, though. I’ll give it a shot, it might help keep my Tech II up anyway.
STARTING HAND
Yesterday’s Golgort
Seer --> discarded for Max’s midband
Research & Development --> [
Yesterday’s Golgort(6/4) fading 2
Research & Development /reshuffle here
Temporal Distortion
Origin Story
Seer ]
RnD two is used [
Now!
Time Spiral
Now! ]
WORKERS
Forgotten Fighter
Hardened Mox
Nullcraft
Temporal Research
Plasmodium(4/1) haste
NextHand
Now!
Time Spiral
Temporal Distortion
Research & Development
Research & Development
Tech 2 card(s)
Get Paid + float - ($13)
roll the dice… 2/3 chance of getting RnD with max’s discard and tap
phewee, that was too close to bottom decking both for comfort
RnD, draw 2 reshuffle draw 3 - ($11)
RnD draw the final 3 cards - ($9)
I’ve tried to label the cards in my hand spoiler to make this all clear
Origin Story Rook - ($6)
Golgurt - ($3)
Now! Golgurt - ($2)
Tinkerer kills Wisp
Prynn, Fargo, Neo, Seer and Golgurt deal 18 to your base
Temporal distortion Golgurt into Omegacron - ($0)
Omegacron eats my workers to arrive and deal 9 to your base, GG!
Float ($0)
Discard 5, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
L5 Max(3/4)
L7 Prynn(3/5) fading 2 abducted Mimic and Faerie Dragon
Tinkerer(1/2) time-rune tap
Omegacron
Neo Plexus(3/2)
Fading Argonaut(3/1) fading 2
Seer(3/1a)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 4
Thoughts
teching origin story as if i don’t draw RnD it’ll still be useful as i won’t be killing Rook this turn and if i do draw RnD it’ll let me win this turn
now!ing the Golgurt was unnecessary but it’s always fun to try to use as many cards as possible esp. after a double RnD
What a fun game! I gotta say, despite winning by a decent margin here in the end I felt on edge every turn in the face of possible hasted Horselords or chameleons - your deck is scary to defend against