rules changes coming, then turn.
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 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
Future:
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
Peace:
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)
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
Past:
Prynn midband becomes Dies:… (instead of “Dies from fading”)
Seer can only affect cards you control.
@EricF GLHF!!
[b]P1T1[/b]StartingHand Workers
STARTING HAND
Plasmodium
Battle Suits
Temporal Research
Nullcraft
Neo Plexus
WORKERS
Temporal Research
NextHand
Tinkerer
Forgotten Fighter
Hardened Mox
Time Spiral
Fading Argonaut
Discard
Neo Plexus
Battle Suits
Nullcraft
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
plasmodium - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Plasmodium***
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 5
Thoughts
so, if i remember correctly, plasmodium definitely helps for purple on purple. probably need to rush tech 2, so keep things cheap.
P2, Turn 1
- Temporal Research — Magic
- Hardened Mox — Tech 0
- Plasmodium — Tech 0 -> Worker
- Neo Plexus — Tech 0
- Nullcraft — Tech 0
5 gold (5)
Worker (4)
Mox (1)
Discard 3, Draw 5.Float 1 gold.
Lookout - Hardened Mox (1/1)
Base - 20
6 workers, 1 gold
Hand: 5
Deck: 0
Discard: 3
Next Hand
- Battle Suits — Tech 0
- Fading Argonaut — Tech 0
- Forgotten Fighter — Magi
- Tinkerer — Tech 0
- Time Spiral — Magic
Tech StartingHand Workers
TECH
Overeager Cadet
Brave Knight
STARTING HAND
Time Spiral
Tinkerer
Hardened Mox
Forgotten Fighter
Fading Argonaut
WORKERS
Temporal Research
Hardened Mox
NextHand
Time Spiral
Nullcraft
Brave Knight
Forgotten Fighter
Neo Plexus
Tech 2 card(s)
Get Paid + float - ($6)
fading one
Worker - ($5)
tech 1 - ($3)
fargo - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Fading Argonaut (2/3+A)***
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Plasmodium**
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
Thoughts
mox huh? totally different approach, but i guess i have no SOTU. makes sense.
hmm, gg 6, worker 5, Vir 3, FF 0. i net a -1 gold since im P1. also have to skip tech 1.
if not, then how do i deal with juggermox? brave knights? sounds good.
P2, Turn 2
- Battle Suits — Tech 0
- Fading Argonaut — Tech 0
- Forgotten Fighter — Magi
- Tinkerer — Tech 0
- Time Spiral — Magic -> Worker
Tech Stewardess + Boot Camp
6 gold (7)
Worker (6)
Tech I (4)
Fading Argo (2)
Discard 3, rs, Draw 5. Float 2 gold.
Elite - Fading Argo [3[ (3/3)
Lookout - Hardened Mox (1/1)
Base - 20
Tech I - 5
7 workers, 2 gold
Hand: 5
Deck: 3
Discard: 0
Next Hand
- Temporal Research — Magic
- Nullcraft — Tech 0
- Tinkerer — Tech 0
- Forgotten Fighter — Magi
- Stewardess of the Undone — Tech I
Tech StartingHand Workers
TECH
Flagstone Garrison
Overeager Cadet
STARTING HAND
Time Spiral
Brave Knight
Neo Plexus
Nullcraft
Forgotten Fighter
WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
NextHand
Time Spiral
Nullcraft
Tinkerer
Battle Suits
Tech 2 card(s)
Get Paid + float - ($7)
fading 1
Worker - ($6)
brave knight - ($3)
vir - ($1)
peak
pay to swap - ($0)
overeager cadet
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Brave Knight (3/3+A)
- Elite:
- Scavenger: OEC (2/2)
- Technician:
- Lookout: Fading Argonaut (2/3)**
In Play:
- Plasmodium*
- Vir, lvl 1, (2/3)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
hmm, BK for sure
im also good with vir/peak
hmm, OEC? let’s swap
teching FSG and another cadet since Vir can help me next turn.
BK out front
OEC to scav
Fargo to tech.
next turn is tech 2 with a nullcraft or battle suites.
this is an exciting near-mirror match. looking forward to your next post!
P2, T3
- Temporal Research — Magic
- Nullcraft — Tech 0
- Tinkerer — Tech 0 -> Worker
- Forgotten Fighter — Magi
- Stewardess of the Undone — Tech I
Tech Garrison + Cadet
7 gold (9)
Worker (8)
Tech II Peace (4)
Stewardess, pay to bounce Fargo (0)
Discard 3, Draw 3, rs, Draw 2
SQL - Fading Argo [2] (2/3 +1)
Elite - Hardened Mox (2/1)
Scavenger - Stewardess (2/3)
Base - 20
Tech I - 5
Tech II - 5 (Peace)
8 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0
edit: update illegal turn
-no battle suits
-nullcraft instead
-hit tech two down to 3hp
-patrol OEC to scav
-discard 3, draw 3, reshuffle, draw 2
Tech StartingHand Workers
TECH
Drill Sergeant
Knight of the Conclave
STARTING HAND
Nullcraft
Battle Suits
Tinkerer
Time Spiral
WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Time Spiral
NextHand
Overeager Cadet
Neo Plexus
Flagstone Garrison
Drill Sergeant
Knight of the Conclave
Tech 2 card(s)
Get Paid - ($7)
fading 1, plasmo arrives
Worker - ($6)
vir peaks
tech two peace - ($2)
nullcraft - ($0)
plasmodium kills fargo, takes 2
nullcraft, hits mox to sideline it
brave knight readily kills stewardess, takes 2
Vir hits tech 2 down to 3 hp
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Brave Knight (3/1+A)
- Elite:
- Scavenger: OEC (2/2)
- Technician:
- Lookout:
In Play:
- Battle Suits
- Vir, lvl 1, (2/3)
- Plasmodium (4/2)
- Nullcraft (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
interesting choice for tech 2 peace. guess it makes sense. the mox in elite makes this an easy choice. nullcraft to sideline mox, and break the tech 2.
trading the cadet is actually better here i think. tech a DS and KOTC to get peace engine going. 20% for FSG/DS->cadet, kotc, cadet. 40% for 2/3, 60% for 1, etc…
You just uhhh… battle suits is free now?
lol, former turn idea gone astray. allow me to redo, etc…
P2, Turn 4
Forgotten Fighter — Magic
Flagstone Garrison — Tech II
Neo Plexus — Tech 0
Battle Suits — Tech 0
Boot Camp — Magic
(Deck is, in some order:
Temporal Research — Magic
Nullcraft — Tech 0
Overeager Cadet — Tech I)
Tech 2nd Cadet and Free Speech
Draw Temporal Research, of course.
8 gold (9)
Flagstone Garrison (6)
Neo Plexus, draw (4)
Battle Suits (2)
Mox sends Brave Knight back to hand
Onimaru (0)
Discard 3, Draw 2, rs, Draw 3
SQL - Neo Plexus (3/2 +1)
Scavenger - L1 Onimaru (2/3)
Hardened Mox (2/1)
Battle Suits
Base - 20
Tech I - 5
Tech II - 3 (Peace)
Flagstone Garrison - 4
8 workers, 0 gold
Hand: 5
Deck: 4
Discard: 0
Next Hand
Forgotten Fighter — Magi
Fading Argonaut — Tech 0
Stewardess of the Undone — Tech I
Nullcraft — Tech 0
Overeager Cadet — Tech I
Completely new turn posted.
okay, finally got to this.
[b]P1T5[/b]Tech StartingHand Workers
TECH
Free Speech
Spectral Flagbearer
STARTING HAND
Flagstone Garrison
Overeager Cadet
Neo Plexus
Fading Argonaut (3/3)*
Knight of the Conclave
Drill Sergeant
Tinkerer
Battle Suits
Fading Argonaut (3/3)*
WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Time Spiral
Neo Plexus
NextHand
Drill Sergeant
Battle Suits
Spectral Flagbearer
Brave Knight
Plasmo
Tech 2 card(s)
Get Paid - ($8)
flagstone garrison - ($5)
drill sergeant, draw 1 - ($2)
overeager cadet, draw 1, 1 rune
knight of the conclave, forecast 2, draw 1, 1 rune
worker - ($1)
plasmo trades with neo
vir and nullcraft kill Oni, vir to lvl 3
mid vir, heals - ($0)
2 runes to cadet, breaks garrison
Float ($0)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: OEC (2/2+A)
- Elite:
- Scavenger:
- Technician:
- Lookout: DS (3/3)
In Play:
- Flagstone Garrison: 4HP
- Vir, lvl 4, (3/3)
- Nullcraft (1/1)
- OEC (4/4)++
- Knight of the Conclave**
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Peace)
Economy Info:
Cards:
- Hand: 5
- Deck: 2
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
flagbearer and DS as next step.
let’s get plasmo out of here. he’s been useful enough.
rewind isn’t a threat just yet. but give it a turn, and it certainly will be.
break the garrison and ill be a step up here.
gg
Without a Garrison, my draw is useless, which means I’ll never be able to catch up.