Hi @Bryce_The_Rice , here are the deck changes (turn to come shortly):
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 Stormborne has Haste in addition to his other abilities
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
Past:
Prynn midband becomes Dies:… (instead of “Dies from fading”) Seer can only affect cards you control.
Present:
Sentry’s ability becomes “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’s 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 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
I get the feeling he won’t play Mox given that I have wither, but just incase he tries it anyway I’ll get Troq ready to boot. More likely I’ll be grabbing intimidate to bust up some beefy tech 1s (or just boot them too).
choices this turn: NC or tinkerer are main ones -
NC - should last a while considering troq can’t spell him, not sure what it’s targets would be though
tinkerer - feels dull going the KotC route for another game, but it might be the best option - they are big which counters intimidate and Fire spells and they are cheap which counters the Boot
techs: if NC i’ll go for maybe a buffed sentry and either an argonaut or a gilded glaxx
if tinkerer I’ll go double KotC
decided I wanted to try double sentry - blocking two dmg a turn should be great - so NC was the better play
Lol Bomber you can read what you like on the tournament thread now xd I had a question about double Sentry and didn’t want you to have any extra info about my tech choices but now you can see a second Sentry anyway
P1T4
Tech StartingHand Workers
TECH
Temporal Distortion
Now!
STARTING HAND
Temporal Research
Sentry
Neo Plexus
Battle Suits
Tricycloid
WORKERS
Forgotten Fighter
Hardened Mox
Plasmodium
Neo Plexus
NextHand
Time Spiral
Nullcraft(1/1) flying, no buffs/debuffs
Tinkerer
Tricycloid
Fading Argonaut(2/3a) fading 2
Discard
Sentry
Battle Suits
Tricycloid
Temporal Research
Temporal Distortion
Now!
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 Present - ($3)
Sentry - ($1)
old Sentry kills Rambasa SQL
Max kills tenderfoot
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Sentry(3/2) sparkshot anti-air, prevent 1 dmg per turn
Technician:
Lookout:
In Play:
L5 Max(3/2) sparkshot
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 8
Thoughts
max’s days are numbered anyway might as well get some use out of him; the chance that the 1a difference in SQL is worth it is outweighed by the scav gold available for sentry
Time Spiral
Nullcraft(1/1) flying, no buffs/debuffs
Temporal Research
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tricycloid - ($3)
Prynn - ($1)
Time spiral tricycloid an extra shot
Tricycloid pings rambasa to death
Sentry trades with Jaina, Prynn to lvl 3
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Tricycloid(4/4) +r1 1 rune
In Play:
L3 Prynn(1/3) fading 4
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
no scav gold means it’s not worth skipping a worker to get tinkerer out as well I don’t think; I am aiming for a very advanced tricycloid tho as per the caption on the card
Yeah this turn sucks because I have tech 2. Very good. Should’ve teched better. Oh well, if I survive next turn I’m going to destroy him. As long as I draw a bamstamper ever.
Temporal Distortion
Time Spiral
Nullcraft(1/1) flying, no buffs/debuffs
Tricycloid
Seer
Immortal
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Max Geiger - ($7)
Tricycloid kills Troq, levels to Prynn
Temporal distortion Tricycloid for Hyperion - ($5)
Hire a random tricycloid I happen to have in my hand - ($0)
Tricycloid uses two runes to kill granfallon
hyperion and Prynn destriy your tech 2, I draw
Time spiral to give Tric another rune
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Tricycloid(5/5a) 2 rune
Elite:
Scavenger:
Technician:
Lookout: L1 Max(2/3) +r1
In Play:
L5 Prynn(2/3) fading 4
Hyperion(4/3) haste, attacks draw a card
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
was getting a bit low on cards but now I managed to do a temporal distortion into hyperion it’s all good; I think from here I have enough of a board to mess with that between prynn and max’s maxband I should be able to finish this soon
a shame that the hyperion draw was the other tricycloid, still one TD in deck though
STARTING HAND
Temporal Distortion
Battle Suits
Tinkerer
Sentry(3/2) sparkshot anti-air, prevent 1 dmg per turn
Seer
Sentry
Now!
WORKERS
NextHand
Time Spiral
Immortal
Sentry(3/2) sparkshot anti-air, prevent 1 dmg per turn
Sentry
Tricycloid(5/5a) 2 rune
Tech 0 card(s)
Get Paid - ($10)
Tricycloid kills Grave takes 4, max midbands
max kills tenderfoot takes 3
prynn kills turtle takes 2
research battlesuits - ($8)
Hyperion deals 5 to your base, i draw
maxband Max, hyperion does another 5, i draw - ($6)
Maxband Prynn, remove 4 runes to flicker Tric and Hyperion - ($4)
now! tricycloid - ($3)
Tricycloid and hyperion deal 11 dmg to your base i draw
hire seer, extra rune for tric - ($2)
tricycloid uses runes to deal 4 dmg to your base
temporal distortion tric into omegacron - ($0)
omegacron scraps 6 workers and deals 9 to your base
i think I’ve done enough
GGWP Bomber, I got a little carried away there at the end xd
Unlucky for you that the only tech 2 card you drew with the building up was Hotter Fire, considering how may tech 2s you’d stacked the deck with for that turn
That’s how the game goes. A wiser person would say that teching hotter fire was too ambitious, and I should’ve put in another tech 2 unit (or a beefy tech 1 unit).