Prynn midband becomes Dies:… (instead of “Dies from fading”)
Quince Midband ability now costs 1 (instead of 2)
Time Spiral costs 0, and ability adjusted: “Add or remove a time rune from a card (or forecasted card) that you control”
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.
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
Seer can only affect cards you control.
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.
Mind Control Cost reduced to 4 and can attach to any unit, including tech 3s
Spectral Tiger gains Resist 1
Spectral Roc gains Resist 1
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)
P2 Changes
Blue Starter:
Porkhand Magistrate ability costs 0 (instead of 1) to use. Lawful Search Changes to an upgrade, with “sacrifice this:” as the trigger for the ability it currently has as a spell (Look at opponent’s hand or discard, then draw 1) Building Inspector ability is “Your opponents must pay you 1 gold to build (or rebuild) a building” (instead of only the first building costing 1 more) Bluecoat Musketeer can now be long range while 2 attack or less (instead of exactly 1)
Law:
Jurisdiction gains “You may trash Jurisdiction and/or the searched-for spell” and “If that spell has Channeling your Law hero can Channel it until he leaves play” at the end of it’s effect. Tax Collector is a 3/3 (instead of 2/3) Guardian of the Gates is a 2/6 (instead of 1/6) and affects Units and Heroes (instead of just Units) Arresting Constable Gains “Haste” and can target any unit or hero with it’s ability.
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
P1, Turn 1
Hardened Mox — Tech 0
Fading Argonaut — Tech 0
Temporal Research — Magic
Battle Suits — Tech 0
Tinkerer — Tech 0 → Worker
//mono-blue has Mind Control and nothing else that deals with Mox, so that seems like a fine strat.
Squad Leader: Porkhand Magistrate 2/3A can do legal things
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
Can I defend a BI? Vulnerable to Nullcraft. I could go BI and Jail to make him have to Jail another T1 if he wants to plan a Nullcraft, but that seems not great, and he could just battle suits and kill my SQL BI anyway. Ok, porky? But then what to I do with the last gold? Save it I guess…? And could Manufacture an Aven next turn out of Porky if it would win me anything. I essentially am playing my 3 cost starter into his and hoping I get more value than the Mox, which… maybe? Will have to work to make sure it is so. NC just outvalues both my 1-costs here and if I Search it messes my cycle, and battle suits ruins a 1 cost + Jail play I think.
Squad Leader: Porkhand Magistrate 2/3A can do legal things
Elite:
Scavenger:
Technician: Reputable Newsman 0/3 blocking 2
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 4
Workers: 7
Thoughts
two soldiers on the board - I may want to block Battle Suits. I can also tech up. And next turn… rush to tech II I think, so let’s go for a cheap Hound. He doesn’t have much that actually trades with it efficiently. I might even go Truth tech II; he could use his own Truth spells to target me down, but the Resists make it less valuable than it did. Now, do I want a hero? Why? To attack next turn and clear something. But he’ll just put a frontline Mox again, so whatever. I might Jail next turn depending on what he does to stall him even further.
Oh yes, stewardess exists! That’s bad. However, assuming he can’t trade out of hand too well with my Hounds, I might be OK. … And there’s Macciatus on the draw, if any illusions survive it would be nice!
AAARGH I just saw I didn’t actually write down any Tech 1 build last turn. This was definitely a thing I did in my head (further evidence in my thoughts!) and is bad note keeping - no wonder I had so much gold! What’s the outcome here? It would be lovely if we could retcon the tech I building in and let me build my tech II, since it looks like it would have made no difference to plays from that point, but if I’ve thrown based on this sloppiness then let that be a lesson to me @FrozenStorm@zhavier
@EricF was your t3 affected by the lack of tech 1?
I would probably say roll back to your turn two @James where the only change is the tech 1 builds, let Eric play his turn three again, unless Eric wouldn’t change anything
I would swap out a tech choice, but I can do that and re-draw without a problem. Don’t forget to pay for the Tech 1 building.
@James your card count is off, it looks like you forgot to draw a card for your technician dying. Go ahead and update your turn to reflect your buildings and that card change (I’ve already corrected my private tech & re-draw info)
That missed tech draw actually does change my turn a little - I play one more unit. I have paid for my tech I, added in my buildings, and drawn that card - the full turn is below.
Thanks for being patient with me here!
P2T3
Tech StartingHand Workers
TECH
Macciatus, The Whisperer
Spectral Tiger
STARTING HAND
Jail
Building Inspector
Spectral Aven
Spectral Hound
Spectral Hound
Arrest
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Tech II (Truth) - ($6)
Spectral Hound - ($5)
Spectral Hound - ($4)
Quince - ($2)
Pay for the tech I I didn’t pay for before - ($1)
tech draw I previously forgot
Building Inspector - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Spectral Hound 3/3A
Elite:
Scavenger: Building Inspector
Technician: Mirror Token 0/1
Lookout: Spectral Hound 3/3
In Play:
Quince L1 1/3
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Oh yes, stewardess exists! That’s bad. However, assuming he can’t trade out of hand too well with my Hounds, I might be OK.
Draw for Boot Camp: Boot Camp //well that makes things easier.
Draw for Boot Camp: Overeager Cadet
//and now I have to Nullcraft instead of Worker. A minor setback at worst.
7 gold (7)
Boot Camp SQL Dog, he dies (6)
Boot Camp Lookout Dog, he dies too (4)
Battle Suits (2)
Overeager Cadet (2)
Nullcraft, kills Building Inspector, you get a gold (0)
Neo Plexus kills the Wisp, you draw
Onimaru kills Quince, goes to L3
Stewardess and Mox break your Tech II, your Base takes 2
Discard 2, Draw 1, rs, Draw 3.
13 damage on your board, I Lawful Searched and saw boot camps which will just remove most of my patrol, and you’ll tech break again next turn almost whatever I do. I was hoping for only two of the three of NC and out of hand Hound kills to defend it into my macciatus + aven + Tiger, but even then I was behind.
Yeah, my initial turn summary had me trading off a unit for the Lookout hound, and using Nullcraft on the Wisp, which I would have had to do if I didn’t draw into the 2nd Boot Camp. Plus, I guess, letting Quince live while breaking the Tech II.
Incidentally, those Boot Camps were intended for the Mox.
Boot camp is very good at dealing with illusions. If it was a true mirror match, the boot camp tech would have been much less likely and the illusions might have stood a chance.