Porkhand Magistrate: ability costs 0 (instead of 1) to use.
Lawful Search: Changes to an upgrade, with āsacrifice this:ā as the trigger for the ability it currently has as a spell (Look at opponentās hand or discard, then draw 1).
Building Inspector: ability is āYour opponents must pay you 1 gold to build (or rebuild) a buildingā (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 āYou may trash Jurisdiction and/or the searched-for spellā and āIf that spell has Channeling your Law hero can Channel it until he leaves playā at the end of its 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 āHasteā and can target any unit or hero with itās ability.
Peace
Generalās Hammer: costs 2 (instead of 3).
Drill Sergeant: gains ālimit twice per turnā on itās 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 āAs Patroller: Attackers get -1 ATKā (even if they arenāt 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 āall units are illusionsā this becomes āArrives or Upkeep: mark up to 5 units. These units are illusions until your next upkeep, even if Dreamscape is removed from playā. Also gains āTap: Create a Mirror Illusion (max 2)ā. 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 IIIs.
Green
Ironbark Treant ability becomes ā-1 ATK/+1 while patrollingā (rather than -2 ATK/+2 armor)
Rich Earth gains āArrives: Get a 0/1 wisp token. While you have 10 or more workers, this gains ātap: make a wispāā
Birdās 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 āLegend Ruleā
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 āall units are illusionsā this becomes āArrives or Upkeep: mark up to 5 units. These units are illusions until your next upkeep, even if Dreamscape is removed from playā. Also gains "Tap: Create a Mirror Illusion (max 2). Still channeling, still cost 3.
No worries, Iām just glad youāre able to participate. GL HF!
P2T1
StartingHand Workers
STARTING HAND
Tiger Cub
Forestās Favor
Young Treant
Ironbark Treant
Verdant Tree
WORKERS
Ironbark Treant
NextHand
Rampant Growth
Playful Panda
Spore Shambler
Rich Earth
Merfolk Prospector
Discard
Tiger Cub
Young Treant
Forestās Favor
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Verdant Tree - ($2)
Argagarg Garg - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L1 Argagarg Garg (1/3A)
Elite:
Scavenger: Wisp (0/1)
Technician:
Lookout:
In Play:
Verdant Tree (3) Healing 1
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Finally, an opponent with no upgrade removal! Shame Rich Earth isnāt available yet, thoughā¦ I canāt rely on Illusion sniping, but I should aim for Macciatus to prevent my units from being snipedā¦ and, with Mythmaking on my side, Iāll have an advantage in Illusion buffing For now, I have basically 2 optionsā¦ go Argagarg and enhance him, potentially getting value out of the rune multiple times, or have Rook take point and back him up with the Tree or Tiger. Seeing as Rampant is in my T2 handā¦ Iām kinda leaning towards Arg, but letās see what else Iād want to budget forā¦ $3 Rich Earth, $2 Tech I, which doesnāt leave $2 for Rampant Growth, so Iāll use Rook instead. I donāt really expect my tech 0 units to be much use just yet, so Iāll invest in the Tree instead. Being able to delay my Tech I may also be beneficial if he uses the Magistrate to force me to reshuffle early. Hmmā¦ actually, Argagargās midband would be a very efficient way to target and eliminate Illusionsā¦ not sure why I never considered that before. Hmmā¦ if I take Argagarg and Tree, I can afford to Rampant next turn if helpful, and pay for Rampant instead of my Tech I next turn. Rook would have a tough time defending against the Aven without teching in spells, and I definitely want to use my tech slots to deploy legendaries.
STARTING HAND
Bluecoat Musketeer
Building Inspector
Reputable Newsman
Traffic Director
Lawful Search
WORKERS
Spectral Aven
Bluecoat Musketeer
NextHand
Scribe
Generalās Hammer
Arrest
Jail
Manufactured Truth
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Building Inspector - ($3)
Onimaru - ($1)
Tech I - ($0)
Porky bribes Arg, who is disabled; you reshuffle and draw
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Onimaru L1 2/3A frenzy
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Porkhand Magistrate
Building Inspector
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
The Hammer is buffed. That means HammerTime is a viable strategy, right? Slow them down, wreck their reshuffle, wreck their tech, even if they have a great economy they have no good cards to play.
Tech 2 card(s)
Get Paid - ($6)
Rich Earth - ($3)
Worker
Merfolk Prospector - ($2)
Playful Panda - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Wisp (0/1A)
Elite:
Scavenger: Merfolk Prospector (1/1) Finds gold
Technician:
Lookout: Wisp (0/1) Resist 1
In Play:
Verdant Tree (3) Healing 1
L1 Argagarg Garg (1/3)
Playful Panda (2/2)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Boo, Inspector. Guess Iāll try to defend Argagarg and the Tree. Question is, do I try to play around sparkshot? Hmmā¦ I think itās too risky not to in this case. Iāll choose the Boulder as my first Legendary, considering I expect my green units to get steamrolled without solid defense.
Yeah, I messed up and drew the technician card without clearing my tech choices first. Redid my turn and updated post; thanks for catching the mistake!
Tech 2 card(s)
Get Paid - ($6)
Scribe, Draw - ($4)
Lawful Search and activate - ($3)
Worker - ($2)
Generalās Hammer down your tree - ($0)
Oni kills SQL wisp
BI kills Lookout Wisp
Porky kills Prospector, takes 1
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Scribe (1/3A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Porkhand Magistrate (2/2, 1 damage)
Building Inspector
Onimaru L1 2/3A frenzy
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Double spells in hand, so +3 attack total, and the boulder. Boulder is annoying so no Tech I for you next turn. 4 atk already on the board. If I clear out his patrol, he could use an RG Panda to kill my Scribe and an FF Arg to deal 2 to something. Iād better not leave Oni on 2 health then!
Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker
Rampant Growth the Panda - ($6)
Panda kills SQL
Argagarg kills Inspector
Tech I - ($4)
Maxband Argagarg - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Water Elemental (3/3) Anti-air
Lookout:
In Play:
L5 Argagarg Garg (1/5)
Playful Panda (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Yeah, at $2, Hammer is actually worth using to clear starter buildings. I would use the Boulder for defense here, but without a Tech I, I need to use the Tiger Cub, which means Forest Favor gets workered and Inspector gets killed instead of Magistrate (maybe not a bad idea anyway)ā¦ is what I would say, but I with my hand size reduced, it might be better to summon an Elemental instead. The threat of Stampede might also give Argagarg a soft taunt and draw fire away from my buildings.
Tech 2 card(s)
Get Paid - ($7)
Lawfully Search your hand, draw - ($6)
Arrest your elemental - ($4)
Porky and Oni kill your Tech I building, your base to 18
Reputable Newsman, blocking 2 - ($2)
Worker - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Reputable Newsman blocking 2 (0/3A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Porkhand Magistrate (2/2, 1 damage)
Onimaru L1 2/3A frenzy
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
To kill Arg or his Tech I? Even though it limits a few moves, I think I want to LS. Yuck, I got the Truth, not what I wanted. But I now also see: three tech I cards in their hand, no Arg spells. That defines my priority target! Having seen his hand, I donāt want to Porky him, so Iāll Arrest the Ele. Then which card to play? Hammer - I could play that and then avoid attacking with someone. Shambler would then let him kill a SQL Oni though, at cost 4 and trading with the Panda and 2 damage to the Arg, but Iām still not sure I like the trade as it leaves him with board control. Newsman is a chump blocker - I guess I block 2 for the RG I know is still in there. Jail leaves my board too open and truth does nothing for me atm. Chump it is. Now too hope not to draw the Garrison, Tech up next turn, and ?Profit.
Tech 2 card(s)
Get Paid - ($8)
Worker
Rebuild Tech I
Spore Shambler - ($5)
Transfer runes to Panda - ($3)
Panda kills Newsman
Float ($3)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: L5 Argagarg Garg (2/5)
Scavenger:
Technician: Spore Shambler (0/1)
Lookout:
In Play:
Rich Earth
Playful Panda (4/4) [2+]
Water Elemental (3/3) Anti-air
Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 3
Workers: 9
Thoughts
Thatās unfortunate. Guess I can use the Shambler for buffs and replace Mythmaking to worker the one in hand. Do I really need to kill the Newsman this turn, though? I wonāt be able to play Mythmaking, but it will make my basic spells available next turn (assuming I draw them). On the other hand, having both Mythmakings in my cycle would help me So itās really a question of how badly I want to kill that Newsmanā¦ and considering how much I want to play $2 cards, and how much harder to kill itās likely to be later, Iād say pretty badly. Okay, here goes.
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Max Onimaru - ($1)
Three soldiers arrive
Oni kills Arg, levels fizzle
Porky kills the Shambler, you draw
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Soldier #1 1/1 sparkshot
Technician: Soldier #2 1/1 sparkshot
Lookout:
In Play:
Porkhand Magistrate (2/2, 1 damage)
Onimaru L8 4/3 frenzy, readiness
Soldier #3 1/1 sparkshot
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 6
Gold:
Gold: 1
Workers: 9
Thoughts
With the Garrison in hand, and no chance of a Tech II card next turn, do I even build my Tech II now? Whatās the alternative? Midband Oni for 4, trade porky and kill Arg, maxband Oni.I know that RG is probably in his hand since he hasnāt workered it and he didnāt have it last turn, so I need to block a great big panda. He also has max 1 tech I card, or a different techād card, which could well be an Arg spell. So Arg has to go - itās just a matter of whether I use my last gold to tech up or to maxband and save 3. Maxband lets me keep the cards and cycle faster into my tech II stuff, so I think thatās the shout.
I have definitely lost my press this turn though, which is a shame. I guess another option is 7 to level Oni and kill, and save Porky. Do I value Porky more than 2 gold and 2 of Oniās health? Well, yes. So thatās the new play. Next turn: One Scribe, one other card, and tech.
A thought too late - crap, I should NOT have patrolled in technician. If I tech draw I canāt play a Scribe to block without screwing my reshuffle. Big mistake.
STARTING HAND
Rampant Growth
Ardraās Boulder
Merfolk Prospector
Forestās Favor
Verdant Tree
WORKERS
Ironbark Treant
Young Treant
Tiger Cub
Mythmaking
Merfolk Prospector
NextHand
Galina Glimmer
Blooming Ancient
Forestās Favor
Ardraās Boulder
Spore Shambler
Tech 2 card(s)
Get Paid + float - ($12)
Worker
Rich Earth produces a Wisp
Verdant Tree - ($10)
Tech II: Growth - ($6)
Garus Rook - ($4)
Float ($4)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Water Elemental (3/3A) Anti-air
Elite: L1 Garus Rook (3/4)
Scavenger:
Technician: Playful Panda (4/4) [2+]
Lookout:
In Play:
Rich Earth
Verdant Tree (3) Healing 1
Wisp (0/1)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 4
Workers: 10
Thoughts
Iām at risk for AoW nowā¦ maybe I should tech in Free Speech? No, Iām too vulnerable to $2 Newsman as-is. Iāll just need to present other targets and repair my base with Mantises. Maybe build a Tower to pick off Soldiers? No, I need a Tech Lab, and I have lots of units to stop soldiers with, if I could just get them played. Probably most important that I go for Ancients now, as big units are hard for Onimaru to defend against, even with AoW active, and Iām probably going to need to pop some of his more troublesome units as Illusions. Should I tech in Dreamscapes now instead? I do have the Shambler and potentially Argagargā¦ no, Iād better start building up the Ancients ASAP to deal with Oni. Iām throwing out Rook as cannon fodder, unfortunately I have to expose myself to sparkshot damage in order to get his attack high enough to trade with un-buffed Oni, but at least heāll need to directly attack Rook with something to finish him off, and Iām not giving away free levels. Iāll drop the Tree instead of the Boulder because Iām at risk of taking building damage and I want to reduce my chances of being tech locked.
Tech 2 card(s)
Get Paid + float - ($10)
Manufacture Truth, Soldier #1 becomes a second Porkhand Magistrate - ($8)
The Porkhands sue your Elemental and Rook and disable them, you draw 2
Play Arrest, Arrest your Panda - ($6)
Onimaru kills your Tech II building, your base to 16
One solder kills your wisp, the other damages your Tree
Tech II (Peace) - ($2)
Building Inspector - ($1)
Skip Worker!?!
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Onimaru L8 4/3A frenzy, readiness
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Porkhand Magistrate (2/2, 1 damage)
Soldier #1 1/1 sparkshot
Soldier #2 1/1 sparkshot
Soldier #3 1/1 sparkshot
Building Inspector (1/1) pay me 1 to build (or rebuild!) buildings
Buildings:
Base HP: 20
Tech I HP: 5
Tech II (Peace) HP: 5
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
New line - the Arrest Squad. His only potential attacker after this is a buffed Wisp, and hopefully only with RG (though maybe also a Favour, so 3 attack) which should be fine. Now, that last bit of gold. BI and worker - I only draw 3, and I NEED a Garrison to fight the tech I wave approaching. BI no worker - extra draw, extra 1 gold for next turn to allow me one leeway to Garrison twice and Drill Sergeantā¦ but I have no 1 gold cards, so that is just a worker next turn rather than this. BI + LS. I get my card back, I get to see his hand next turn, and I canāt worker next turn because I need that 9 (but WAIT - I get an extra one when he rebuilds his Tech II!). Skip worker and Scribe - no worker next turn, no bonus gold, but guarentee the Garrison. This is safe to get the garrison, but he has 7 cards in hand after my arrests, so I am going to need more than the garrison. I need another Arrest. Iām going for the line that leaves me with the ability to play a scribe and the full combo or play an extra Truth or Arrest - the freaky worker skip to save a card and a gold.
Tech 2 card(s)
Get Paid + float - ($14)
Worker
Verdant Tree activates
Rebuild Tech II, you get $1 - ($13)
Blooming Ancient - ($9)
Blooming Ancient - ($5)
Rich Earth produces a Wisp
Ardraās Boulder - ($3)
Galina Glimmer - ($2)
Argagarg Garg - ($0)
Each Ancient donates 2 runes to Boulder
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Ardraās Boulder (4/12A) [4+]
Elite:
Scavenger: Blooming Ancient (5/7) [3+]
Technician: Blooming Ancient (6/8) [4+]
Lookout:
In Play:
Rich Earth
Verdant Tree (2) Healing 1
L1 Argagarg Garg (1/3)
L1 Garus Rook (2/4)
Galina Glimmer (2/2)
Playful Panda (4/4) [2+]
Water Elemental (3/3) Anti-air
Wisp (0/1)
Wisp (0/1)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
āDamagesā, not ādestroysā, eh? Interesting. Well, Iāve got a lot of board presence now, guess Iāll try for MoLaC. I might have gone for Truth spells instead, but Iām not confident Iāll be able to summon Quince next turn.
Judgment Day
Judgment Day
Manufactured Truth
Drill Sergeant
Tech 2 card(s)
Get Paid + float + BI gold - ($11)
Worker - ($10)
Flagstone Garrison - ($7)
Overeager Cadet, draw
Scribe, draw 2 - ($5)
Drill sergeant, draw - ($2)
Overeager Cadet, draw, DS runes = 1
Manufacture a Porky out of a Soldier again, Porkies disable your ancients, you draw 2 - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Overeager Cadet 2/2A
Elite: Scribe 2/3
Scavenger: Soldier #3 1/1 sparkshot
Technician: Soldier #2 1/1 sparkshot
Lookout: Overeager Cadet
In Play:
Porkhand Magistrate (2/2, 1 damage)
Soldier #1 1/1 sparkshot
Building Inspector (1/1) pay me 1 to build (or rebuild!) buildings
Drill Sergeant +
Onimaru L8 4/3 frenzy, readiness
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
Missing the 1 damage to kill the tree has lost me the game. Maybe I could have avoided workering the Hammer somewhere? He is going to MOLAC, the question now is whether I can survive to get off a JD and then reflood faster than him. The answer is probably no.
The Peace engine is pretty cool when it gets going, but it can be pretty rough to get going since it requires a hefty setup cost. Its main advantage over Growth is the card draw, but that advantage was largely offset by your Magistrates constantly feeding me bonus cards, so I was better able to make use of the economy advantage that Green+Growth provides. Still, I think you did a really good job of suppressing my early and mid game plans, particularly with locking me out of Mythmaking and my legendary units for so long. You had me really worried, but it seems you let up on that pressure in order to prep the Peace engine, and that gave me the leeway to push back hard, at which point Judgment Day was probably your only answer. Well, thatās how it looked to me, anyway. GG! @FrozenStorm
P2T7
StartingHand Workers
STARTING HAND
Mythmaking
Rampant Growth
Galina Glimmer
Spore Shambler
Ardraās Boulder
Might of Leaf and Claw
Spore Shambler
Ardraās Boulder
Rampant Growth
Galina Glimmer
Might of Leaf and Claw
Tech 0 card(s)
Get Paid + Galina - ($14)
Might of Leaf and Claw - ($11)
Elemental kills SQL
Argagarg kills Scavenger
Give a rune to a Wisp
Wisp kills Technician
Give 2 runes to the other Wisp
Wisp kills Lookout
Midband Rook - ($7)
Rook kills Elite, MoLaC activates
Mythmaking - ($5)
Boulder, Galina, and Panda break your base, GG!
Float ($5)
Discard 4, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rich Earth
Mythmaking
Might of Leaf and Claw: Healing 1, +3/+3 aura active
Verdant Tree (2) Healing 1
L1 Argagarg Garg (4/5) [1 damage]
L5 Garus Rook (6/6) Hard to block [2 damage]
Blooming Ancient (7/9) [2+]
Blooming Ancient (7/9) [2+]
Ardraās Boulder (9/17) [4+]
Galina Glimmer (7/7)
Playful Panda (7/7) [2+]
Water Elemental (6/4) Anti-air [2 damage]
Wisp (5/4) [2+, 2 damage]
Wisp (4/4) [1+, 1 damage]
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 0
Gold:
Gold: 5
Workers: 11
Thoughts
I am so glad heās not using AoW. Also, these bonus draws are really helping me, but I wish my 2nd MoLaC hadnāt been the only card left in deck. Oh, well, one is probably good enough for now.
Drat. GG! Yeah, I had just techād double JD, but too late. Youāre right, I lost this in the transition from my early game suppression into my win con on turn 5. Possibly I lost because on that turn I drew my Flagstone Garrison that I had pre-teched for the reshuffle - drawing it then delayed my Peace engine by a turn, and forced me to worker my Hammer as all the other cards were part of my endgame strat. If I hadnāt drawn it, I would have got an engine the turn ahead of you; if I had drawn it but literally any other card had been different I think I would have kept the hammer for delaying your tech buildings again.
Yeah, Iāve lost count of how many times Iāve had a Peace engine plan flub to bad draws, which is why I tend to rely on Bigbyās stash and optional card draw to help me rig my hand to get good timing on the Garrisons. You had good reason to lead with Onimaru after my T1 Tree play, though, as at $2, Hammer is actually a viable answer to starter buildings. Maybe if youād passed on the Scribes and gone straight for Cadets, you could have afforded a 2nd hero?
The second scribe was a mistake. The first one was there to try and ensure I got the Hammer, though maybe it was a mistake and I should have went for an early cadet yeahā¦