GLHF @FrozenStorm, both of us on 2 losses already could make this a tense match
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 Stormborn has Haste in addition to his other abilities
Ninjitsu:
Fuzz Cuddles is a 3/3
Inverse Power Ninja ability adds: “up to a maximum of -5/5”, so it bottoms out as a 1/1 with a board flood and can’t get itself killed
Flying Fox is a 3/2
Masked Raccoon is much improved: 2 cost, 3/4. “Masked Raccoon has Swift Strike while you control another Ninja. Masked Raccoon is Invisible while you control another Cute Animal”
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
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
P1T1
StartingHand Workers
STARTING HAND
Tinkerer
Nullcraft
Plasmodium
Hardened Mox
Forgotten Fighter
WORKERS
Hardened Mox
NextHand
Fading Argonaut
Neo Plexus
Time Spiral
Temporal Research
Battle Suits
Discard
Forgotten Fighter
Plasmodium
Nullcraft
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tinkerer - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Tinkerer(1/2a)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 5
Thoughts
choices are Max or Tinkerer here i think; should be bale to protect either next turn as both my soldiers will be in hand
Tinkerer means a thinner deck which is good, but doesn’t actually give me a great chance of instant KotC on t3 because I’d need to draw time spiral as well or tech Knight and Seer which needs just as much luck
max I guess means a bit more pressure but tbh I’d be surprised if he can’t patrol favourably against him so he’s another thing I have to protect