[XCAFS20] Round9 FINALS: EricF [Past]/Peace/Truth vs bansa [Law]/Peace/Finesse

@bansa good luck, have fun!

P1, Turn 1

Plasmodium — Tech 0
Temporal Research — Magic
Nullcraft — Tech 0
Neo Plexus — Tech 0 -> Worker
Tinkerer — Tech 0

No Truth on the opponent’s side, so we can start with Plasmodium

4 gold (4)
Worker (3)
Plasmodium (1)
Discard 3, Draw 5. Float 1 gold

Forecast Plasmodium [3] (4/4)

Base - 20

5 workers, 1 gold
Hand: 5
Deck: 0
Discard: 3

2 Likes

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)

Finesse:

Harmony Instead of “sacrifice Harmony” to stop the music, the card now reads “You may sacrifice Harmony at any time. Whenever Harmony leaves play, turn all dancer tokens over. They are now 2/1 Angry Dancers with Unstoppable”
Star-Crossed Starlet Her ability is now optional (“Upkeep: You may have SCS deal 1 damage to herself”)

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 :exhaust:: 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.

Peace

General’s Hammer: costs 2 (instead of 3).
Drill Sergeant: 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: 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 IIIs.

P2T1


StartingHand Workers

STARTING HAND
Lawful Search
Reputable Newsman
Bluecoat Musketeer
Porkhand Magistrate
Traffic Director


WORKERS
Porkhand Magistrate


NextHand

Spectral Aven
Jail
Manufactured Truth
Building Inspector
Arrest


Discard

Bluecoat Musketeer
Reputable Newsman
Traffic Director


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Onimaru - ($2)
Lawful Search - ($1)
Tech I - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Onimaru (2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Lawful Search

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

aaahh sucky start… no bi no aven… wrong ls wrong rn… none of these units will put any pressure whatsoever… can’t do porky stewardess fear… td tried and failed… rn no clear target… bm plain sucks… increase hand size next turn… if he kills oni at least tech i will be skipped and i can fight back with a copy of beast… aggro defense till mid game

shouldn’t you write next hand and stuff for lawful s?

Its an upgrade now.

1 Like

Thanks for the reminder.

1 Like
P1, Turn 2

Forgotten Fighter — Magi -> Worker
Hardened Mox — Tech 0
Battle Suits — Tech 0
Time Spiral — Magic
Fading Argonaut — Tech 0

Tech Overeager Cadet x2

5 gold (6)
Worker (5)
Tech I (3)
Hardened Mox (0)
Discard 3, rs, Draw 5

Lookout - Mox (1/1)

Forecast Plasmodium [2] (4/4)

Base - 20
Tech I - 5

6 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0

Next Hand
  1. Tinkerer — Tech 0
  2. Temporal Research — Magic
  3. Nullcraft — Tech 0
  4. Battle Suits — Tech 0
  5. Fading Argonaut — Tech 0

P2T2


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Manufactured Truth
Arrest
Jail
Spectral Aven
Building Inspector
Overeager Cadet


WORKERS
Porkhand Magistrate
Jail


NextHand

Traffic Director
Bluecoat Musketeer
Reputable Newsman
Overeager Cadet


Discard

Lawful Search
Arrest
Manufactured Truth


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Discard Lawful Search, look at hand, rs, draw 1
Overeager Cadet
Building Inspector - ($4)
Spectral Aven - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Building Inspector (1/1A)
  • :psfist: Elite: L1 Onimaru (3/3)
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician:
  • :target: Lookout: Spectral Aven (2/2), resist 1

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

not much i can do except for wall up

@EricF ? is this still happening?

1 Like

My turn 4 won’t come until Monday, so take your time.

P1, Turn 3
  1. Tinkerer — Tech 0 -> Worker
  2. Temporal Research — Magic
  3. Nullcraft — Tech 0
  4. Battle Suits — Tech 0
  5. Fading Argonaut — Tech 0

Tech Stewardess and Free Speech

6 gold (6)
Quince (4)
Battle Suits (2)
Mox kills BI
Tinkerer (0), Plasmo arrives
Plasmo kills Onimaru, Quince to L3
Discard 3, Draw 3, rs, Draw 2

SQL - Tinkerer (1/2 +1)
Scavenger - Mirror (0/1)

L3 Quince (1/4)
Mox (2/1)
Plasmodium (4/1)

Base - 20
Tech I - 5

6 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0

Next Hand

Time Spiral — Magic
Overeager Cadet — Tech I
Overeager Cadet — Tech I
Temporal Research — Magic
Stewardess of the Undone — Tech I

1 Like

No worries. Game can wait. :slight_smile:

P2T3


Tech StartingHand Workers

TECH
Flagstone Garrison
Drill Sergeant


STARTING HAND
Traffic Director
Bluecoat Musketeer
Overeager Cadet
Reputable Newsman


WORKERS
Porkhand Magistrate
Jail
Bluecoat Musketeer


NextHand

Building Inspector
Reputable Newsman
Flagstone Garrison
Lawful Search


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Overeager Cadet
Tech II (Peace) - ($4)
Aven kills Plasmo

Float ($4)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

In Play:

  • Spectral Aven (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 8
Thoughts

what is the worst case scenario… i dont think he can break tech ii with normal tech i drops even with mirror copy… possible dreamscape and popping cadets can break tech ii… but that would be costly… is there something i’m missing? considering all tech i drops and quince’s skills… free speech pass… dreamscape + hallucination or something else to pop? there isn’t really… so that will cost a lot… this scenario is prolly ok… forgotten fighter can bounce one… this can break tech ii with mirror copy of something… this is prolly still ok… hero drop will guarantee tech ii save i think but is risking max quince and mind control ds which would suck… no tech ii next turn should be okay if he breaks thru… bigby can stash if bad things happen…

Heh, I wrote that note when I thought I would have the turn out Friday, but then couldn’t decide what to do.

P1, Turn 4

Time Spiral — Magic -> Worker
Overeager Cadet — Tech I
Overeager Cadet — Tech I
Temporal Research — Magic
Stewardess of the Undone — Tech I

Tech Mind Control and Origin Story (I’ll probably want to Hero’s Hall, and then bring in Prynn to Temporal me up some more cards, so a hero removal spell is warranted over more random dudes.

Note: I could kill the cadet by trading Tink, giving me one extra damage pushed through, and 2 extra hp on my Mirror, but I actively don’t want Tink floating around in my deck & also I want the 1/2 in play to mitigate Maxband Oni.

6 gold (6)
Worker (5)
Mox kills one Cadet
Max Quince (3)
Stewardess, bounce = kill the Aven (0)
Mirror becomes a copy of Stewardess
Mirror Stewardess kills the other Cadet
Quince + Tinkerer deal 2 damage to your Tech I
Play Two Overeager Cadets
Discard 1, Draw 3.

SQL - Overeager Cadet (3/2 +1)
Scavenger - Overeager Cadet (3/2)
Technician - Stewardess of the Undone (3/3)

Tinkerer (1/2)
L5 Quince (1/5)
Mox (2/1)
Mirror Stewardess (3/1)

Battle Suits
Base - 20
Tech I - 5

7 workers, 0 gold
Hand: 3
Deck: 0
Discard: 4

Next Hand

Nullcraft — Tech 0
Fading Argonaut — Tech 0
Free Speech — Magic

1 Like

P2T4


Tech StartingHand Workers

TECH
Drill Sergeant
Flagstone Spy


STARTING HAND
Reputable Newsman
Lawful Search
Flagstone Garrison
Building Inspector
Manufactured Truth
Traffic Director
Drill Sergeant
Arrest
Overeager Cadet
Drill Sergeant


WORKERS
Porkhand Magistrate
Jail
Bluecoat Musketeer
Arrest


NextHand

Overeager Cadet
Flagstone Spy
Spectral Aven
Manufactured Truth
Drill Sergeant


Tech 2 card(s)
Get Paid + float + scav + draw - ($13)
Flagstone Garrison - ($10)
Building Inspector, draw 1 - ($9)
Traffic Director, draw 1 - ($8)
Drill Sergeant, draw 1 - ($5)
Reputable Newsman, rune 1, rs, draw 1, #4 - ($3)
Overeager Cadet, rune 1, draw 1
Bigby - ($1)
Worker - ($0)
DS removes 1 rune to pop Mirror
DS moves 1 rune to Cadet

Float ($0)
Stash 1, Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/3A), (+)
  • :psfist: Elite: Building Inspector (2/1)
  • :ps_: Scavenger: Traffic Director (1/1)
  • :pschip: Technician: L1 Bigby (2/3)
  • :target: Lookout: Drill Sergeant (3/3), resist 1

In Play:

  • Flagstone Garrison (4)
  • Reputable Newsman (0/3), #4

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

uhh… 16 face dmg? is this over? my board will be wiped again for sure… question is… will garrison and tech buildings survive… tech draw (mt) sigh… ds would’ve been saved my day…i will get to rs this turn… what to tech… worst case scenario… mind control ds… this is prolly a game over for me… that means i have to put rn in backline and lighter patroll which means possible tech i or garrison break… other threts are stwerdess and nullcraft… he can just bypass patrol and break my tech i if he has nullcraft in hand… does that mean i have to diversify and tech tech ii units? maybe… i think i need another ds in hand next turn in hope that garrison survives… 2nd tech… i should have built tech lab in t3… sigh… i guess flagstone spy is only choice i have… invisible could be nice against mind control or hallucination… too expensive though… is this right?? if i slip in 2 drops i might get lucky and get to both cadets? but things will die and if my tech i breaks… i could get a very bad hand… thinking about worst draw after rs… if i draw aven… this is very very bad… i could lose both garrison and tech i… not certain but i think i have to go with tech ii units… (bi draws td)… another sigh… for gods sake don’t tell me ds is bottomed… (td draws ds) (ds draws arrest) now rs time… (rn draws oc) (oc draws ds) 3 gold and ds… ds… do i drop ds now? i need every body to absorb dmg… that mens i lose both ds unless i draw 2nd cadet… 33% chance… or do i drop hero and worker… one less hp but maybe that is not critical or is it… i can pop mirror and left with 1 rune… thinking about patrol… if he has mind control… backline nm blocks… if he has mc and stewardess… i put ds on elite… he doens’t have enough gold… check… if he bouns bi… he’s got 13+2 dmg and my patrol is 10… very bad… lose garrison or any tech builng… chances are he has 4th unknown tech card in his hand… this could very well be stewardess… i can rule out hallucination and dremscape combo… he can only have one tech card in hand… so i can block mind control w/ nm but stewardess can wreck my patrol… you know what… i just hold onto ds… i should have hand of 6 or 7 even if garrison breaks… not bad…

P1, Turn 5

Nullcraft — Tech 0
Fading Argonaut — Tech 0
Free Speech — Magic

Defense: 4; 1, 1, 3, 3 // 4, 3, 5, 3 = 12 / 3
Attack: 3, 3, 3, 1, 1, 2 +1 +mirror = 14 +mirror

Tech Dreamscape and Brave Knight

7 gold (7)
Make a Mirror (5)
Nullcraft (3), copy it with Mirror
Mox and 2x Nullcraft kill Cadet
Quince kills BI
Tinkerer kills Traffic Director
Stewardess kills Bigby
Overeager Cadet trades with Drill Sergeant
Other Cadet breaks your Tech I
Fading Argo (1)
Discard 1, rs, Draw 3. Float 1 gold.

Scavenger - Fading Argo (3/3) [3]

Overeager Cadet (3/2)
Stewardess of the Undone (3/1)
Tinkerer (1/1)
L5 Quince (1/3)
Mox (2/1)
Nullcraft (1/1)
Mirror Craft (1/1)

Battle Suits
Base - 20
Tech I - 5

7 workers, 1 gold
Hand: 3
Deck: 5
Discard: 0

Next Hand
  1. Mind Control — Ultimate Magic
  2. Dreamscape — Magic
  3. Brave Knight — Tech I

P2T5


Tech StartingHand Workers

TECH
Elite Training
Elite Training


STARTING HAND
Drill Sergeant
Spectral Aven
Flagstone Spy
Overeager Cadet
Manufactured Truth
Lawful Search
Traffic Director
Overeager Cadet
Elite Training


WORKERS
Porkhand Magistrate
Jail
Bluecoat Musketeer
Arrest
Lawful Search


NextHand

Drill Sergeant
Overeager Cadet
Building Inspector
Elite Training
Manufactured Truth


Tech 2 card(s)
Get Paid + scav + draw - ($10)
Onimaru - ($8)
Manufactured Truth Newsman into Nullcraft - ($7)
Copy of Nullcraft kills Stewardess
Drill Sergeant, rs, draw 1 - ($4)
Traffic Director, rune 1, draw 1 - ($3)
Spectral Aven, rune 1, draw 1 - ($1)
Worker - ($0)
DS removes 1 rune to pop Mirror
Rebuild Tech I

Float ($0)
Discard 4, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1A)
  • :psfist: Elite: L1 Onimaru (3/3)
  • :ps_: Scavenger: Spectral Aven (2/2)
  • :pschip: Technician:
  • :target: Lookout: Drill Sergeant (4/4), (+), resist 1

In Play:

  • Flagstone Garrison (4)
  • Reputable Newsman (0/3), #4

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

should have built tech lab last turn… ahh…tech in 2x elite training in for anti air and armor…need mt in the deck… using mt first before rs…(ds draws td) (td draws oc) noooooooooooo… aven or spy… aven hoping for bi or mt… (aven draws et) oh crap… worker or tech lab… worker and then regret again… thinking about patrol… ds in elite same as last turn to block mind control stewardess can kill aven and then he’s got 11+1dmg i got 9 on patrol… he can even do two mirrors and 13 dmg… with 9 i lose garrison… that would be bad… well actually that means his board presence gets thin… so maybe not so bad… or should i put aven as sql… no then i only have 8 and he can do 12… what if he has dreamscape and hallucination now… then im down to 5 and he has 6 dmg to assign to buildings. he can only break one… that should be fine? or not… i hope fine…

P1, Turn 6
  1. Mind Control — Ultimate Magic -> worker
  2. Dreamscape — Magic
  3. Brave Knight — Tech I

Defense: 2, 3, 2f, 4 // 4, 3, 5
Attack: 3, 3, 1, 1, 2, 1 = 11

le sigh

Tech 2x The Art of War. Time to see what can be done

7 gold (8)
Cadet kills TD
Quince dies on Onimaru’s blade
Prynn (6)
Mox kills Onimaru, Prynn to L3
Worker (5)
Max Prynn (1)
Banish Drill Sergeant (0)
Fargo, and Tink break Garrison
Discard 2, Draw 4

Elite - Nullcraft (2/1)
Scavenger - L7 Prynn (3/5) [2] - banishing Drill Sergeant; Dies: you skip draw/discard

Fading Argo (3/3) [2]
Overeager Cadet (3/1)
Tinkerer (1/1)
Mox (2/1)

Battle Suits
Base - 20
Tech I - 5

8 workers, 0 gold
Hand: 4
Deck: 1
Discard: 6

Next Hand

Temporal Research — Magic
Origin Story — Magic
Overeager Cadet — Tech I
Free Speech — Magic

Doesn’t Max Prynn cost you 4 not 5? I think you have 1 gold left. Should I assume it is floating?

Huh, you are correct. I’ll make a worker, then. Edited to reflect

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P2T6


StartingHand Workers

STARTING HAND
Manufactured Truth
Building Inspector
Drill Sergeant
Elite Training
Overeager Cadet


WORKERS
Porkhand Magistrate
Jail
Bluecoat Musketeer
Arrest
Lawful Search


NextHand

Elite Training


Discard

Traffic Director
Flagstone Garrison
Manufactured Truth


Tech 0 card(s)
Get Paid - ($10)
Drill Sergeant - ($7)
Overeager Cadet, rune 1
Move 1 rune to Newsman
Bigby - ($5)
Manufactured Truth Newsman into Aven - ($4)
Avens kill Prynn and free DS, Bigby to L3
Building Inspector, rune 2 - ($3)
River - ($1)

Float ($1)
Skipping Discard/Draw phase


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 River (2/3A)
  • :psfist: Elite: Overeager Cadet (3/2)
  • :ps_: Scavenger: Drill Sergeant (4/4), (+)
  • :pschip: Technician: Building Inspector (1/1)
  • :target: Lookout: Drill Sergeant (4/4), (+), resist 1

In Play:

  • Reputable Newsman (1/4), (+), #4
  • Spectral Aven (2/2)
  • L3 Bigby (2/4)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 1
  • Deck: 3
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

holy moly that was some wild action… certainly did no expect prynn… was sweating for a sec… but no prynn and no quince next turn is a good thing… my patrol might hold for the first time… which means…

P1, T7

Temporal Research — Magic
Origin Story — Magic -> Worker
Overeager Cadet — Tech I
Free Speech — Magic

Tech 2x Boot Camp

8 gold (9)
Onimaru (7)
Fargo + Nullcraft kill River, Oni to L3
Cadet and Tink trade for Lookout
Mox kills your Cadet
Max Oni (2)
Overeager Cadet
Worker (1)
Discard 2, Draw 1, rs, Draw 3

SQL - Overeager Cadet (3/2+1)
Elite - Curly (2/1)
Scavenger - Larry (1/1)
Technician - Moe (1/1)

L8 Onimaru (4/5)
Nullcraft (1/1)
Fading Argo (3/1) [1]
Mox (2/1)

Battle Suits
Base - 20
Tech I - 5

9 workers, 1 gold
Hand: 4
Deck: 8
Discard: 0

Next Hand

The Art of War — Ultimate Magic
Overeager Cadet — Tech I
Temporal Research — Magic
Plasmodium — Tech 0

1 Like