@Dreamfire GL HF! I think this matchup isn’t an auto-loss for me thankfully but we’ll see
Link to all relevant rule changes
MoLaC the only real balance change here again?
XCAFS2022 Round 7 Player 1, Turn 1
P1 Fire/Disease/Growth vs P2 Future/Present/Law
Starting Hand
Mad Man
Bombaster
Pillage
Careless Musketeer
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in except turn 1
All Teched Cards
Main:
- Mad Man, hit your base to 19 (3)
- Orpal (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Orpal (1/3a lvl 1)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bloodrage Ogre
Bloodburn
Scorch
Charge
Nautical Dog
End of Turn Discard
My Thoughts
I think I can play for MoLaC with Lobbers here and do pretty okay, could also play for Orpal Maxband pretty well I think! We shall see 
1 Like
GL HF! I’m not sure I’ve ever played Purple starter vs Red, no idea who’s favored here.
P2T1
StartingHand Workers
STARTING HAND
Temporal Research
Nullcraft
Plasmodium
Time Spiral
Tinkerer
WORKERS
Time Spiral
NextHand
Fading Argonaut
Forgotten Fighter
Hardened Mox
Battle Suits
Neo Plexus
Discard
Plasmodium
Temporal Research
Tinkerer
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Nullcraft, kills Mad Man - ($2)
Geiger - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Geiger lvl 1 (2/3A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 19
Economy Info:
Cards:
Gold:
Thoughts
Nullcraft is a given, and I’ll play a hero alongside it in case Frozen wants to rush me down with Rambaster. I’ll lead with Geiger over Bigby, to threaten Now! (and FF, I guess?)
Present is the obvious tech 2 choice, but maybe Future is a better answer to Growth? We’ll see.
@FrozenStorm’s turn!
Bummercraft
Link to all relevant rule changes
XCAFS2022 Round 7 Player 1, Turn 2
P1 Fire/Disease/Growth vs P2 Future/Present/Law
Starting Hand
Bloodrage Ogre
Bloodburn
Scorch
Charge
Nautical Dog
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in except turn 1
All Teched Cards
Main:
- Bloodrage Ogre (3)
- Worker (2)
- Tech 1 (0)
Workers
Bloodburn, Careless Musketeer
-
-
Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Orpal (1/3a lvl 1)
-
Elite:
-
Scavenger:
-
Technician: Bloodrage Ogre (3/2)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Sickness
Pillage
Mad Man
Bombaster
Lobber
End of Turn Discard
My Thoughts
/shrug not really sure where to go here, think Sickness + Lobber is a fine hedge for the moment
P2T2
Tech StartingHand Workers
TECH
Argonaut
Argonaut
STARTING HAND
Forgotten Fighter
Neo Plexus
Hardened Mox
Fading Argonaut
Battle Suits
WORKERS
Time Spiral
Hardened Mox
NextHand
Temporal Research
Neo Plexus
Argonaut
Battle Suits
Plasmodium
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Fading Argonaut - ($1)
Nullcraft pings your base to 19.
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Fading Argonaut (2/3A), fading 3
-
Elite:
-
Scavenger: Geiger lvl 1 (2/3)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 19
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Not too scared of Pillage while Orpal is out. I’ll just go ahead and rush to tech 2.
@FrozenStorm’s turn!
Takedown time
Link to all relevant rule changes
XCAFS2022 Round 7 Player 1, Turn 3
P1 Fire/Disease/Growth vs P2 Future/Present/Law
Starting Hand
Sickness
Pillage
Mad Man
Bombaster
Lobber
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in except turn 1
All Teched Cards
Lobber, Blooming Ancient
Lobber, Sickness
Main:
-
Sickness SQL and Geiger (4)
- Brogre kills SQL, takes 1
-
Lobber, kills Geiger, takes 1, you get 1g, Orpal to level 3 (3)
-
Orpal to midband, hit your tech1 to 3hp (2)
- Sacrifice Lobber, -1/1 down Nullcraft
- Worker (1)
Workers
Pillage, Bloodburn, Careless Musketeer
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Orpal (2/4 lvl 4)
- Bloodrage Ogre (3/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Charge
Nautical Dog
Makeshift Rambaster
Scorch
End of Turn Discard
My Thoughts
Transitioning nicely into maxband Orpal + Growth T2 threat I think, hopefully all goes smoothly
Next turn we’ll see about MoLaC, DnD, both or neither, for now lobber and Ancient
1 Like
Bah, I knew I should’ve pinged the Brogre.
P2T3
Tech StartingHand Workers
TECH
Tricycloid
Now!
STARTING HAND
Argonaut
Temporal Research
Battle Suits
Plasmodium
Neo Plexus
WORKERS
Time Spiral
Hardened Mox
Plasmodium
NextHand
Tricycloid
Tinkerer
Temporal Research
Forgotten Fighter
Argonaut
Tech 2 card(s)
Get Paid + float + scav - ($9)
Worker - ($8)
Argonaut - ($5)
Tech 2 (Present) - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Argonaut (4/4)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 19
-
Tech I HP: 3
-
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
Thoughts
That hurts. I’ll need strong tempo plays to come back from this. Hopefully, my hand manipulation heroes will help me out.
@FrozenStorm’s turn!
Probably more helpful than the base ping, in hindsight, yea
Link to all relevant rule changes
XCAFS2022 Round 7 Player 1, Turn 4
P1 Fire/Disease/Growth vs P2 Future/Present/Law
Starting Hand
Charge
Nautical Dog
Makeshift Rambaster
Scorch
Events of Turn:
Upkeep:
- Get Gold (7+1float)
- Tech 2 cards in except turn 1
All Teched Cards
Death and Decay x2
Lobber, Blooming Ancient
Lobber, Sickness
Main:
- Brogre bangs into Argo
-
Nautical Dog, sacrifice to afflict Argo, it dies (7)
-
Maxband Orpal, hit the tech2 to 3hp (5)
-
Makeshift Rambaster, break tech2, your base to 17 (3)
- Hero’s Hall (1)
- Worker (0)
Workers
Scorch, Pillage, Bloodburn, Careless Musketeer
-
-
Patrol as below
- Discard 1 rs Draw 3
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Orpal (2/5 lvl 6)
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Blooming Ancient
Charge
Bombaster
End of Turn Discard
My Thoughts
Hmmmmm… is it worth going all in on DnD? I think so? I have a preetty good chance to draw one (50/50) if I tech both, and that probably means I lock it down ftw. So let’s just go for that and see how we do XD If I whiff, I’ll have a HH and like Arg + tech up to fall back on hopefully
…
Drawing Ancient was about the worst possible outcome, youchies, maybe I shoulda considered playing slower and teching up more…
1 Like
P2T4
Tech StartingHand Workers
TECH
Hyperion
Temporal Distortion
STARTING HAND
Argonaut
Forgotten Fighter
Tinkerer
Temporal Research
Tricycloid
WORKERS
Time Spiral
Hardened Mox
Plasmodium
Temporal Research
NextHand
Nullcraft
Battle Suits
Neo Plexus
Tricycloid
Fading Argonaut
Discard
Argonaut
Forgotten Fighter
Tinkerer
Hyperion
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Rebuild tech 2.
Argonaut - ($5)
Bigby to midband - ($1)
Float ($1)
Stash 1, Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Argonaut (3/4A)
-
Elite:
-
Scavenger: Bigby lvl 3 (2/4)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 17
-
Tech I HP: 3
-
Tech II HP: 5 (Present)
Economy Info:
Cards:
Gold:
Thoughts
Teching 2 copies of D&D gives Frozen just about even odds of having one this turn, so I need patrollers with 4 hp.
@FrozenStorm’s turn!
The Draw, unfortunately, did not hit (though that was a nice defense for it anyway)
Link to all relevant rule changes
XCAFS2022 Round 7 Player 1, Turn 5
P1 Fire/Disease/Growth vs P2 Future/Present/Law
Starting Hand
Blooming Ancient
Charge
Bombaster
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in except turn 1
All Teched Cards
Blooming Ancient, Might of Leaf and Claw
Death and Decay x2
Lobber, Blooming Ancient
Lobber, Sickness
Main:
- Arg + Maxband (2)
- Worker (1)
Workers
Bombaster, Scorch, Pillage, Bloodburn, Careless Musketeer
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader: Water Elemental (3/3a)
-
Elite:
-
Scavenger: Wisp (0/1)
-
Technician: Arg (1/5 lvl 5)
-
Lookout:
In Play:
- Orpal (2/5 lvl 6)
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Death and Decay
Lobber
Lobber
Bloodrage Ogre
End of Turn Discard
My Thoughts
We’ll see how we do! I think no use in teching up really, better to just pray for no Tri + TD to spin down orpal? Let’s hope not :fingers crossed:
I bottom-decked the card I needed to kill Orpal, so this is probably it.
P2T5
Tech StartingHand Workers
TECH
Now!
Unphase
STARTING HAND
Tricycloid
Neo Plexus
Battle Suits
Fading Argonaut
Nullcraft
WORKERS
Time Spiral
Hardened Mox
Plasmodium
Temporal Research
Neo Plexus
NextHand
Tinkerer
Now!
Argonaut
Unphase
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Battle Suits - ($7)
Argonaut readily kills Elemental.
Tricycloid - ($2)
Heroes’ Hall - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Tricycloid (6/6A), ***
-
Elite:
-
Scavenger: Argonaut (3/1)
-
Technician: Bigby lvl 3 (2/4)
-
Lookout:
In Play:
Buildings:
-
Base HP: 17
-
Tech I HP: 3
-
Tech II HP: 5 (Present)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
That is indeed exceptionally fortunate for me
Link to all relevant rule changes
XCAFS2022 Round 7 Player 1, Turn 6
P1 Fire/Disease/Growth vs P2 Future/Present/Law
Starting Hand
Death and Decay
Lobber
Lobber
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (9+1float)
- Tech 2 cards in except turn 1
All Teched Cards
Spirit of the Panda, Plague Spitter
Blooming Ancient, Might of Leaf and Claw
Death and Decay x2
Lobber, Blooming Ancient
Lobber, Sickness
Main:
-
Death and Decay, Argo dies you get 1g, your base to 14, t1 breaks your base to 12, t2 to 2hp, hero’s hall to 1hp, Tri and Bigby go to critical (2)
- Sac Wisp to -1/1 Tric, now 2/2a
-
Lobber, Arg boosts, kills Tri takes 1 (1)
- Orpal kills Bigby, you draw 1
- Rambaster breaks your t2, your base to 10
-
Lobber, break the hero’s hall, your base to 8 (0)
Workers
Bombaster, Scorch, Pillage, Bloodburn, Careless Musketeer
-
-
Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Orpal (2/5 lvl 6)
- Arg (1/5 lvl 5)
- Lobber (2/1)
- Lobber (2/2)
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Nautical Dog
Death and Decay
Sickness
End of Turn Discard
My Thoughts
Looks like I dodged a bullet
should be game hopefully, I tech up next turn or just end w/ DnD
1 Like
That is very thoroughly GG. One misplay and one bottom deck is all it takes 
@charnel_mouse Frozen has it
2 Likes
Pretty darn fortunate to escape there! GG WP!
1 Like