[XCAFS23] FINALS Round9 part1: P1 dwarddd monopurple vs P2 zango [Finesse]/Feral/Present

@zango let’s do this, but know that i am yet unsure what to do about Cala without it costing me too much to do anything :wink:
Other than a perfectly timed origin story… I’d love to let her just run rampant and ignore it but Feral strike is too threatening; who knows guess we’ll see if i can spot an opportunity!

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T1


StartingHand Workers

STARTING HAND
Nullcraft
Time Spiral
Hardened Mox
Neo Plexus
Fading Argonaut
Battle Suits
Tinkerer
Temporal Research
Plasmodium
Forgotten Fighter


WORKERS
Time Spiral


NextHand

Nullcraft
Battle Suits
Plasmodium
Hardened Mox
Fading Argonaut


Discard

Tinkerer
Forgotten Fighter
Temporal Research


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
neo - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Neo Plexus(2/2) +r1

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

same plan as before this game, if there’s a next I’ll try something else perhaps, lol. will at least do neo for extra rune on fargo

1 Like

GL & HF!!

Too bad for you that my maxband Cal only rarely is an empty threat as I just love my feral strikes :wink:
Let’s see whether I’ll stick to that :stuck_out_tongue_winking_eye:

Also thank you for not bringing Fargo. This way I’m way more comfortable with her patrolling in SL…

XCAFS23 FINALS round 9 part 1 P2T1

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Brick Thief (2/1)
Granfalloon Flagbearer (2/2)
Fruit Ninja (2/2)
Tenderfoot (1/2)
Helpful Turtle (1/2)


WORKERS
Fruit Ninja (2/2)


NextHand

Wither
Timely Messenger (1/1)
Bloom
Spark
Older Brother (2/2)


Discard

Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Brick Thief (2/1)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Cal - ($2)
tenderfoot - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal (2/3, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tenderfoot (1/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

let’s see whether he sticks to his words or whether he’ll just go with the flow

I believe it’s you who told me that T2 hero kill is often much less impactful than a T3 one, sooooo, offer it again?:pray:

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T2


Tech StartingHand Workers

TECH
Origin Story
Seer


STARTING HAND
Plasmodium
Nullcraft
Hardened Mox
Fading Argonaut
Battle Suits


WORKERS
Time Spiral
Hardened Mox


NextHand

Plasmodium
Forgotten Fighter
Origin Story
Temporal Research


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 - ($4)
battlesuits - ($2)
fargo - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Fading Argonaut(3/3) fading 3
  • :pschip: Technician: Neo Plexus(3/2)
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

meh, defo not killing cala, main alternative to this line was nullcraft and fargo/BS but i dont see the ping being particularly useful and the nullcraft threat for next turn still does work

Tbh in this scenario everything screams at me to just trade Cal against neo and to put brother in SL. That would be the easy way to victory for a p2, but it felt boring and I want to have some skin in the game on whether you really did tech OS or not :stuck_out_tongue_winking_eye:

XCAFS23 FINALS round 9 part 1 P2T2

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Immortal (5/5)
Immortal (5/5)


STARTING HAND
Wither
Timely Messenger (1/1)
Older Brother (2/2)
Spark
Bloom


WORKERS
Fruit Ninja (2/2)
Spark


NextHand

Brick Thief (2/1)
Immortal (5/5)
Older Brother (2/2)
Wither
Granfalloon Flagbearer (2/2)


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Bloomed Cal kills Fargo, you gain 1 - ($4)
midband Cal heals - ($2)
tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Tenderfoot (1/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (4/5, lvl3)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

the only bummer is that with the Cal trade line my probability to actually have a tech 2 unit in t4 would be way larger, while it is slightly larger in this variant to actually have an immortal and not any tech 2 unit in hand.
If I were him I would tech two Argos after announcing OS and against these Cal definitely is my preferred option.

Had you done that and i plopped down an argo, id have been pretty happy; as it is i have an OS and am pretty happy. The complements of those situations id be pretty sad…

Do u mean brother in elite btw in ur comment, just checking im not missing something?

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T3


Tech StartingHand Workers

TECH
Tricycloid
Hyperion


STARTING HAND
Origin Story
Temporal Research
Forgotten Fighter
Plasmodium


WORKERS
Time Spiral
Hardened Mox
Plasmodium


NextHand

Tinkerer
Seer
Origin Story
Nullcraft


Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
Prynn - ($4)
origin story Cala - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus(3/2a)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Prynn(1/3) fading 4
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

To be more specific my alternative would have been to trade Cal against neo and then to play tech 1, max and brother. I would have put brother into elite and the other two backline. And yes, you possibly having teched two Argos and be extremely lucky to not draw both from your draw 5 out of 7 then probably would have been worst case for me.

Well yes, you got rid of my Cal, but now at least I got to tech 2 first. Isn’t that something?

XCAFS23 FINALS round 9 part 1 P2T3

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Hyperion (4/5)
Temporal Distortion


STARTING HAND
Immortal (5/5)
Granfalloon Flagbearer (2/2)
Brick Thief (2/1)
Wither
Older Brother (2/2)


WORKERS
Fruit Ninja (2/2)
Spark
Wither


NextHand

Bloom
Immortal (5/5)
Timely Messenger (1/1)
Brick Thief (2/1)
Helpful Turtle (1/2)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
brother - ($4)
tech 2 - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Tenderfoot (1/2)
  • :ps_: Scavenger:
  • :pschip: Technician: Older Brother (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

draws aligned pretty well with the probability, so I’m not going to complain :wink:

1 Like
RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T4


Tech StartingHand Workers

TECH
Temporal Distortion
Temporal Distortion


STARTING HAND
Tinkerer
Seer
Nullcraft
Origin Story


WORKERS
Time Spiral
Hardened Mox
Plasmodium
Tinkerer


NextHand

Fading Argonaut(3/3) fading 3
Forgotten Fighter
Hyperion
Temporal Research


Discard

Nullcraft
Origin Story
Temporal Distortion
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Seer, add rune to prynn - ($6)
tech 2 present - ($2)

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus(3/2a)
  • :psfist: Elite:
  • :ps_: Scavenger: Seer(3/1)
  • :pschip: Technician: L1 Prynn(1/3) fading 4
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

fencers, fine, any one tech 2 is defended against, hopefully 2 tech 2s to play next turn

XCAFS23 FINALS round 9 part 1 P2T4

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Now!
Temporal Distortion


STARTING HAND
Timely Messenger (1/1)
Helpful Turtle (1/2)
Bloom
Immortal (5/5)
Brick Thief (2/1)


WORKERS
Fruit Ninja (2/2)
Spark
Wither
Helpful Turtle (1/2)


NextHand

Granfalloon Flagbearer (2/2)
Immortal (5/5)
Temporal Distortion
Hyperion (4/5)


Discard

Brick Thief (2/1)
Bloom
Now!
Temporal Distortion


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
immortal - ($1)
messenger - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal (5/5)
  • :psfist: Elite: Tenderfoot (1/2)
  • :ps_: Scavenger: Timely Messenger (1/1)
  • :pschip: Technician: Older Brother (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

it really is a shame that I have to here play messenger. yes it is unreasonable that he teched something like TD+tric or undo+hyperion in turn 3 but I’m not going to take chances again when unnecessary.

Also: played a bit too fast last turn as my tech choice wasn’t ideal, but well… It’s still a very good hand that awaits me from drawing my whole deck.

Sorry for slower turn! This is getting spicy

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T5


Tech StartingHand Workers

TECH
Ready or Not
Promise of Payment


STARTING HAND
Fading Argonaut(3/3) fading 3
Hyperion
Forgotten Fighter
Temporal Research


WORKERS
Time Spiral
Hardened Mox
Plasmodium
Tinkerer
Forgotten Fighter


NextHand

Promise of Payment
Tricycloid
Ready or Not
Hyperion


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
maxband prynn - ($3)
prynn to 1 rune to eat immortal
prynn kills messenger, to 2 runes, you get gold
fargo - ($1)
seer trades tenderfoot

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus(3/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Fading Argonaut(3/3) fading 3
  • :target: Lookout:

In Play:

  • Battle Suits
  • L7 Prynn(3/4) fading 2 (your immortal)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

welp, not playing hyperion sucks but i dont think i could take a beating from this immortal without losing too much value so we choose to live a bit longer and hope next turn is the one where we explode

Post draw: YIKES, drew both my just-teched cards and redrew hyperion that’s ridiculous, especially as just RoN on it’s own would have been kinda crap (just PoP still good), but the hyperion as welll id just been thinking how i dont need to tech another tech 2 unit because they’re likely to be split over the next 2 hands lol

I really hope i have a tech 2 next turn

OMG how I hate this guesswork what might be on your hand. There are so many reasonable combinations and any patrol looks silly against a specific one…

XCAFS23 FINALS round 9 part 1 P2T5

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Hyperion (4/5)
Now!


STARTING HAND
Temporal Distortion
Granfalloon Flagbearer (2/2)
Hyperion (4/5)
Immortal (5/5)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)
Spark
Wither
Helpful Turtle (1/2)
Timely Messenger (1/1)


NextHand

Hyperion (4/5)
Now!
Tenderfoot (1/2)
Bloom
Now!


Discard

Temporal Distortion
Immortal (5/5)
Granfalloon Flagbearer (2/2)
Hyperion (4/5)


Tech 2 card(s)
Get Paid + scavenger - ($10)
Hyperion kills SL, RS 8, draw 1 - ($5)
Max - ($3)
TD Hyperion into tric - ($1)
worker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (6/6)***
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Older Brother (2/2)
  • :target: Lookout: Max (2/3, lvl1)

In Play:

  • eaten by prynn: Immortal (5/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Hyperion draw now! would be tech 2 break and therewith limiting him to prynn, that would be a clear direct win. so teching the second copy is obvious…

unfortunately no such luck… now let’s hope he does not have the right answer to my swiss cheese of a defense.
Trading messenger & brother for Fargo is also very very tempting as it offers a way higher chance for max to survive and go all monster on him next turn, but doing a worker skip here for trading 3g2c for 2g0c is also really not what I want to do…

Im afraid this time i had a veery lucky hand, even before the hyperion draw (altho there is the common caveat that there were a good few other very similarly lucky hands available, this i think was one of the best as it didnt even need Max yet)

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T6


Tech StartingHand Workers

TECH
Undo
Now!


STARTING HAND
Tricycloid
Ready or Not
Promise of Payment
Hyperion
Origin Story


WORKERS
Time Spiral
Hardened Mox
Plasmodium
Tinkerer
Forgotten Fighter
Origin Story


NextHand

Seer(3/1)
Temporal Distortion
Temporal Distortion


Discard

Neo Plexus(3/2a)
Hyperion
Promise of Payment
Ready or Not
Undo
Now!


Tech 2 card(s)
Get Paid + float - ($10)
hyperion, runs into tricycloid, i draw - ($5)
Vir - ($3)
promise of payment
tricycloid for free, pings your tricycloid twice to kill and pings brother once
Prynn kills Max, her to 2 runes, vir to level 3
prynn eats my tricycloid, dies, it and your immortal return to the present
trcicyloid finishes brother and deals 2 to your tech 2
fargo destroys your tech 2
worker - ($2)

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Vir(2/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tricycloid(3/3)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Fading Argonaut(3/3) fading 2

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 10
    5g in debt to past self
1 Like

That’s been a very nice line that I was completely unaware of. Didn’t consider PoP to be a thing…
But with immortal still being a constant threat, tbh I don’t feel like this tech break really is so bad for me, as you are very limited in your resources next turn, both in terms of gold as in terms of cards. I like!

XCAFS23 FINALS round 9 part 1 P2T6

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Now!
Now!
Hyperion (4/5)
Tenderfoot (1/2)
Bloom
Brick Thief (2/1)


WORKERS
Fruit Ninja (2/2)
Spark
Wither
Helpful Turtle (1/2)
Timely Messenger (1/1)
Tenderfoot (1/2)


NextHand

Temporal Distortion
Older Brother (2/2)
Immortal (5/5)
Hyperion (4/5)
Temporal Distortion


Tech 0 card(s)
technician draw
Get Paid - ($10)
rebuild tech 2
thief repairs my base, pings your tech 2 - ($8)
Cal - ($6)
immortal kills vir, Cal to midband
maxband Cal - ($4)
Bloom Cal - ($2)
worker - ($1)

Float ($1)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Cal (5/6, lvl5)+
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Brick Thief (2/1)
  • :target: Lookout:

In Play:

  • Immortal (5/3)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

don’t see a way he can break through this with only 7g and next turn I have >75% to wreck havoc

it has resist 2. just saying cuz midband cal is sometimes forgotten and so is the BT innate resistance.

2 Likes

Geez i was not ready for another 7hp blocker, this looks like your game unless you’re very unlucky!

RuleChanges
Nerfs
Vandy Remove resist 1 at midband
Midband changes to “①, :arrow_heading_down:, Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.”
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1
Ability changes to “Cannot target illusions. Give a unit -1/-1 until end of turn.”
Lich’s Bargain Base damage increased from 4 to 6 5
Flagstone Garrison Ability changes to “Your units can no longer have haste. Whenever you play a unit, draw a card”
Pirate Gunship Remove obliterate 2
Dark Pact Increase cost to 1
Bird’s Nest Change Upkeep to “Resummon one lost bird (max: 2)”
Battle Suits Change to apply to “Purple Soldiers and Mystics”
Might of Leaf and Claw :arrow_heading_down: → If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Buffs
Troq Midband at 3, maxband at 7
Modify midband ability to “Attacks: deal 1 damage to one of that opponent’s buildings”
Modify maxband ability to Overpower
The Boot Modify text to “Discard a card, then destroy a tech 0, I or II unit” modify type from “Spell - Debuff” to “Spell”
Intimidate Modify text to “Give a unit or hero -4/-1 until your next turn.”
General’s Hammer Cost reduced to 2

P1T7


Tech StartingHand Workers

TECH
Undo
Argonaut


STARTING HAND
Temporal Distortion
Temporal Distortion
Seer(3/1)
Nullcraft


WORKERS
Time Spiral
Hardened Mox
Plasmodium
Tinkerer
Forgotten Fighter
Origin Story


NextHand

Undo
Temporal Research
Nullcraft
Argonaut
Temporal Distortion


Tech 2 card(s)
Get Paid + float, pay last turn (12-5) - ($7)
max - ($5)
TD tricycloid to tricycloid - ($3)
seer, tricycloid to 4 runes - ($2)
tricycloid and fargo kill cala
TD to hyperion - ($0)
hyperion kills brick thief, we both draw

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Seer(3/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: L3 Max(2/4)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Hyperion(5/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Edit: changing a teched card as i was trying to tech copies 2 and 3 of a card, had noticed this on the spreadsheet when doing the hyperion draw and already updated what was in my discard so no need to redraw (just forgot to edit auto generated stuff before posting)

1 Like

Those were some three cards that you had for your seven available gold :sweat_smile:

But in the end it didn’t matter, I wasn’t completely unlucky with my draws. That immortal really did some work in this matchup. Unfortunately it took me three cards draws to finally get one of my two copies of now! otherwise hyperion plus a now’ed elephant would already have been lethal. But I suppose the end result is the same.

XCAFS23 FINALS round 9 part 1 P2T7

P1 [Past]/Present/Future vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Temporal Distortion
Immortal (5/5)
Temporal Distortion
Older Brother (2/2)
Hyperion (4/5)
Granfalloon Flagbearer (2/2)
Bloom
Now!


WORKERS
Fruit Ninja (2/2)
Spark
Wither
Helpful Turtle (1/2)
Timely Messenger (1/1)
Tenderfoot (1/2)


NextHand

Immortal (5/5)
Older Brother (2/2)
Now!
Tricycloid (6/6)***
Hyperion (4/5)


Tech 0 card(s)
technician draw
Get Paid + float - ($12)
immortal kills SL
Max - ($10)
Hyperion kills Max, my max to midband, you gain 1, I draw - ($5)
maxband Max flickers hyperion - ($3)
Hyperion breaks tech 2, I draw
TD Hyperion into tric - ($1)
now! tric - ($0)
tric breaks tech 1
tric shoots down hyperion

Float ($0)
Discard 6, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Max (3/4, lvl1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Immortal (5/5)
  • Tricycloid (3/3)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

yup that’s GG, i guess I should have gone for an immortal too? I really hoped I’d be able to burst through properly here, my draws were all super good and trades mostly went well for me at the start!

Ah well, really well played to you and congratulations for picking such a cool deck and piloting it really well! All my games against you were super fun and I’m glad I managed to win those first ones because the last three have felt nigh impossible!

This looks like another tournament to you :clap: impressive stuff!

This is by far the closest I’ve come to top and considering how lucky i felt on a couple of these games I think you well deserve the win :slight_smile:

1 Like

Wanna play Round 9 Part 2 for fun anyway as we could if there was another opponent for you to beat afterwards?

1 Like

GG & WP! And also thank you, but I would completely disagree with you in terms of unwinnable. Especially that game with you drawing Seer in the wrong turn so that Fargo faded away was so ultra close and this seer on the other side of the turn 3/4 split probably would have already made all the difference.
But yes, this game the tech 2 rush with immortals payed out big time (even though seeing your hands I feel very lucky not to have picked the line with playing my second immortal as then ready or not really would have put me into trouble). I think our decks are rather close in terms of power level with this modus of choose your opening split.
I am still of the opinion that OS is a viable but probably not the best answer to this feral strike threat. As long as I’m not sure that Cal survives it is a very hard decision to go all in on feral strike. But if you choose OS, your deck is already diluted and even in later game states: Argo (esp with BS) really is a beast…

About a rematch: oh yeah! Those games against you really were awesome and a lot of fun, so count me in! I’ll open up a new thread later today and I’m definitely going to count it into the final results of the tourney.
Thank you for those fun matches!

1 Like

I agree on it not being unwinnable, just felt it in that sudden “oh, i thought this had been going well” way! I love argo and while seer can trade well argonaut is gonna be a much better wall and last into later game.

Origin story is weird, it is often kinda a good trade in the instant and then the user is left with a weak/expensive prynn milling around and a dead card in the deck. Perhaps if I’d skipped that, and put an Undo in later that might have done well (altho, ofc, hindsight having seen your teched cards is 20 20)

Good luck in the other thread :slight_smile:

1 Like