[XCAFS23] Round3 part1: P1 thehug0naut [Feral]/Present/Discipline vs P2 zango [Finesse]/Feral/Present

@zango GLHF, this will be an interesting round with our 2/3 deck overlap

See Forum Balance Patch 2.1 for changes in use

P1T1


StartingHand Workers

STARTING HAND

Ironbark Treant
Spore Shambler
Merfolk Prospector
Rich Earth ā†’ Worker (standard T1 worker)
Young Treant


WORKERS

Rich Earth


NextHand

Playful Panda
Forestā€™s Favor
Tiger Cub
Rampant Growth
Verdant Tree


Discard

Ironbark Treant
Young Treant
Spore Shambler


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

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L1 Calamandra Moss 2/3 [Resist 1]

In Play:

  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Standard start, Cala in Lookout so she canā€™t be Withered this turn, hide Prospector from Spark. This line pushes him towards some combination of chump blockers

GL & HF!

well, the different starter ist also a biggie, but letā€™s see how this pans out, really looking forward to it :smiley:

Letā€™s start this match with a small offering :gift:

XCAFS23 round 3 part 1 P2T1

P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


StartingHand Workers

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


WORKERS
Fruit Ninja (2/2)


NextHand

Timely Messenger (1/1)
Bloom
Older Brother (2/2)
Granfalloon Flagbearer (2/2)
Wither


Discard

Spark
Helpful Turtle (1/2)
Brick Thief (2/1)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tenderfoot - ($3)
Cal - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2)
  • :psfist: Elite:
  • :ps_: Scavenger: Cal (2/3, lvl1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

green starter is soo weak in a multitude of situations. but as P1 with a guaranteed MP in the opener itā€™s just plainly awesome!
I choose to offer cal for a suboptimal kill for him. I assume heā€™ll take it with skipping tech1. Iā€™m not entirely sure whether my calculations until t4 are 100% correct, but this line ended up better in most worst case scenarios compared to lines without playing a hero now, hence my willingness to make that sacrifice.

Hey @thehug0naut , weā€™re already 6 days into the current round. Playing only one turn in 6 days is way too slow. Please try to speed it up a bit.

Yeah sorry about that, been a bit of a rough week. Will speed up now Iā€™m through the worst of it.

P1T2


Tech StartingHand Workers

TECH

Sparring Partner (cheap unit for later)
Sparring Partner (ditto)


STARTING HAND

Rampant Growth
Forestā€™s Favor ā†’ Worker
Verdant Tree
Tiger Cub
Playful Panda


WORKERS

Rich Earth
Forestā€™s Favor


NextHand

Sparring Partner
Spore Shambler
Verdant Tree
Rampant Growth
Tiger Cub


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Rampant Growth Prospector, kills Tenderfoot - ($2)
Midband Calamandra, kills your Calamandra, takes 1, my Calamandra maxbands, you gain 1g - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/5 [My units have Resist 1]
  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Donā€™t really need Tech I with Calamandra, can always summon Tigers

1 Like

XCAFS23 round 3 part 1 P2T2

P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Tricycloid (3/3)
Hyperion (4/5)


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


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)


NextHand

Bloom
Older Brother (2/2)
Hyperion (4/5)
Tricycloid (3/3)
Wither


Tech 2 card(s)
Get Paid + float + scavenger - ($8)
Worker - ($7)
messenger trades MP - ($6)
max - ($4)
Tech 1 - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

Iā€™m happy that he went for midband and 5 cards in hand instead of FF and down to 4 cards for the SL kill. Now letā€™s see how accurate my calculations wereā€¦

post draw: dough!!! that puts me deep into troubled watersā€¦

P1T3


Tech StartingHand Workers

TECH

Hyperion (In present we trust)
Tricycloid (ditto)


STARTING HAND

Rampant Growth
Sparring Partner ā†’ Discard
Tiger Cub ā†’ Worker (Tree is way more needed against a fellow Present player)
Verdant Tree
Spore Shambler ā†’ Discard


WORKERS

Rich Earth
Forestā€™s Favor
Tiger Cub


NextHand

Young Treant
Playful Panda
Sparring Partner


Discard

Merfolk Prospector
Rampant Growth
Sparring Partner
Spore Shambler
Verdant Tree
Hyperion
Tricycloid


Tech 2 card(s)
Get Paid - ($6)
Rampant Growth Calamandra - ($4)
Discard 2 cards, Calamandra breaks Tech I, your base to 18
Tech I - ($2)
Worker - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/5 [My units have Resist 1]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

9g on turn 3 is not a good indication for where this matchup is going. I have to threaten his board or just die to a Tech rush. My options are (1) exhaust Cala and summon a Stalking Tiger / Rambasas or (2) go a bit wacky and use Cala stealth +RG to break his Tech I.

I think the latter seems like the most fun, and gives me two turns where he should be highly disrupted. Ideally I would also worker to give me the chance of a tech lead, but in that instance Iā€™ll have no patrol so I need to math out his Tech break chancesā€¦

ā€¦he needs to have two of Brick Thief, Bloom or Messenger to counter break my Tech I and if Iā€™ve done my maths right he has essentially a 40% chance of drawing into any two of them (he needs Geiger so canā€™t exhaust him for draws). Those odds seem ok for me, certainly worth a punt on a game thatā€™s getting out of hand otherwise. Of course, if heā€™s teched Now! I might just die but I donā€™t see why he tech that way and then immediately patrol Geiger.

The other line mostly seems like a loser too, especially is heā€™s teched in Fencers, so letā€™s gamble on a ~60% chance of keeping Tech I! :crossed_fingers:

Wow, thatā€™s a ballsy move. A single thief in my hand would stop your momentum with a maxband max Tech break, but unfortunately I donā€™t have a thief in my handā€¦

XCAFS23 round 3 part 1 P2T3

P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Temporal Distortion


STARTING HAND
Hyperion (4/5)
Tricycloid (3/3)
Older Brother (2/2)
Wither
Bloom


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom


NextHand

Timely Messenger (1/1)
Brick Thief (2/1)
Spark
Tenderfoot (1/2)
Helpful Turtle (1/2)


Discard

Wither
Tricycloid (3/3)
Hyperion (4/5)
Older Brother (2/2)
Feral Strike
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
rebuild tech 1
max suicides into cal
Cal - ($6)
wither your Cal - ($4)
HH - ($2)

Float ($2)
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:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

I honestly didnā€™t consider that option when I evaluated his options. lucky me that he has RG instead of FFā€¦
Now letā€™s hope he sticks to his dislike of FF from the first two rounds, Iā€™d prefer my Cal to surviveā€¦

at least now my bad draw didnā€™t do much harm (except for the missing thief in hand)

It certainly seems more ballsy now! I actually totally forgot about Geiger Maxband :person_facepalming: so I had calculated a 60% chance of keeping my Tech I, which seemed worth the risk. Had I realised the truth, I would have played a patroller instead

P1T4


Tech StartingHand Workers

TECH

Hyperion (double down on hasty Tech II)
Temporal Distortion (maximise my burst)


STARTING HAND

Sparring Partner
Young Treant
Playful Panda ā†’ Worker


WORKERS

Rich Earth
Forestā€™s Favor
Tiger Cub
Playful Panda


NextHand

Sparring Partner
Ironbark Treant
Young Treant
Hyperion


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II Present - ($3)
Tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L5 Calamandra Moss 3/2A [-, My units have Resist 1]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

So it turns out last turn was such a fluke, I should by all rights be out of this. 50-50 chance heā€™s got Bloom in this hand so I need a Tower to keep my tech lead. Would much prefer YT and a gold float here but Max Cala Stealth + Bloom is too strong a threat

well, obviously the risk was worth it, as it recovered your hand :wink:

now letā€™s escalate it to the next level: the tech 2 present mirror

XCAFS23 round 3 part 1 P2T4

P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

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


STARTING HAND
Brick Thief (2/1)
Timely Messenger (1/1)
Tenderfoot (1/2)
Helpful Turtle (1/2)
Spark


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Spark


NextHand

Timely Messenger (1/1)
Helpful Turtle (1/2)
Older Brother (2/2)
Immortal (5/5)
Tenderfoot (1/2)


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
River - ($7)
Tech 2 - ($3)
messenger + Cal trade your Cal - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: River (2/4, lvl3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

yeah well, that tower was the only line that prevented a maxband cal with the threat of tric looming. Iā€™m in front wrt gold, so letā€™s try to capitalize on that and tech expensive units.

Sadly not the escalation I had hoped for :sweat_smile:

P1T5


Tech StartingHand Workers

TECH

Ready or Not (Tempo + hail mary vs loads of haste)
Now! (More temp)


STARTING HAND

Ironbark Treant ā†’ Worker (great patroller but expensive and I want YT for hail mary draws)
Hyperion
Sparring Partner
Young Treant


WORKERS

Rich Earth
Forestā€™s Favor
Tiger Cub
Playful Panda
Ironbark Treant


NextHand

Tricycloid
Temporal Distortion
Verdant Tree
Rampant Growth


Discard

Young Treant
Sparring Partner
Ready or Not
Now!


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Hyperion - ($2)
Grave - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hyperion 4/5A [Haste]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Grave Stormborne 2/3 [Sparkshot]
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I canā€™t get 5 damage to kill River so I think I need to play and patrol a Hyperion in SQL, leveraging my Tower to make it an effective 5/6 to deal with (and a 4/5 if he Withers it). If I add Grave I have a hoover for any free levels if he tries to trade in River to kill the Hyperion and a threat for next turn if he lives.

With that set up he can clear my patrol and break my Tech II but the hands required are fairly unlikely. About easiest ones are Hyp + 2x Fencer + Two Step or Tric + 2x Now! + TD, all cards I wouldnā€™t be entirely surprised to see but not likely he has those exact combos in hand. Though that said I completely missed something obvious last time so maybe he just explodes me!

Question now is Grave in Technician or Scavenger? If he clears my board, best case Iā€™d like to have is TD and 1+ Tech II (~36% on 4 cards or ~54% on 5 cards) so I think Technician seems like the way to go

well, if you donā€™t attack, Iā€™m fine with a bit more stalling :wink:

XCAFS23 round 3 part 1 P2T5

P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Research & Development
Temporal Distortion


STARTING HAND
Older Brother (2/2)
Timely Messenger (1/1)
Tenderfoot (1/2)
Immortal (5/5)
Helpful Turtle (1/2)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Spark
Older Brother (2/2)


NextHand

Hyperion (4/5)
Tricycloid (3/3)
Feral Strike
Immortal (5/5)
Temporal Distortion


Discard

Tenderfoot (1/2)
Helpful Turtle (1/2)
Timely Messenger (1/1)
Research & Development
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Immortal - ($4)

Float ($4)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal (5/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: River (2/4, lvl3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 4
  • Workers: 10
Thoughts

awesome, his stalling play means I can further push my gold advantage and donā€™t have to worry too much

P1T6


Tech StartingHand Workers

TECH

Immortal (If I survive Iā€™ll need some of that inevitability)
Immortal (ditto, and I need to upscale Tech II in deck for my next cycle)


STARTING HAND

Temporal Distortion
Verdant Tree
Tricycloid
Rampant Growth


WORKERS

Rich Earth
Forestā€™s Favor
Tiger Cub
Playful Panda
Ironbark Treant


NextHand

Hyperion
Spore Shambler
Merfolk Prospector
Hyperion
Sparring Partner


Tech 2 card(s)
Get Paid - ($9)
Geiger - ($7)
TD Hyperion for Tric, shoots Tech II x3 - ($5)
Tric, shoots Tech II to bits, your base to 16 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid 3/3A
  • :psfist: Elite: L1 Grave Stormborne 3/3 [Sparkshot]
  • :ps_: Scavenger: Tricycloid 4/4 [1]
  • :pschip: Technician: L1 Max Geiger 2/3 [Sparkshot]
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I think Iā€™m about to be exploded by Hyperions/Elephant, hence the max patrol. Not having the gold or tools to take advantage of my Tech rush was not so fun. This is about the best way to limit his aggression and patrol but it feels bad not being able to clear his board. Immortal was the perfect play to ensure he had a big turn even if his Tech II goes down.

Edit: Fixed base damage

XCAFS23 round 3 part 1 P2T6

P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Research & Development


STARTING HAND
Immortal (5/5)
Hyperion (4/5)
Feral Strike
Temporal Distortion
Tricycloid (3/3)
Brick Thief (2/1)
Wither


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Spark
Older Brother (2/2)
Wither


NextHand

Feral Strike
Timely Messenger (1/1)
Immortal (5/5)
Research & Development
Feral Strike


Tech 2 card(s)
Get Paid + float - ($14)
rebuild tech 2
max - ($12)
immortal kills SL
maxband river - ($10)
TD immortal into hyperion - ($8)
hyperion kills max, my max to midband, you draw, I draw
brick thief with discount, pings your tech 2, repairs my base for 1 - ($7)
river trades grave, my max to maxband, flickers hyperion
hyperion trades tric, you gain 1, I draw
maxband cal - ($1)
worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brick Thief (2/1)
  • :psfist: Elite: Cal (4/5, lvl5)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Max (3/4, lvl5)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

thatā€™s been a biggie that he opted to swap hyperion into tric instead of bouncing the other tric, well - Iā€™ll take it!
this is just too tempting, especially with then trics being out of his cycle and max temporarily being out of the picture. I think this should be it.

My turn for robochonk

P1T7


Tech StartingHand Workers

TECH

Ferocity (Actually really good with chunky Tricā€™s and Immortals)
Reversal (Instant counter punch, clears patrollers)


STARTING HAND

Hyperion
Spore Shambler
Merfolk Prospector ā†’ Worker
Sparring Partner
Hyperion
Technician Draw ā†’ Immortal


WORKERS

Rich Earth
Forestā€™s Favor
Tiger Cub
Playful Panda
Ironbark Treant
Merfolk Prospector


NextHand

Rampant Growth
Now!
Young Treant
Immortal
Temporal Distortion


Discard

Tricycloid
Tricycloid
Hyperion
Spore Shambler
Hyperion
Ferocity
Reversal


Tech 2 card(s)
Technician Draw
Get Paid + Scavenger - ($10)
Worker - ($9)
Immortal - ($3)
Spartner - ($2)
Calamandra - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal 5/5A [Indestructible]
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner 2/2
  • :pschip: Technician: L1 Calamandra Moss 2/3
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I think I was right to patrol up with Geiger, even though it was annoying to lose him before I could get properly going. Managed to draw both Hyperions on a turn when I canā€™t make best use of them but thankfully I also drew into an Immortal, which should hopefully slow him down a bunch and let me try and navigate to a better board state.

you mean we should bring some brick to the table? Iā€™m in! :sunglasses:

PS: donā€™t forget the ping to your tech2

XCAFS23 round 3 part 1 P2T7

P1 [Feral]/Present/Discipline vs. P2 [Finesse]/Feral/Present

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Behind the Ferns


STARTING HAND
Feral Strike
Immortal (5/5)
Feral Strike
Research & Development
Timely Messenger (1/1)
Temporal Distortion
Hyperion (4/5)
Immortal (5/5)
Tenderfoot (1/2)
Tricycloid (3/3)


WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Bloom
Spark
Older Brother (2/2)
Wither
Tenderfoot (1/2)


NextHand

Temporal Distortion
Research & Development
Hyperion (4/5)
Helpful Turtle (1/2)


Discard

Behind the Ferns
Research & Development
Feral Strike
Feral Strike
Temporal Distortion
Timely Messenger (1/1)


Tech 1 card(s)
Get Paid - ($11)
R&D, draw 5 - ($9)
feral strike, brings two immortals to the table - ($5)
feral strike, brings a tric and a hyperion online - ($1)
tric shoots Cal down, you draw 1
worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal (5/5)
  • :psfist: Elite:
  • :ps_: Scavenger: Brick Thief (2/1)
  • :pschip: Technician:
  • :target: Lookout: Immortal (5/5)

In Play:

  • Max (3/4, lvl5)
  • Cal (4/5, lvl5)
  • Hyperion (4/5)
  • Tricycloid (3/3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Heroesā€™ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 12
Thoughts

letā€™s do what my deck is about: ulti spells. Also I prefer to get rid of Cal over the tech break, as I like my deterministic ā€œdraw my whole deck next turn and wreck havocā€ over him being a bit more hindered (even though the line of teching two giga is also appealing). I am more afraid of a stealth Max kill than I am of his tech 2 options next turn with ā€œonlyā€ 10 gold

2 Likes

@thehug0naut friendly poke, actionā€™s to you and we are a bit behind schedule.

1 Like

P1T8


StartingHand Workers

STARTING HAND

Temporal Distortion
Young Treant
Immortal
Now!
Rampant Growth
Technician Draw ā†’ Ready or Not


WORKERS

Rich Earth
Forestā€™s Favor
Tiger Cub
Playful Panda
Ironbark Treant
Merfolk Prospector
Young Treant


NextHand

Hyperion
Temporal Distortion
Sparring Partner
Verdant Tree
Hyperion


Tech 0 card(s)
Technician Draw
Get Paid - ($10)
Worker - ($9)
Spartner spars with Immortal
Immortal exhausts SQL
Geiger - ($7)
Ready or Not, Ready Immortal, exhausts Lookout - ($3)
TD, bounce Immortal for Elephant - ($1)
Now! on Elephant, kills Brick Thief, takes 2 you gain 1g, Ready Elephant - ($0)
Elephant kills Geiger, takes 3, my Geiger midbands

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Max Geiger 2/4A [Sparkshot]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rampaging Elephant 6/2
  • Sparring Partner 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

Well this game looks over now, best I can do to limit his aggro for a turn but Iā€™m definitely losing Tech II on his next turn and I suspect there will be no way back at that point

Nice aggro turn, unfortunately itā€™s already over:
Immortal #1 kills SL
Hyperion from hand (4), old Hyperion (4), Cal (4), immortal #2 (5) and tric deal a total of 20 to your base, GG!

That gold advantage turned out to be devastatingā€¦

@zango Your immortals donā€™t ready in your turn because I played Ready or Not

2 Likes

This is a tricky one, Iā€™m not sure if itā€™s come up before.
Does Ready or Not affect the second Immortal to be exhausted? Given that the spell ā€˜activatesā€™ once and doesnā€™t seem to have an ongoing effect, I would tend towards no.

2 Likes