@FrozenStorm GL HF!
Relevant balance changes:
Nerfs |
|
Vandy |
Remove resist 1 at midband |
|
Midband changes to “①, , Discard a card → Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.” |
Deteriorate |
Increase cost to 1 |
Pirate Gunship |
Remove obliterate 2 |
Dark Pact |
Increase cost to 1 |
Bird’s Nest |
Change Upkeep to “Resummon one lost bird (max: 2)” |
Might of Leaf and Claw |
→ If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep |
P1T1
StartingHand Workers
STARTING HAND
Pillage
Nautical Dog
Bloodburn
Bloodrage Ogre
Makeshift Rambaster
WORKERS
Bloodburn
NextHand
Mad Man
Scorch
Careless Musketeer
Bombaster
Discard
Pillage
Makeshift Rambaster
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bloodrage Ogre - ($1)
Nautical Dog - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Bloodrage Ogre (3/2A)
- Elite:
- Scavenger:
- Technician: Nautical Dog (1/1)
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
GL HF @Dreamfire!
XCAFS23 R4Part1: Player 2, Turn 1
P2 Miracle Grow vs P1 Anarchy/Fire/Demonology
Link to all relevant rule changes
Starting Hand
Careless Musketeer
Pillage
Scorch
Bloodrage Ogre
Bombaster
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Bloodrage Ogre (3)
- Bombaster (1)
- Worker (0)
Workers
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Bombaster (2/2a)
- Elite:
- Scavenger:
- Technician: Bloodrage Ogre (3/2)
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Nautical Dog
Mad Man
Bloodburn
Makeshift Rambaster
End of Turn Discard
My Thoughts
this should be interesting
P1T2
Tech StartingHand Workers
TECH
Gunpoint Taxman
Dark Pact
STARTING HAND
Mad Man
Careless Musketeer
Scorch
Bombaster
WORKERS
Bloodburn
Careless Musketeer
NextHand
Scorch
Pillage
Dark Pact
Makeshift Rambaster
Charge
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Vandy - ($0)
My Brogre trades with Bombaster.
Dog trades with your Brogre, you draw.
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Vandy lvl 1 (2/3A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
XCAFS23 R4Part1: Player 2, Turn 2
P2 Miracle Grow vs P1 Anarchy/Fire/Demonology
Link to all relevant rule changes
Starting Hand
Charge
Nautical Dog
Mad Man
Bloodburn
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Rook (4)
- Nautical Dog (3)
- Tech 1 (1)
- Worker (0)
Workers
- Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Rook (2/4a lvl 1)
- Elite:
- Scavenger:
- Technician: Nautical Dog (1/1)
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Bombaster
Careless Musketeer
Gunpoint Taxman
Gunpoint Taxman
Charge
End of Turn Discard
My Thoughts
I think against GPTs or Lobbers taking Rook out, Bird’s Nest isn’t a good choice here. Going double GPT and we’ll see where we land
P1T3
Tech StartingHand Workers
TECH
Gunpoint Taxman
Lobber
STARTING HAND
Charge
Makeshift Rambaster
Dark Pact
Scorch
Pillage
Mad Man
Gunpoint Taxman
WORKERS
Bloodburn
Careless Musketeer
Scorch
NextHand
Bloodrage Ogre
Bombaster
Gunpoint Taxman
Nautical Dog
Charge
Tech 2 card(s)
Get Paid - ($6)
Dark Pact, my base to 18, draw 2 - ($5)
Worker - ($4)
Gunpoint Taxman - ($2)
Mad Man - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3A)
- Elite:
- Scavenger:
- Technician: Mad Man (1/1)
- Lookout:
In Play:
Buildings:
- Base HP: 18
- Tech I HP: 5
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
XCAFS23 R4Part1: Player 2, Turn 3
P2 Miracle Grow vs P1 Anarchy/Fire/Demonology
Link to all relevant rule changes
Starting Hand
Bombaster
Careless Musketeer
Gunpoint Taxman
Gunpoint Taxman
Charge
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Blooming Ancient x2
Gunpoint Taxman x2
Main:
- Rook and Dog kill SQL, Rook takes 3
- Gunpoint Taxman (5)
- Gunpoint Taxman (3)
- Bombaster (1)
- Worker (0)
Workers
Careless Musketeer, Bloodburn, Scorch
- Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3a)
- Elite:
- Scavenger:
- Technician: Gunpoint Taxman (3/3)
- Lookout:
In Play:
- Bombaster (2/2)
- Rook (2/1 lvl 1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Pillage
Bloodrage Ogre
Makeshift Rambaster
End of Turn Discard
My Thoughts
This seems solid, low risk of Lobber nastyness, we’ll see though
P1T4
Tech StartingHand Workers
TECH
Soul Stone
Steam Tank
STARTING HAND
Bloodrage Ogre
Nautical Dog
Bombaster
Charge
Gunpoint Taxman
WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
NextHand
Pillage
Makeshift Rambaster
Lobber
Discard
Gunpoint Taxman
Mad Man
Charge
Soul Stone
Steam Tank
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Vandy to midband - ($5)
Vandy and Mad Man kill SQL.
Gunpoint Taxman - ($3)
Bloodrage Ogre - ($1)
Nautical Dog - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3A)
- Elite: Nautical Dog (2/1)
- Scavenger:
- Technician: Bloodrage Ogre (3/2)
- Lookout:
In Play:
Buildings:
- Base HP: 18
- Tech I HP: 5
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
XCAFS23 R4Part1: Player 2, Turn 4
P2 Miracle Grow vs P1 Anarchy/Fire/Demonology
Link to all relevant rule changes
Starting Hand
Pillage
Bloodrage Ogre
Makeshift Rambaster
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Doubling Barbarbarian, Might of Leaf and Claw
Blooming Ancient x2
Gunpoint Taxman x2
Main:
- Bloodrage Ogre (6)
- Worker (5)
- Tech 2 Growth (1)
- Tech Lab Strength (0)
Workers
Pillage, Careless Musketeer, Bloodburn, Scorch
- Patrol as below
- Discard 1 Draw 1 rs Draw 1
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech 2 HP: 5 Growth
- Tech Lab HP: 4 Strength
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3a)
- Elite: Bombaster (2+1/2)
- Scavenger:
- Technician: Bloodrage Ogre(3/2)
- Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Mad Man
Doubling Barbarbarian
Makeshift Rambaster
End of Turn Discard
My Thoughts
Still decent defense, don’t want to leave gold to steal, we’ll try barbar as well as molac
P1T5
Tech StartingHand Workers
TECH
Metamorphosis
Surprise Attack
STARTING HAND
Makeshift Rambaster
Pillage
Lobber
WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
NextHand
Dark Pact
Lobber
Tech 2 card(s)
Get Paid - ($8)
Skip worker.
Exhaust Vandy and discard to fetch Soul Stone - ($7)
Soul Stone on my Brogre - ($5)
Brogre trades Stone with SQL.
Dog trades with elite.
Lobber, trades with technician, you draw - ($4)
Makeshift Rambaster - ($2)
Taxman kills Rook, Vandy to maxband, dooms Rambaster.
Rambaster breaks your tech 2, your base to 18.
Heroes’ Hall - ($0)
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy lvl 5 (4/5)
- Gunpoint Taxman (3/1)
- Bloodrage Ogre (3/2)
- Makeshift Rambaster (3/4), doomed
Buildings:
- Base HP: 18
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
XCAFS23 R4Part1: Player 2, Turn 5
P2 Miracle Grow vs P1 Anarchy/Fire/Demonology
Link to all relevant rule changes
Starting Hand
Mad Man
Makeshift Rambaster
Blooming Ancient
Doubling Barbarbarian
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack x2
Doubling Barbarbarian, Might of Leaf and Claw
Blooming Ancient x2
Gunpoint Taxman x2
Main:
- Arg + maxband (3)
- Mad Man (2)
- Makeshift Rambaster (0)
- Rambaster and mad Man break HH, your base to 16
Workers
Pillage, Careless Musketeer, Bloodburn, Scorch
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech 2 HP: 5 Growth
- Tech Lab HP: 4 Strength
In Patrol:
- Squad Leader: Wisp (0/1a)
- Elite: Arg (1+1/5 lvl 5)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Water Elemental (3/3)
- Makeshift Rambaster (1/2)
- Mad Man (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Charge
nautical dog
Blooming ancient
Gunpoint taxman
End of Turn Discard
My Thoughts
P1T6
Tech StartingHand Workers
TECH
Pirate Gunship
Pirate Gunship
STARTING HAND
Dark Pact
Lobber
Surprise Attack
Pillage
WORKERS
Bloodburn
Careless Musketeer
Scorch
Bombaster
Pillage
NextHand
Steam Tank
Metamorphosis
Soul Stone
Discard
Makeshift Rambaster
Dark Pact
Pirate Gunship
Pirate Gunship
Surprise Attack
Tech 2 card(s)
Get Paid - ($8)
My Rambaster dies.
Dark Pact, my base to 14, draw 2 - ($7)
Worker - ($6)
Tech 2 (Anarchy) - ($2)
Brogre kills SQL.
Lobber - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Vandy lvl 5 (4/5A)
- Elite: Lobber (3/2)
- Scavenger:
- Technician: Gunpoint Taxman (3/1)
- Lookout:
In Play:
Buildings:
- Base HP: 14
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
Economy Info:
Cards:
Gold:
@FrozenStorm’s turn!
Well this should get interesting
XCAFS23 R4Part1: Player 2, Turn 6
P2 Miracle Grow vs P1 Anarchy/Fire/Demonology
Link to all relevant rule changes
Starting Hand
Gunpoint Taxman
Nautical Dog
Charge
Blooming Ancient
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Bird’s Nest, Stampede
Surprise Attack x2
Doubling Barbarbarian, Might of Leaf and Claw
Blooming Ancient x2
Gunpoint Taxman x2
Main:
- Blooming Ancient (5)
- Zane, BA +1 (3)
- Nautical Dog, BA +1 (2)
- Give 2 runes and Args blessing of Midband to Water Elemental, kills Vandy takes 3 after armor, Zane to level 3
- Charge Nautical Dog, trade with Elite (0)
- Mad Man trades technician, you draw 1
- Zane and Rambaster break your tech 2, your base to 12
Workers
Pillage, Careless Musketeer, Bloodburn, Scorch
- Patrol as below
- Discard 1 Draw 1 rs Draw 2
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech 2 HP: 5 Growth
- Tech Lab HP: 4 Strength
In Patrol:
- Squad Leader: Blooming Ancient (2/4a)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Water Elemental (5/2, ++)
- Makeshift Rambaster (1/2)
- Arg (1/5 lvl 5)
- Zane (2/2 lvl 3)
Economy Info:
Cards:
Gold:
End of Turn Hand
Might of Leaf and Claw
Gunpoint Taxman
Bombaster
End of Turn Discard
My Thoughts
Tight one but think this is the best play
GG WP! I was hoping for better timing on the tech 2 break.
3 Likes
GG WP! I had two tech 2s in hand so I don’t think it was bad timing, what was fortunate was having both the hasted units to hit back on the heros hall.
I’ll start our new game later today!
2 Likes