[XCAFS23] Round4 part2: P1 dwarddd monopurple vs P2 zango [Finesse]/Feral/Present

@zango GL, HF

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


WORKERS
Plasmodium


NextHand

Hardened Mox
Neo Plexus
Forgotten Fighter
Nullcraft
Battle Suits


Discard

Temporal Research
Tinkerer
Time Spiral


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

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

GL & HF!

XCAFS23 round 3 part 2 P2T1

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

Link to all relevant rule changes


StartingHand Workers

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


WORKERS
Fruit Ninja (2/2)


NextHand

Tenderfoot (1/2)
Timely Messenger (1/1)
Spark
Wither
Bloom


Discard

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


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

Float ($0)
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:

  • Older Brother (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I think his possible Cal kill with NC+BS wouldn’t be too bad of a trade for me so let’s do this instead of brother in elite and Cal backline.

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
Seer
Argonaut


STARTING HAND
Battle Suits
Neo Plexus
Forgotten Fighter
Hardened Mox
Nullcraft


WORKERS
Plasmodium
Hardened Mox


NextHand

Tinkerer
Temporal Research
Seer
Time Spiral
Forgotten Fighter


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

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut(3/3a) fading 2
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Max(2/3)
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

XCAFS23 round 3 part 2 P2T2

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Hyperion (4/5)
Hyperion (4/5)


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


WORKERS
Fruit Ninja (2/2)
Wither


NextHand

Tenderfoot (1/2)
Granfalloon Flagbearer (2/2)
Hyperion (4/5)


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloom Cal - ($3)
Tech 1 - ($1)
Cal stealthily kills Max, you draw, midband heals

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Older Brother (2/2)
  • :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: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

BS is so crazily overpowered… only 2g to thin out the deck and on a side note additional +1 attack to all units…

Post draw: this sucks!

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
Origin Story
Now!


STARTING HAND
Time Spiral
Seer
Forgotten Fighter
Tinkerer
Temporal Research
Neo Plexus


WORKERS
Plasmodium
Hardened Mox
Time Spiral


NextHand

Argonaut
Nullcraft
Temporal Research
Origin Story
Tinkerer


Tech 2 card(s)
Get Paid, tech draw - ($6)
Worker - ($5)
Seer, give fargo another turn - ($4)
Neo Plexus - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Fading Argonaut(3/3) fading 2
  • :ps_: Scavenger: Seer(3/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Neo Plexus(3/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

that’s lot of early float. I’m curious what you’re going to do with that!

XCAFS23 round 4 part 2 P2T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Temporal Distortion
Immortal (5/5)


STARTING HAND
Granfalloon Flagbearer (2/2)
Hyperion (4/5)
Tenderfoot (1/2)


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


NextHand

Helpful Turtle (1/2)
Brick Thief (2/1)
Hyperion (4/5)
Bloom


Discard

Hyperion (4/5)
Tenderfoot (1/2)
Temporal Distortion
Immortal (5/5)


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
cal kills Fargo, maxband heals - ($5)
tech 2 - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Cal (5/6, lvl5)+

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I like this situation. with FF or OS he can slow me down significantly, but in both cases he has to skip his own tech 2

Mmmmm i had my reasons i think
However i am seriously questioning why i put fargo in elite and also cant remember why🤔

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
Tricycloid
Immortal


STARTING HAND
Nullcraft
Argonaut
Temporal Research
Origin Story
Tinkerer


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer


NextHand

Fading Argonaut(3/3) fading 2
Forgotten Fighter
Now!
Tricycloid


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
prynn - ($6)
origin story cala - ($3)
argonaut - ($0)
seer trades brother you draw
neo deals 3 to tech 2

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Argonaut(4+1/4)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Neo Plexus(3/2)
  • L1 Prynn(1/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Well it doesn’t look like it hurt you :wink:

XCAFS23 round 4 part 2 P2T4

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Immortal (5/5)
Temporal Distortion


STARTING HAND
Helpful Turtle (1/2)
Hyperion (4/5)
Bloom
Brick Thief (2/1)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)


NextHand

Brick Thief (2/1)
Spark
Tenderfoot (1/2)
Timely Messenger (1/1)
Hyperion (4/5)


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
hyperion - ($3)
max - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hyperion (4/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Max (2/3, lvl1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

ok bummer, that tech skip doesn’t hurt him. but now I’m fairly certain that my deck is better than his, with his deck being diluted by os and multiple tech 1 units. hopefully that will be enough to compete with bs and his way better tech 0 cards.

Do your worst

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
Temporal Distortion
Temporal Distortion


STARTING HAND
Forgotten Fighter
Now!
Tricycloid
Fading Argonaut(3/3) fading 2


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter


NextHand

Temporal Research
Immortal
Origin Story
Fading Argonaut(3/3) fading 2
Nullcraft


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tower - ($4)
tech 2 present - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Battle Suits

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: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Not much I can do besides cleaning up the board a bit… Now it’s your turn to wreck havoc, at least you have to start almost from scratch…

XCAFS23 round 4 part 2 P2T5

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Research & Development
Feral Strike


STARTING HAND
Spark
Hyperion (4/5)
Timely Messenger (1/1)
Brick Thief (2/1)
Tenderfoot (1/2)
Bloom
Immortal (5/5)


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)
Brick Thief (2/1)


NextHand

Temporal Distortion
Immortal (5/5)
Feral Strike
Temporal Distortion
Older Brother (2/2)


Tech 2 card(s)
Get Paid + float - ($10)
messenger & hyperion trade SL, draw 1 - ($9)
max attacks prynn, sparkshot neo
Hyperion kills prynn, max to midband, draw 1 - ($4)
Spark neo - ($3)
maxband max flickers Hyperion - ($1)
worker - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Hyperion (4/5)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Max (3/4, lvl5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

60% to draw one of my TDs for the tech break, but no such luck… and even though these trades were not really good ones, I’m now 6g ahead on the table plus a card more in hand but I really don’t have the slightest idea whether this will be sufficient

Phewie that was close, but no swing back from me just the biggest staller around

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
Ready or Not
Undo


STARTING HAND
Immortal
Nullcraft
Origin Story
Temporal Research
Fading Argonaut(3/3) fading 2


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter
Temporal Research


NextHand

Temporal Distortion
Tricycloid
Temporal Distortion
Now!


Discard

Argonaut(4/4a)
Neo Plexus(3+1/2)
Nullcraft
Origin Story
Ready or Not
Undo


Tech 2 card(s)
Get Paid + scav - ($10)
Worker - ($9)
Immortal - ($3)
Fargo - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal(5/5a)
  • :psfist: Elite:
  • :ps_: Scavenger: Fading Argonaut(3/3) fading 3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits

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: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 10

Stalling is something I can live with, even though your Deck is better suited for such an end game. So let’s at least include a small tech break :wink:

XCAFS23 round 4 part 2 P2T6

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Temporal Distortion
Immortal (5/5)
Older Brother (2/2)
Temporal Distortion
Feral Strike
Research & Development


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)
Brick Thief (2/1)


NextHand

Timely Messenger (1/1)
Immortal (5/5)
Tenderfoot (1/2)
Bloom
Hyperion (4/5)


Discard

Temporal Distortion
Temporal Distortion
Feral Strike
Tricycloid (3/3)
Hyperion (4/5)
Older Brother (2/2)
Research & Development


Tech 0 card(s)
Get Paid - ($10)
discard to draw
immortal - ($4)
TD Hyperion into tric, shoots your tech 2 three times - ($2)
TD tric into tric, breaks tech 2 - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal (5/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tricycloid (4/4*)
  • :target: Lookout:

In Play:

  • Max (3/4, lvl5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

really should have gone for the max discard draw last turn instead of having the secure neo kill… that additional 50% for TD would have been worth it…

i see your tech break and raise you to two! in fact was 1 pesky dmg short of lethal as far as i could see

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
Research & Development
Research & Development


STARTING HAND
Now!
Tricycloid
Temporal Distortion
Temporal Distortion
Temporal Distortion
Now!


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter
Temporal Research


NextHand

Origin Story
Argonaut(4/4a)
Research & Development
Temporal Distortion
Ready or Not


Discard

Temporal Distortion
Tricycloid
Now!
Tricycloid
Immortal(5/5a)
Hyperion(5/5)


Tech 2 card(s)
Get Paid + float - ($11)
Immortal hits your immortal to 1hp
Max - ($9)
Temporal distortion immortal to tricycloid - ($7)
Tricycloid uses one rune to exhaust your immortal
Now! tricycloid, kills your technician - ($6)
Temporal distortion tricycloid into Hyperion - ($4)
Hyperion kills your max, i draw
Maxband max, flicker hyperion - ($2)
Hyperion breaks tech 1, i draw
Fargo breaks tech 2
temporal distortion hyperion into xenostalker - ($0)

Discard 5, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Xenostalker(3/6a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L5 Max(3/4)
  • :target: Lookout:

In Play:

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

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

1 dmg short of lethal,
minimum requirements: double tech break and max dead
best i can see leaves me with healthy hyperion and fargo and extra 2g to spend on a hero blocker/something hyperion attacks draw me
can forfeit some of that for extra base dmg but who cares
mm if can also do it without attacking with fargo would be good for extra blocks but don’t think i can see a way

lollll wth are these hyperion draws, welp that makes GG next turn harder, i hope i get an RnD

1 Like

that’s impressive, but without tech 2 you’re not allowed to add another hero to the boad :wink:

1 Like

thank you good catch, rolled back to the most recent draw before hiring vir (second hyperion draw) and re-drew next turns hand

this is now a new level of Present shenanigans for me, that hyperion draw was absurd

1 Like

I honestly don’t get what you had to redo with drawing within your current turn as playing Vir was the last action you took, but I assume everything should be fine now… Will play somewhen later, probably tonight.

ah, miscommunication, i redrew neither of the hyperion draws, i only meant rolled back as in, unhired Vir :+1:
anyway the TD was the first hyperion attack so it would have made little difference

1 Like

three TD in ne turn indeed is impressive. That probably seals the deal. So much for me missing the 60% to draw a TD from my two hyperion attacks that would have done the tech break in T5 being crucial. Really should have gone for the additional max discard draw instead of being sure to killl neo :frowning_face:

But let’s return the spotlight to your turn. “using up” immortal but still being able to TD him, having now at the ready and being able to flicker a hyperion after a cumulative sum of three TDs is just beyond awesome! Absolutely awesome!

now finish me :wink:

XCAFS23 round 4 part 2 P2T7

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Ready or Not
Ready or Not


STARTING HAND
Timely Messenger (1/1)
Tenderfoot (1/2)
Hyperion (4/5)
Immortal (5/5)
Bloom
Spark


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)
Brick Thief (2/1)


NextHand

Feral Strike
Older Brother (2/2)
Ready or Not
Tricycloid (3/3)
Bloom


Tech 2 card(s)
technician draw
Get Paid - ($10)
tenderfoot - ($9)
rebuild tech 1
maxband cal - ($3)
bloomed immortal attacks SL - ($1)
messenger trades SL - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Immortal (6/2)+

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 0

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts - no need to hide these :wink:
this was the single most devastating move that I’ve ever seen with only 11 gold. there is literally a zero chance of coming back, but he deserves to cut my throat after that turn, so I’m not going to resign

Yeah i thought that T5 seemed lucky for me, 100% the game deciding turn: i could see the two TDs coming in my deck, just needed to get immortal down to guarantee having a Tech 2 to use them on

But thanks, it was fun to play too! but unfortunately i definitely can’t finish you yet and need to avoid you being able to do similar things with that immortal of yours lol

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

P1T8


StartingHand Workers

STARTING HAND
Ready or Not
Argonaut(4/4a)
Origin Story
Temporal Distortion
Research & Development
Nullcraft
Undo
Neo Plexus(3+1/2)
Research & Development
Tricycloid


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter
Temporal Research


NextHand

Immortal(5/5a)
Hyperion(5/5)
Xenostalker(3/6a)
Tricycloid
Now!


Discard

Research & Development
Undo
Origin Story
Temporal Distortion
Ready or Not
Nullcraft
Argonaut(4/4a)
Neo Plexus(3+1/2)
Research & Development
Tricycloid


Tech 0 card(s)
Get Paid - ($10)
Research and Development, draw 4, reshuffle, draw 1 - ($8)
Prynn - ($6)
Origin Story Cala - ($3)
Undo Immortal - ($0)
fargo kills tenderfood you draw
Max hits tech 1 for 3dmg

Float ($0)
Discard 7, draw 5


Board Info:
In Patrol:

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

In Play:

  • Battle Suits
  • Fading Argonaut(3/2) fading 2
  • L5 Max(3/4)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

this is actually not very ideal if they have some tech 0s to wall up with i may not keep their tech 2 down next turn

but, gotta learn from my example and get that immortal off the board

Didn’t have TD, just ready or not in my hand so that undo definitely was the right call!

And yeah, that game was super fun! :sunglasses:

XCAFS23 round 4 part 2 P2T8

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Feral Strike
Older Brother (2/2)
Tricycloid (3/3)
Bloom
Ready or Not
Hyperion (4/5)


WORKERS
Fruit Ninja (2/2)
Wither
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)
Brick Thief (2/1)
Feral Strike


NextHand

Immortal (5/5)
Spark
Temporal Distortion
Ready or Not
Temporal Distortion


Discard

Tenderfoot (1/2)
Bloom
Immortal (6/2)+
Tricycloid (3/3)
Hyperion (4/5)
Ready or Not


Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
river - ($7)
brother - ($5)
Bloom River - ($3)
Tower - ($0)
rebuild tech 2

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: river (3/4, lvl1)+
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Older Brother (2/2)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 2
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 11