[XCAFS23] Round5 part1: P1 dwarddd monopurple vs P2 FrozenStorm [Anarchy]/Growth/Strength

I have little experience against your deck… and a quick search brought up a lot of games with you using it! I look forward to getting schooooled

(Having said that, a rule change to each spec is rough)

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
Whatever


WORKERS
Plasmodium


NextHand

Nullcraft
Neo Plexus
Forgotten Fighter
Battle Suits
Hardened Mox


Discard

Tinkerer
Temporal Research
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: Fading Argonaut(2/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

@FrozenStorm :wink:

2 Likes

Hey y’all I’m in Disney with the fam this week but I’ll try to stay on pace at least one turn a day

1 Like

GL HF @dwarddd ! Indeed several nerfs for this squad but the MoLaC one isn’t super relevant as I wouldn’t play that against Assimilate anyway :wink:

XCAFS23 R5Part1: Player 2, Turn 1

P2 Miracle Grow vs P1 MonoPurple

Link to all relevant rule changes

Starting Hand

Careless Musketeer
Scorch
Charge
Bloodrage Ogre
Pillage

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Rook (3)
  • Bloodrage Ogre (1)
  • Worker (0)
Workers

Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Rook (2/4a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Bloodrage Ogre (3/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Makeshift Rambaster
Nautical Dog
Bloodburn
Mad Man
Bombaster

End of Turn Discard
My Thoughts

Should be a fun one!


Sorry for disappearing, i am back now

On the plus side at least you too are busy so i havent slowed it too much more hopefully… i hope you are enjoying your week!

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
Argonaut
Argonaut


STARTING HAND
Neo Plexus
Battle Suits
Forgotten Fighter
Hardened Mox
Nullcraft


WORKERS
Plasmodium
Hardened Mox


NextHand

Argonaut
Battle Suits
Tinkerer
Argonaut
Time Spiral


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

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


Board Info:
In Patrol:

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

In Play:

  • L1 Max(2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I think he’ll avoid leaving me a tech 0 to stewardess

Yep no worries :slight_smile:

XCAFS23 R5Part1: Player 2, Turn 2

P2 Miracle Grow vs P1 MonoPurple

Link to all relevant rule changes

Starting Hand

Makeshift Rambaster
Nautical Dog
Bloodburn
Mad Man
Bombaster

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Gunpoint Taxman, Bird’s Nest


Main:

  • Bombaster (4)
  • Nautical Dog (3)
  • Worker (2)
  • Tech 2 (0)
Workers

Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4 pickup Brogre

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Rook (2/4 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Makeshift Rambaster
Bird’s Nest
Pillage
Mad Man
Bloodrage Ogre

End of Turn Discard
My Thoughts

Okay some risk from Now! or Nullcraft + Battle Suits but reasonably safe, can hit back with Charge and Zane if needed, and without a good dray I should be on to tech 2 decently smoothly


Shoot, im sorry i thought i had posted this ages ago and was waiting for a notification, mb

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
Temporal Distortion


STARTING HAND
Battle Suits
Tinkerer
Argonaut
Argonaut
Time Spiral


WORKERS
Plasmodium
Hardened Mox
Time Spiral


NextHand

Origin Story
Temporal Research
Forgotten Fighter
Nullcraft


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Battlesuits - ($3)
Argonaut - ($0)
fargo kills Bombaster
max kills dog u draw

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


Board Info:
In Patrol:

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

In Play:

  • L1 Max(2/2)
  • Fading Argonaut(2/1) fading 1
  • 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: 7
Thoughts

I think he’ll avoid leaving me a tech 0 to stewardess

No worries mate :wink:

XCAFS23 R5Part1: Player 2, Turn 3

P2 Miracle Grow vs P1 MonoPurple

Link to all relevant rule changes

Starting Hand

Makeshift Rambaster
Bird’s Nest
Pillage
Mad Man
Bloodrage Ogre
Careless Musketeer (techn, durn)

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest


Main:

  • Bird’s Nest (5)
  • Bloodrage Ogre (3)
  • Mad Man (2)
  • Worker (1)
Workers

Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Big Bird (1/1a)
  • :psfist: Elite: Mad Man (1+1/1)
  • :pspig: Scavenger:
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • Big Bird (1/1)
  • Rook (2/4 lvl 1)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Charge
Gunpoint Taxman
Bombaster
Pillage

End of Turn Discard
My Thoughts

Okay, hopefully be okay to tech up next turn, I’ll just get it blown up if I tech up now though


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
Tricycloid


STARTING HAND
Nullcraft
Temporal Research
Forgotten Fighter
Origin Story


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Forgotten Fighter


NextHand

Temporal Distortion
Nullcraft
Argonaut
Tinkerer
Origin Story


Tech 2 card(s)
Get Paid, fargo fades - ($7)
Worker - ($6)
midband max - ($4)
max kills madman and Neo trades brogre, you draw
argo kills Rook, max maxbands and flickers argonaut
tech 2… Present (i need to get better at using other specs but present is just so good)

Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

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

In Play:

  • L5 Max(3/4)
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

I think he’ll avoid leaving me a tech 0 to stewardess

Present seems a perfectly good choice against most of the rest of the tourney

XCAFS23 R5Part1: Player 2, Turn 4

P2 Miracle Grow vs P1 MonoPurple

Link to all relevant rule changes

Starting Hand

Charge
Gunpoint Taxman
Bombaster
Pillage

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Surprise Attack, Dinosize
Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest


Main:

  • Gunpoint Taxman (7)
  • Bombaster (5)
  • Tech 2 Growth (1)
  • Birds ping Geiger to 2hp
  • Worker (0)
Workers

Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Gunpoint Taxman (3+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician: Bombaster (2/2)
  • :target: Lookout:

In Play:

  • Big Bird (1/1)
  • Tweetie Bird (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Blooming Ancient
Blooming Ancient
Nautical Dog
Mad Man

End of Turn Discard
My Thoughts

Argo is a beast ^^ But geiger max used up, we’ll see if that works out okay for me!


Hello! Where do you find active players to play CODEX online? Because I can’t find anyone who would like to play.

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
Now!
Temporal Distortion


STARTING HAND
Temporal Distortion
Tinkerer
Argonaut
Origin Story
Nullcraft
Tricycloid
Neo Plexus(2/2)


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Forgotten Fighter
Tinkerer


NextHand

Tricycloid
Fading Argonaut(2/1) fading 1
Now!
Nullcraft
Temporal Research


Tech 2 card(s)
Get Paid - ($8)
tap max Discard and draw
tricycloid - ($3)
tricycloid shoots taxman down
argonaut kills bombaster
temporal distortion tricycloid to hyperion - ($1)
hyperion breaks your tech 2, i draw
worker - ($0)

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(4/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Max(3/2)
  • Battle Suits
  • Hyperion(5/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

birds gotta go…, if I do it with my starting hand I only have 9g next turn and even without birds he gets toooo far ahead if he has Blooming Ancients, so might as well take the 2/5 chance

@lich , nice to meet you! i see you found the ‘post here’ thread - that’s the best place to find opponents round here, although people may be a bit busy with the current tournament at the moment; if you want lots of games be sure to sign up to the next one when it comes round!

1 Like

Yep welcome @lich! Always happy to have more players. @dwarddd is right that tourneys are great for getting a bunch of games and the other thread is the best place to look for games, not match threads like this one.

Nicely timed tech break @dwarddd and I didn’t draw for a stellar response, but I will hope you aren’t holding Origin Story and see what can be done here!

XCAFS23 R5Part1: Player 2, Turn 5

P2 Miracle Grow vs P1 MonoPurple

Link to all relevant rule changes

Starting Hand

Blooming Ancient
Blooming Ancient
Nautical Dog
Mad Man
Birds Nest (techn)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • draw one techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Entangling Vines, Surprise Attack
Surprise Attack, Dinosize
Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest


Main:

  • Rook+ level 6 (2)
  • Birds kill Geiger, Rook maxbands
  • Nautical Dog (1)
  • Worker (0)
Workers

Bird’s Nest, Pillage, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Rook (4/6a lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:

  • Big Bird (1/1)
  • Tweetie Bird (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Dinosize
Makeshift Rambaster
Bloodrage Ogre
Charge
Surprise Attack

End of Turn Discard
My Thoughts

Not shocking but not great. I could have Zane and Mad Man kill Argo, could maxband arg after, or I can save it and maxband Rook. Rook gives benefit of being much thicker but origin story would make for a bad time. Not that bad really but losing the tech 2 again for sure. I think that’s still best though, as I can keep options for Dinosize or sharks next turn


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

P1T6


Tech StartingHand Workers

TECH
Promise of Payment
Ready or Not


STARTING HAND
Tricycloid
Temporal Research
Fading Argonaut(2/1) fading 1
Nullcraft
Now!


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Forgotten Fighter
Tinkerer
Temporal Research


NextHand

Argonaut
Neo Plexus(2/2)
Temporal Distortion
Temporal Distortion


Discard

Nullcraft
Now!
Promise of Payment
Ready or Not


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tricycloid - ($3)
Fargo - ($1)
tricycloid goes 3 for 3 on runes to kills - nautical dog and birds, you draw

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(4/2a)
  • :psfist: Elite:
  • :ps_: Scavenger: Tricycloid(3/3)
  • :pschip: Technician: Fading Argonaut(3/3) fading 3
  • :target: Lookout:

In Play:

  • Battle Suits
  • Hyperion(5/5)

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: 10

Well let’s see how this goes!

XCAFS23 R5Part1: Player 2, Turn 6

P2 Miracle Grow vs P1 MonoPurple

Link to all relevant rule changes

Starting Hand

Dinosize
Makeshift Rambaster
Bloodrage Ogre
Charge
Surprise Attack
Mad Man (techn)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • rs draw one techn
  • No techs
All Teched Cards

Entangling Vines, Surprise Attack
Surprise Attack, Dinosize
Blooming Ancient x2
Gunpoint Taxman, Bird’s Nest


Main:

  • Zane (8)
  • Surprise Attack, sharks kill Argo and Tric, you get 1g (3)
  • Rook kills Techn, you draw 1
  • Makeshift Rambaster, it and Zane break your tech 2, your base to 18 (1)
  • Mad Man (0)
Workers

Bird’s Nest, Pillage, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH

In Patrol:

  • :psblueshield: Squad Leader: Mad Man (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Zane (2/2)
  • Makeshift Rambaster (1/2)
  • Rook (4/3 lvl 8)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Bombaster
Surprise Attack
Entangling Vines
Gunpoint Taxman
Blooming Ancient

End of Turn Discard
My Thoughts

Hyperion is still a problem… losing birds kinda sucks. Earthquake would be way cool to have coming, as a tech break here forces either Geiger or Prynn. I probably lose both tech buildings here but I have enough spells that maybe that can work!

There’s an argument here that killing Hyperion might be better than killing Tech 2, but I have to give up Zane and both units to do it… I think that’s too expensive. Hopefully the draw is Origin Story and Tech 2 stuff, no TD!


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
Now!
Ready or Not


STARTING HAND
Temporal Distortion
Argonaut
Neo Plexus(2/2)
Temporal Distortion
Origin Story
Tricycloid
Ready or Not
Nullcraft


WORKERS


NextHand

Argonaut(4/2a)
Promise of Payment
Fading Argonaut(3/3) fading 3
Tricycloid(3/3)
Now!


Discard

Temporal Distortion
Ready or Not
Temporal Distortion
Tricycloid
Hyperion(5/5)
Argonaut
Nullcraft
Neo Plexus(2/2)
Origin Story


Tech 2 card(s)
Get Paid + float + scav, tech draw - ($12)
Hyperion kills madman, i draw
Max and maxband, flicker hyperion - ($6)
Hyperion does 5 to your base, i draw
ready or not hyperion, 5 more damage to base, i draw - ($2)
td to omegacron - ($0)
trash workers, omega finishes base

Float ($0)
Discard 7, draw 5


Board Info:
In Patrol:

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

In Play:

  • Battle Suits
  • omega(9/7)
  • L5 max(3/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 4
Thoughts

almost didn’t see this, thought i needed to draw ready or not or now! just to get double tech break and Zane dead

well, i did draw RoN, might as well i don’t get to use this card much

1 Like

GG! WP and unlucky on last turn to have no BA, sharks/bird’s nest are both such cool synergy with them

my techs were a weird order for sure this game but it lined up to a v high chance of having TD (and good chance of 2) this turn, sad i never got to OS rook but killing him T4 was better and it came a turn late here :man_shrugging: ironically i bottom-decked tricycloid even with technician draw so would have faltered big time if you’d killed hyperion

omegacron is a large part of why i would never want to swap Future out in Purple, 9dmg for 2g from a Temporal distortion is just obscene

@zango part 1 done

2 Likes

Bah I underestimated the potential 90-0, GG WP! I know I should consider killing the Hyperion, just felt too expensive. Loss aversion always a bad reason lol :joy:

I’ll try to start next game tomorrow or Friday, today’s a travel day back home

2 Likes

Nice move @dwarddd but it seems like a very bold move to go for the base damage with the maxband flicker when you were not sure to draw ready or not and with tech 2 and Zane still in the open… A gamble that paid off obviously :+1:

I had second temporal distortion in hand already - my hand (should) always shows order of draws in my post :+1: Ready or Not was style lol

1 Like