[XCAFS23] Round5 part2: P1 FrozenStorm [Anarchy]/Growth/Strength vs P2 dwarddd monopurple

GL HF @dwarddd !

XCAFS23 R5Part2: Player 1, Turn 1

P1 Miracle Grow vs P2 MonoPurple

Link to all relevant rule changes

Starting Hand

Careless Musketeer
Scorch
Nautical Dog
Charge
Pillage

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Rook (2)
  • Nautical Dog (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: Nautical Dog (1/1a)
  • :psfist: Elite:
  • :pspig: Scavenger: Rook (2/4 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Makeshift Rambaster
Mad Man
Bombaster
Bloodburn
Bloodrage Ogre

End of Turn Discard
My Thoughts

We’ll see how it goes!


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

P2T1


StartingHand Workers

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


WORKERS
Plasmodium


NextHand

Hardened Mox
Nullcraft
Neo Plexus
Forgotten Fighter
Battle Suits


Discard

Time Spiral
Tinkerer
Temporal Research


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fargo - ($2)
Max - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Max(2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

i hope i’m not missing something but this seems okay, a midbanded rook means i just tech origin story and get a good trade with fargo next turn

@FrozenStorm friendly poke

1 Like

TY!

XCAFS23 R5Part2: Player 1, Turn 2

P1 Miracle Grow vs P2 MonoPurple

Link to all relevant rule changes

Starting Hand

Makeshift Rambaster
Mad Man
Bombaster
Bloodburn
Bloodrage Ogre

Events of Turn:


Upkeep:

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

Bird’s Nest, Gunpoint Taxman


Main:

  • Bloodrage Ogre (3)
  • Worker (2)
  • Tech 1 (0)
Workers

Bloodburn, Scorch

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Rook (2/4 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nautical Dog (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bombaster
Makeshift Rambaster
Careless Musketeer
Mad Man
Pillage

End of Turn Discard
My Thoughts

So far feel fine, going for the usual

Ugh that whiff 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

P2T2


Tech StartingHand Workers

TECH
Argonaut
Argonaut


STARTING HAND
Hardened Mox
Battle Suits
Nullcraft
Forgotten Fighter
Neo Plexus


WORKERS
Plasmodium
Hardened Mox


NextHand

Battle Suits
Temporal Research
Argonaut
Forgotten Fighter
Tinkerer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
Nullcraft - ($2)
nullcraft kills dog

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


Board Info:
In Patrol:

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

In Play:

  • Nullcraft

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

let’s go for tech 2 early if we can, I think a midband Rook isn’t too much of a problem

Let’s get Rook nice and scary eh?

XCAFS23 R5Part2: Player 1, Turn 3

P1 Miracle Grow vs P2 MonoPurple

Link to all relevant rule changes

Starting Hand

Bombaster
Makeshift Rambaster
Careless Musketeer
Mad Man
Pillage

Events of Turn:


Upkeep:

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

Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Mad Man, it and Brogre kill your SQL (5)
  • Mid Rook, kill Geiger, you get 1g, Rook to level 7 (1)
  • Worker (0)
Workers

Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Rook (3/3 lvl 7)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Gunpoint Taxman
Bird’s Nest
Charge
Bombaster
Blooming Ancient

End of Turn Discard
My Thoughts

Well I think forcing an OS tech and paying the 6g for Prynn + spell + resist is a worthwhile tactic here. dwarddd having a hard counter is not ideal but paying for it is not ideal for him either :wink: We’ll probably go GPT next turn and then hopefully win at Tech 2 after! time will tell


1 Like

All according to my plan

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

P2T3


Tech StartingHand Workers

TECH
Hive
Xenostalker


STARTING HAND
Tinkerer
Temporal Research
Battle Suits
Forgotten Fighter
Argonaut
Neo Plexus(2/2)


WORKERS
Plasmodium
Hardened Mox
Tinkerer


NextHand

Xenostalker
Fading Argonaut(2/3a) fading 2
Argonaut
Hive
Time Spiral


Tech 2 card(s)
Get Paid + float, tech draw - ($9)
Worker - ($8)
ARgo - ($5)
Tech 2 Future - ($1)

Float ($1)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Yeah not looking so great :confused:

XCAFS23 R5Part2: Player 1, Turn 4

P1 Miracle Grow vs P2 MonoPurple

Link to all relevant rule changes

Starting Hand

Gunpoint Taxman
Bird’s Nest
Charge
Bombaster
Blooming Ancient

Events of Turn:


Upkeep:

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

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


Main:

  • Gunpoint Taxman (5)
  • Worker (4)
  • Tech 2 Growth (0)
Workers

Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Rook (3/3 lvl 7)

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Mad Man
Pillage
Nautical Dog
Makeshift Rambaster
Bloodrage Ogre

End of Turn Discard
My Thoughts

Naw this is gonna be a disaster lol :slight_smile:


1 Like
for Frozen

Wow, you really did manage to pull off this 1.1% chance to whiff on t3 AND on t5… You really should stay far away from Vegas and the likes :man_shrugging:

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

P2T4


Tech StartingHand Workers

TECH
Temporal Distortion
Temporal Distortion


STARTING HAND
Time Spiral
Argonaut
Xenostalker
Hive
Fading Argonaut(2/3a) fading 2


WORKERS
Plasmodium
Hardened Mox
Tinkerer
Time Spiral


NextHand

Battle Suits
Fading Argonaut(2/3a) fading 2
Neo Plexus(2/2)
Temporal Research
Forgotten Fighter


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Hive - ($2)
Argonaut hits gpt, nullcraft trades
Vir - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(3/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Stinger(1/1)
  • :pschip: Technician: L1 Vir(2/3)
  • :target: Lookout: Stinger(1/1)+r1

In Play:

  • Hive(0/6) resist 1
  • 3* Stinger(1/1)

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: 9

Also, your hand/deck/disc counts look off considering you just reshuffled, i assume it’s something like 5 in hand, 6 in deck?

@FrozenStorm friendly poke

1 Like

Sorry about the wait y’all, unfortunately likely to be somewhat anticlimatic

@dwarddd the reshuffle was actually the typo, the deck state is correct, I can edit backwards to square everything away

XCAFS23 R5Part2: Player 1, Turn 5

P1 Miracle Grow vs P2 MonoPurple

Link to all relevant rule changes

Starting Hand

Mad Man
Pillage
Nautical Dog
Makeshift Rambaster
Bloodrage Ogre

Events of Turn:


Upkeep:

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

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


Main:

  • Zane, trades SQL, Vir to level 3 (6)
  • Arg + Midband (2)
  • Rook kills Vir, Arg maxbands, you draw
  • Maxband Rook (1)
  • Worker (0)
Workers

Pillage, Careless Musketeer, Bloodburn, Scorch

  • :pspurpleshield: Patrol as below
  • Discard 4 Draw 1 rs Draw 4

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Arg (1/5a lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger: Water Elemental (3/3)
  • :exhaust: Technician: Wisp (0/1)
  • :target: Lookout:

In Play:

  • Rook (4/6 lvl 8)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Blooming Ancient
Bird’s Nest
Charge
Blooming Ancient
Gunpoint Taxman

End of Turn Discard
My Thoughts

Well the whiff definitely hurt, but idk that drawing the BA would have been miles better here. Hive is still a nasty to deal with. I can get WE out so at least it shouldn’t be possible to OS Rook AND break my tech 2. Teching for a likely Tech 2 lockdown, and we’ll see how we fare. I’m going to try and stay creative, Dwarddd probably isn’t expecting Earthquake to be in the mix, but we shall see!


1 Like

Got it thanks, in which case, wow unlucky no tech 2!

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

P2T5


Tech StartingHand Workers

TECH
Origin Story
Promise of Payment


STARTING HAND
Temporal Research
Forgotten Fighter
Battle Suits
Neo Plexus(2/2)
Fading Argonaut(2/3a) fading 2
Temporal Distortion
Nullcraft(1/1)
Temporal Distortion


WORKERS
Plasmodium
Hardened Mox
Tinkerer
Time Spiral
Forgotten Fighter


NextHand

Nullcraft(1/1)
Argonaut
Promise of Payment
Xenostalker
Hive(0/6) resist 1


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Max - ($6)
One stinger hits arg
4 stingers kill elemental and wisp, you get card and draw
temporal distortion hive into hyperion - ($4)
Battlesuits - ($2)
hyperion kills Arg, max midbands, i draw
maxband max, flicker hype - ($0)
hyperion destroys tech 2, i draw

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


Board Info:
In Patrol:

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

In Play:

  • Hyperion(5/5)
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

This is artful temporal distortion…

XCAFS23 R5Part2: Player 1, Turn 6

P1 Miracle Grow vs P2 MonoPurple

Link to all relevant rule changes

Starting Hand

Blooming Ancient
Bird’s Nest
Charge
Blooming Ancient
Gunpoint Taxman
Earthquake (techn)

Events of Turn:


Upkeep:

  • Get Gold (9+1scav)
  • Draw 1 techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

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


Main:

  • Bird’s Nest (8)
  • Charge a Bird, deal 2 to your tech 2 (5)
  • Rook walks past your Geiger, deals 4 to your tech1
  • Earthquake, break both tech buildings, your base to 16 (0)
Workers

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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Big Bird (1/1)

In Play:

  • Rook (4/6 lvl 8)
  • Tweetie Bird (1/1)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Nautical Dog
Makeshift Rambaster
Surprise Attack
Mad Man
Surprise Attack

End of Turn Discard
My Thoughts

Finally a lucky break, got the Earthquake with Rook up. AND I can break both buildings! Might be able to get me over the edge, we shall see!


2 Likes

Let’s both go back to basics then (but also, ouch it seems i ignored Rook too long!)

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

P2T6


Tech StartingHand Workers

TECH
Ready or Not
Promise of Payment


STARTING HAND
Argonaut
Xenostalker
Hive(0/6) resist 1
Promise of Payment
Nullcraft(1/1)
Neo Plexus(2/2)
Temporal Research
Temporal Distortion → hyperion from my board
Origin Story


WORKERS
Plasmodium
Hardened Mox
Tinkerer
Time Spiral
Forgotten Fighter
Promise of Payment


NextHand

Fading Argonaut(2/3a) fading 2
Argonaut(3/1a)
Argonaut
Promise of Payment
Temporal Distortion


Tech 2 card(s)
Get Paid - ($10)
Hyperion breaks tech 2 I draw
Tap Max Discard and draw
Temporal Research draw a measly 1 - ($8)
Temporal Distortion into another hyperion - ($6)
hyperion breaks tech 1, I draw
Nullcraft - ($4)
Neo Plexus - ($2)
Worker - ($1)

Float ($1)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nullcraft(1/1a)
  • :psfist: Elite:
  • :ps_: Scavenger: Neo Plexus(2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Hyperion(5/5)
  • Battle Suits
  • L5 Max(3/4)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
    Tech 2 broken

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11
1 Like

Your base should be at 15, 1 damage directly from earthquake and 4 from the destroyed tech buildings.

earthquake is a funny spell regarding base damage as the 4dmg to my tech buildings happens first - after which my base is not an “undamaged building” to qualify for taking 1 dmg

3 Likes

Indeed @dwarddd explained the quirks of earthquake well.

So we’re both back to the stone age eh? Let the rock fight begin :wink:

XCAFS23 R5Part2: Player 1, Turn 6

P1 Miracle Grow vs P2 MonoPurple

Link to all relevant rule changes

Starting Hand

Nautical Dog
Makeshift Rambaster
Surprise Attack
Mad Man
Surprise Attack

Events of Turn:


Upkeep:

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

Thunderclap, Polymorph: Squirrel
Dinosize, Stampede
Earthquake, Gunpoint Taxman
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Birds trade Nullcraft
  • Rook walks past Plexus and kills Geiger, levels fizzle
  • Hero’s Hall (7)
  • Worker (6)
  • Mad Man (5)
  • Nautical Dog (4)
Workers

Surprise Attack, Pillage, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: DOWN GROWTH
  • Hero’s Hall HP: 4

In Patrol:

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

In Play:

  • Rook (4/3 lvl 8)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 10

End of Turn Hand

Bloodrage Ogre
Gunpoint Taxman
Makeshift Rambaster
Surprise Attack

End of Turn Discard
My Thoughts

Think I’m pretty screwed here, TD can get a Omegacron to finish the game. So I suppose I need to kill Geiger? Only way to do that would be trade off the Nullcraft or double off Plexus w/ Mad Man and Rambaster… I suppose I tech to just get through patrol and get rid of Hyperion as much as possible, play for hero’s hall, take away the TD and try to see what I can do…


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

P2T7


StartingHand Workers

STARTING HAND
Temporal Distortion
Argonaut(3/1a)
Fading Argonaut(2/3a) fading 2
Promise of Payment
Argonaut
Origin Story


WORKERS
Plasmodium
Hardened Mox
Tinkerer
Time Spiral
Forgotten Fighter
Promise of Payment
Fading Argonaut(2/3a) fading 2


NextHand

Ready or Not
Hive(0/6) resist 1
Xenostalker
Hyperion
Temporal Research


Discard

Nullcraft(1/1a)
Temporal Distortion
Promise of Payment
Origin Story
Argonaut


Tech 0 card(s)
Get Paid + float - ($12)
Prynn and maxband - ($4)
Prynn trashes nautical dog (fairly sure it doesn’t die so you don’t get a card)
Neo kills madman
Hyperion destroys HH, your base to 12, i draw
Argonaut - ($1)
Worker - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut(4/4a)
  • :psfist: Elite:
  • :ps_: Scavenger: Prynn(3/5) fading 2, (Nautical dog in pocket)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Hyperion(5/5)
  • Battle Suits
  • Neo Plexus(2/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 12
Thoughts

wow i drew origin story, amazingly i think i am less scared of birds and earthquake than i am of Zane next turn

surely he won’t have charge AND earthquake together again, and even then it’s only one tech buliding down

Might be all over but the crying then :wink: Correct on not drawing technician, and FYI Plexus is 3 attack, not 2

XCAFS23 R5Part2: Player 1, Turn 7

P1 Miracle Grow vs P2 MonoPurple

Link to all relevant rule changes

Starting Hand

Bloodrage Ogre
Gunpoint Taxman
Makeshift Rambaster
Surprise Attack

Events of Turn:


Upkeep:

  • Get Gold (10+4float)
  • No techs
All Teched Cards

Thunderclap, Polymorph: Squirrel
Dinosize, Stampede
Earthquake, Gunpoint Taxman
Surprise Attack x2
Blooming Ancient x2
Bird’s Nest, Gunpoint Taxman


Main:

  • Makeshift Rambaster, ping Argonaut (12)
  • Rook kills Argo, crumbles
  • Gunpoint Taxman (10)
  • Bloodrage Ogre (8)
  • Hero’s Hall (6)
Workers

Surprise Attack, Pillage, Careless Musketeer, Bloodburn, Scorch

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

Board Info:

Buildings:

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 5 GROWTH
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger: Tweetie Bird (1/1)
  • :exhaust: Technician: Bloodrage Ogre (3/2)
  • :target: Lookout:

In Play:

  • Rook (4/6 lvl 8 crumbling)
  • Bird’s Nest

Economy Info:

Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 6
  • Workers: 10

End of Turn Hand

Polymorph: Squirrel
Blooming Ancient
Charge

End of Turn Discard
My Thoughts

Seems unlikely I’ll survive this but probably best I can do…