[XCAFS23] Round6 part1: P1 dwarddd monopurple vs P2 thehug0naut [Feral]/Present/Discipline

GL @thehug0naut !

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


WORKERS
Plasmodium


NextHand

Neo Plexus
Hardened Mox
Nullcraft
Forgotten Fighter
Battle Suits


Discard

Tinkerer
Time Spiral
Temporal Research


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:

In Play:

  • Fading Argonaut(2/3) fading 3

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

staying aggressive is key against green

@thehug0naut friendly reminder that the new round has started some days ago :wink:

1 Like

GLHF @dwarddd this should a really fun match! I don’t think we’ve played yet in any tournament setting, but I’ve long admired your purple play!

P2T1


StartingHand Workers

STARTING HAND

Verdant Tree
Spore Shambler
Rich Earth → Worker
Young Treant
Playful Panda


WORKERS

Rich Earth


NextHand

Rampant Growth
Tiger Cub
Merfolk Prospector
Forest’s Favor
Ironbark Treant


Discard

Verdant Tree
Young Treant
Spore Shambler


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Calamandra - ($2)
Panda - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp 0/1A
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Calamandra Moss 2/3
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Playful Panda 2/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

This matchup will be really interesting. I think whoever is P2 will have the advantage, simply because of the power of Present Tech II. The early game should be where I can put a fair amount of pressure on him, I just need to watch out for Origin Story and Now! from T3 onwards. Cal+Panda seems best play for P2T1 as even if 6g he’d have to worker and Tech skip to play the hero+FF+Battlesuits/Nullcraft line to kill Calamandra and profit from levels.

Edit: Chat changes only

I think you’re right about not playing much before - im looking forward to it!
And thanks a lot that’s really cool to hear :slight_smile:

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
Stewardess of the Undone
Argonaut


STARTING HAND
Nullcraft
Forgotten Fighter
Battle Suits
Neo Plexus
Hardened Mox


WORKERS
Plasmodium
Hardened Mox


NextHand

Stewardess of the Undone
Time Spiral
Nullcraft
Forgotten Fighter


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

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


Board Info:
In Patrol:

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

In Play:

  • Fading Argonaut(3/3) fading 2
  • 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: 6
Thoughts

cala is scary, but battlesuits is just such a goood card here for forcing worse trades or threatening nullcraft kills next turn. plus it’s out of my deck for good now, and late game is a key part of present like it’s almost a no-brainer (other main options were neo + NC this turn, or Neo/nc/bs and float 2

putting in a stewie cos surely they’re playing some sort of tech 0 to defend here, and argo to trade well with pretty much anything now BS is down. post draw: woo a split and the best way round, this should be really good

1 Like

P2T2


Tech StartingHand Workers

TECH

Huntress
Hyperion


STARTING HAND

Rampant Growth
Forest’s Favor
Ironbark Treant → Worker (Just not good vs Purple)
Tiger Cub
Merfolk Prospector


WORKERS

Rich Earth
Ironbark Treant


NextHand

Young Treant
Verdant Tree
Tiger Cub
Forest’s Favor


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Expensive Tech I - ($3)
Panda trades with Plexus, you gain 1g
Rampant Growth Calamandra, kills Fargo, takes 1 - ($1)
Prospector - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector 1/1
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss 2/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I don’t like giving him the extra gold but I need to clear his board asap. Shame I can only afford the Prospector and not a Tiger. Tech wise I need a Huntress asap, that 3atk and Tech I fends off FF and I absolutely desperately need to be stacking Tech II burst so let’s throw in a Hyperion. Even if the draws aren’t with me it’s what I need in deck for this matchup.

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

P1T3


Tech StartingHand Workers

TECH
Hyperion
Immortal


STARTING HAND
Nullcraft
Stewardess of the Undone
Forgotten Fighter
Time Spiral


WORKERS
Plasmodium
Hardened Mox
Time Spiral


NextHand

Nullcraft
Temporal Research
Tinkerer
Argonaut


Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
stewardess, return merfolk - ($3)
Tower - ($0)

Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Stewardess of the Undone(3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Good trades imo
don’t want to give them the maxband cala and tech up line that’d be a recipe for losing to feral strike, so no hero

P2T3


Tech StartingHand Workers

TECH

Temporal Distortion (In present we trust)
Tricycloid (Ditto)


STARTING HAND

Verdant Tree
Young Treant
Tiger Cub
Forest’s Favor → Worker (Probably least useful from here on out)


WORKERS

Rich Earth
Ironbark Treant
Forest’s Favor


NextHand

Rampant Growth
Spore Shambler
Playful Panda
Huntress
Hyperion


Discard

Merfolk Prospector
Tiger Cub
Verdant Tree
Young Treant
Temporal Distortion
Tricycloid


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Present - ($2)
Midband Cal, trades with Stewardess, levels whiff, you gain 1g - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

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

In Play:

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

This was always going to come down to a Present off so I think I’m probably fine with trading in Calamandra to clear his board and get there first. Don’t much like giving him all this gold 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
Temporal Distortion
Temporal Distortion


STARTING HAND
Argonaut
Temporal Research
Tinkerer
Nullcraft


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer


NextHand

Neo Plexus(3/2)
Hyperion
Forgotten Fighter
Fading Argonaut(3/3) fading 2


Discard

Stewardess of the Undone(3/3a)
Temporal Research
Nullcraft
Temporal Distortion
Temporal Distortion


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

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

okay no cala means no feral strike coming so now just gotta out-Max them, battlesuits and a tower should help, means i can patrol argo where i like and they trade really well, time for some temporal distortions methinks

1 Like

P2T4


Tech StartingHand Workers

TECH

Now!
Immortal


STARTING HAND

Huntress
Spore Shambler
Hyperion
Rampant Growth
Playful Panda → Worker


WORKERS

Rich Earth
Ironbark Treant
Forest’s Favor
Playful Panda


NextHand

Young Treant
Rampant Growth
Verdant Tree
Tricycloid


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

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hyperion 4/5A [Haste]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Huntress 3/3 [Sparkshot, Anti-Air]
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

This was not the turn I really wanted, really regretting giving him that extra gold now as Argonaut + Tower is perfect to deal with my Hyperion threat. I think it’s not really worth attacking here so let’s give him a more awkward board to get through with a 6HP patroller while I set up for some burst. Need Now! In deck but also need more Tech II threats. Immortal is less good vs Prynn nonsense but that would be a bit of a divergence from the stronger straight up Present plan so let’s put one in.

Least explosive 2 Present turns ever

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
Ready or Not
Now!


STARTING HAND
Forgotten Fighter
Fading Argonaut(3/3) fading 2
Hyperion
Neo Plexus(3/2)


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter


NextHand

Ready or Not
Immortal
Temporal Research


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
hyperion - ($2)
Fargo - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Battle Suits
  • Hyperion(5/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

immortal would have been near GG but this is still very scary

2 Likes

Certainly hoping I can keep yours that way!

P2T5


Tech StartingHand Workers

TECH

Temporal Distortion (Make TD a reliable threat)
Reversal (Cycle in bully Grave, clear chunky patrollers)


STARTING HAND

Verdant Tree
Young Treant
Rampant Growth
Tricycloid
Hyperion draw → Spore Shambler


WORKERS

Rich Earth
Ironbark Treant
Forest’s Favor
Playful Panda


NextHand

Temporal Distortion
Tiger Cub
Merfolk Prospector
Immortal
Now!


Discard

Rampant Growth
Huntress
Temporal Distortion
Reversal
Hyperion
Spore Shambler
Young Treant
Verdant Tree


Tech 2 card(s)
Get Paid - ($9)
Calamandra returns - ($7)
Rampant Growth Huntress, trades with Argo, Sparkshot Fargo - ($5)
Tricycloid, guns down Fargo and pings Hyperion - ($0)
Hyperions trade, I draw
Skip Worker

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Don’t like worker skipping but there’s a chance I cripple his burst by taking out the Hyperion. With it hidden in backline Geiger +TD is super faceup and a tech break just doesn’t seem worth it in comparison to removing that threat, especially with him having only 3 cards in hand. Even if he has a Tric in hand his output should be gold limited, at least for one turn. That might be all I need to capitalise. Only thing I need to figure out is my patrol. Should be SQL/Lookout given the likelihood of Tric and the lack of instant oomph from anything else other than a second Hyperion which seems unlikely. He would need to spend his whole turn killing my Tric in Lookout and only have a single Tric in patrol, or he’ll have to Undo it at a cost of 6g inlcuding Prynn limiting his defense. Either seems ok for me with Calamandra to hit back and enough gold to get Immortal aggressively into play. Similarly, even if he wants to kill Cal for levels he can’t get the needed damage without Tric + Nullcraft (or that less likely second Hyperion) and I’ll have a huge counter burst in response.

Arghhhh sparkshot, still not sure i regret how i patrolled fargo - not sure i would have put too much weight on you having rampant growth for the huntress - but annoying to have forgotten about it xd

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
Undo
Ready or Not


STARTING HAND
Immortal
Temporal Research
Ready or Not


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter
Temporal Research


NextHand

Now!
Temporal Distortion
Stewardess of the Undone(3/3a)


Discard

Argonaut(4/4a)
Fargo(3+1/3) fading 3
Hyperion(4/5)
Ready or Not
Undo
Ready or Not


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Immortal - ($2)
vir - ($0)

Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal(5/5a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Vir(2/3)
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10

@thehug0naut poke poke :point_right:

1 Like

That’s me through my stupid busy couple of days so should be back to a turn per day now

P2T6


Tech StartingHand Workers

TECH

Ready or Not (More burst and Immortal Synergy)
Now! (Ditto)


STARTING HAND

Tiger Cub → Worker
Now!
Temporal Distortion
Immortal
Merfolk Prospector


WORKERS

Rich Earth
Ironbark Treant
Forest’s Favor
Playful Panda
Tiger Cub


NextHand

Now!
Hyperion
Reversal
Temporal Distortion
Spore Shambler


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Immortal - ($2)
Heroes’ Hall - ($0)

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


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Ahh bugger Tech break might have been best then. Wasn’t sure if Immortal was on the cards but there it is. Best to wall up and hope he doesn’t completely explode me this turn. Hopefully his hand size proves a little limiting

No problem! This turn took a while for me because… it was hard lol

Despite getting lucky with temporal distortion im still not sure whether getting rid of immortal was right - im v scared of yours

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
Undo


STARTING HAND
Stewardess of the Undone(3/3a) → swapped to top of deck
Temporal Distortion
Now!
Temporal Distortion → swapped up
Stewardess of the Undone(3/3a) → drawn
Nullcraft → drawn


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter
Temporal Research


NextHand

Temporal Distortion
Neo Plexus(3/2)
Hyperion(4/5)
Ready or Not
Temporal Distortion


Tech 1 card(s)
Get Paid - ($10)
peek
swap - ($9)
Immortal hits immortal
Max - ($7)
Temporal Distortion Immortal to Tricycloid - ($5)
tricycloid pings immortal and cal for 1 each
Vir kills Cal takes 2, max midbands, you get gold
Now! tricycloid - ($4)
Tricycloid kills yours takes 3, you draw
Temporal Distortion tricycloid to hyperion - ($2)
Hyperion breaks tech 2, I draw
maxband max new hyperion - ($0)
hyperion breaks tech 1 I draw

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


Board Info:
In Patrol:

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

In Play:

  • Battle Suits
  • L1 Vir(2/1)
  • Hyperion(5/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I was probably going to take the risk on 2/3 chance of drawing TD but remembered i could peek and that confirms the plan… actually, with it on top I can do better here

3 Likes

Ahhh no tech buildings, kind of freeing actually. Let me return the favour

P2T7


StartingHand Workers

STARTING HAND

Spore Shambler
Temporal Distortion
Hyperion
Now!
Reversal
Technician Draw → Rampant Growth → Worker


WORKERS

Rich Earth
Ironbark Treant
Forest’s Favor
Playful Panda
Tiger Cub
Rampant Growth


NextHand

Now!
Temporal Distortion
Merfolk Prospector
Young Treant
Huntress


Discard

Tricycloid
Reversal
Temporal Distortion
Now!
Spore Shambler
Hyperion
Immortal


Tech 0 card(s)
Technician Draw
Get Paid + Scavenger - ($11)
Geiger - ($9)
Grave - ($7)
Reversal, your Geiger takes 3 damage and is disabled - ($4)
Immortal kills Hyperion and exhausts
Temporal Distortion, bounce Immortal for Elephant - ($2)
Now! on Elephant, breaks Tech I and Tech II, takes 2 from Tower, your base to 16 - ($1)
Worker - ($0)
Rebuild my Tech I

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Rampaging Elephant 6/5

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

So I return the favour of the double tech break and clear Hyperion, which puts me slightly ahead, despite him having a Maxband Geiger for Now! and probably Ready Or Not to screw with my aggro. Tech 0 only with no HH is pretty tough for him but he still has options between Geiger spells and an unlikely but possible Unphase to hit back and attempt to cripple me. The main upside of leaving Geiger alive and disabled is I’m guaranteed no Prynn for at least a turn.

Edit: fixed my base HP

3 Likes

After the burstless tech 2 start the two of you really do live up to the expectation graps popcorn :popcorn:

3 Likes

For real no attacking with back to back hyperions? That shouldn’t be allowed! Back to back double tech breaks makes up for it though

2 Likes

Sorry to keep you spectators waiting and then disappoint but, without being able to kill off Max to get prynn out, i think this is GG as long as you have even a single Max spell to use next turn!

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
Neo Plexus(3/2)
Temporal Distortion
Temporal Distortion
Ready or Not
Hyperion(4/5)


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter
Temporal Research


NextHand

Undo
Now!
Fargo(3+1/3) fading 3
Immortal(5/5a)
Undo


Discard

Hyperion(5/5)
Ready or Not
Temporal Distortion
Hyperion(4/5)
Temporal Distortion


Tech 0 card(s)
Get Paid - ($10)
Peek
neo plexus - ($8)
Ready or Not - ($4)

Float ($4)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Battle Suits
  • L5 Max(3/1)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 0
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 4
  • Workers: 10

Without wanting to put any kind of blame on anyone, I want to place a short reminder that the current round already is 22 days old and you still have the current game plus the second one to go through. A little speedup really would be appreciated!

4 Likes