Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Calamandra - ($2)
Panda - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Wisp 0/1A
Elite:
Scavenger: L1 Calamandra Moss 2/3
Technician:
Lookout:
In Play:
Playful Panda 2/2
Buildings:
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.
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
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:
Squad Leader:
Elite:
Scavenger:
Technician: Merfolk Prospector 1/1
Lookout:
In Play:
L1 Calamandra Moss 2/2
Buildings:
Base HP: 20
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.
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:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
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.
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
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.
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:
Squad Leader: L1 Calamandra Moss 2/3A
Elite:
Scavenger:
Technician:
Lookout: Tricycloid 3/3 [Resist 1]
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
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, , 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)
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:
Squad Leader: Immortal 5/5A [Indestructible]
Elite:
Scavenger: L1 Calamandra Moss 2/3
Technician: Tricycloid 3/3
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
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
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:
Squad Leader:
Elite:
Scavenger: L5 Max(3/4)
Technician:
Lookout:
In Play:
Battle Suits
L1 Vir(2/1)
Hyperion(5/5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
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
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
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.
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, , 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)
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!