[XCAFS23] Round6 part2: P1 thehug0naut [Feral]/Present/Discipline vs P2 dwarddd monopurple

Have at ye @dwarddd! GLHF, etc

P1T1


StartingHand Workers

STARTING HAND

Rich Earth → Worker
Merfolk Prospector
Spore Shambler
Young Treant
Verdant Tree


WORKERS

Rich Earth


NextHand

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


Discard

Spore Shambler
Young Treant
Verdant Tree


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

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Alright let’s get part 2 a-going

Well played in the last game! It was super close but your Now!ed elephant next to reversal was just too much :clap:

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


WORKERS
Tinkerer


NextHand

Temporal Research
Hardened Mox
Neo Plexus
Battle Suits


Discard

Plasmodium
Time Spiral


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
nullcraft, kills merfolk - ($2)
fargo - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Nullcraft

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
1 Like

Thanks @dwarddd it was very close and just came down to the right burst draw at the right time

P1T2


Tech StartingHand Workers

TECH

Huntress (Optimal stats / value)
Reversal (For chunky blockers, lets me pivot to grave, good later)


STARTING HAND

Ironbark Treant → Worker
Forest’s Favor
Rampant Growth
Tiger Cub
Playful Panda


WORKERS

Rich Earth
Ironbark Treant


NextHand

Spore Shambler
Merfolk Prospector
Forest’s Favor
Reversal
Tiger Cub


Tech 2 card(s)
Get Paid + Scavenger - ($6)
Worker - ($5)
Expensive Tech I - ($3)
Rampant Growth Calamandra, kills Fargo, takes 1 after armour - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

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

In Play:

  • L1 Calamandra Moss 2/2

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Fairly standard so far, keeping my options open to trade in Calamandra and get Grave into play. I’m expecting a chunky T1 to be on the cards so Reversal early seems good and I’ll want it later to deal with Immortal

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

P2T2


Tech StartingHand Workers

TECH
Argonaut
Argonaut


STARTING HAND
Temporal Research
Hardened Mox
Neo Plexus
Battle Suits


WORKERS
Tinkerer
Hardened Mox


NextHand

Fading Argonaut(2+1/3) fading 3
Forgotten Fighter
Plasmodium
Battle Suits


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
neo - ($2)
max - ($0)
nullcraft hits calamandra

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


Board Info:
In Patrol:

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

In Play:

  • Nullcraft
  • L1 Max(2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

P1T3


Tech StartingHand Workers

TECH

Hyperion (In present we trust)
Tricycloid (Ditto)


STARTING HAND

Forest’s Favor → Discard
Merfolk Prospector
Tiger Cub → Worker (Same weaknesses as Prospector but more expensive)
Spore Shambler
Reversal → Discard


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub


NextHand

Verdant Tree
Rampant Growth
Playful Panda


Discard

Forest’s Favor
Reversal
Spore Shambler
Hyperion
Tricycloid


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Midband Calamandra - ($4)
Discard 2 cards, Calamandra has Stealth this turn, kills Geiger, takes 2, Calamandra maxbands
Prospector - ($3)

Float ($3)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • L5 Calamandra Moss 4/5 [My units have Resist 1]

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 3
  • Workers: 7
Thoughts

Doesn’t feel like trading in Calamandra is a good strategy here with Geiger there to soak up the free levels. I think in all likelihood killing off Geiger nets me the best line, though I feel like Origin Story is fairly face up so it might be sort of a trap. Regardless, I’ve built up a pretty solid gold surplus I can use to get Tech II up next turn while maintaining board presence, even if my hand size is lower. Quite happy if he kills or bounces the Prospector as the extra card is pretty valuable and if he bounces he’ll have spent too much to Tech up.

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
Hyperion
Chronofixer


STARTING HAND
Forgotten Fighter
Plasmodium
Battle Suits
Fading Argonaut(2+1/3) fading 3


WORKERS
Tinkerer
Hardened Mox
Plasmodium


NextHand

Argonaut
Temporal Research
Argonaut
Time Spiral


Discard

Battle Suits
Forgotten Fighter
Hyperion
Chronofixer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
nullcraft kills merfolk, you draw
neo plexus hits tech 1 for 2 hp
tech 2 present - ($2)
fargo - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

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

In Play:

  • Nullcraft
  • Neo Plexus(2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8

P1T4


Tech StartingHand Workers

TECH

Immortal (Staying power)
Now! (Burst)


STARTING HAND

Playful Panda → Worker
Verdant Tree
Rampant Growth
Young Treant → Huntress


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub
Playful Panda


NextHand

Tricycloid
Spore Shambler
Forest’s Favor
Reversal


Tech 2 card(s)
Technician Draw
Get Paid + float - ($10)
Worker - ($9)
Tech II Present - ($5)
Young Treant, draw - ($3)
Verdant Tree - ($1)
Calamandra kills Fargo, takes 2

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2A [Can’t Attack]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/3 [My units have Resist 1]
  • Verdant Tree -/3 [Healing 1]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I do have a route to a Tech II break but it’s complete hand destruction and his counter will be hard so I’m not taking that line. Give his current gold supply and lack of Battle Suits, his burst can only has so much oomph. Verdant Tree seems like a better way to keep my Tech buildings up, especially with YT to my hand size up while I patrol. Just need to decide on my tech options. As much as I want TD in deck, I think Now! + Immortal gets me enough burst / staying power / backup plans for this cycle and I can layer in multiple TDs for next cycle. I thought about double Feral Strike but FF gives him an immediate Calamandra kill no matter the rest of his draw so its very high risk high reward.

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
Tricycloid
Undo


STARTING HAND
Argonaut
Temporal Research
Argonaut
Time Spiral


WORKERS
Tinkerer
Hardened Mox
Plasmodium
Time Spiral


NextHand

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


Tech 2 card(s)
Get Paid + scav - ($9)
Worker - ($8)
neo and nullcraft kill treant
argo - ($5)
argo - ($2)

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


Board Info:
In Patrol:

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

In Play:

  • Nullcraft
  • Neo Plexus(2/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9
1 Like

P1T5


Tech StartingHand Workers

TECH

Temporal Distortion (Geiger things)
Temporal Distortion (Ditto)


STARTING HAND

Forest’s Favor
Spore Shambler
Tricycloid
Reversal


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub
Playful Panda


NextHand

Merfolk Prospector
Hyperion


Discard

Young Treant
Forest’s Favor
Spore Shambler
Reversal
Temporal Distortion
Temporal Distortion


Tech 2 card(s)
Heal 1HP
Get Paid + float - ($9)
Forest’s Favour Calamandra - ($7)
Discard 2 cards, Calamandra has Stealth this turn, breaks Tech II, your base to 18
Tricycloid, guns down Nullcraft and Neo - ($2)
Grave - ($0)
Skip Worker

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

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

In Play:

  • L5 Calamandra Moss 5/5 [+, My units have Resist 1]
  • Verdant Tree -/3 [Healing 1]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Oooft a bad draw for him, so I should do everything I. Sn to capitalise. Using Stealth and FF really is hand destruction but I have a chance to lock him out of Tech II when he needs it most and I can always pivot to Tigers if my draws go sideways.

What an innocently sized hand you have over there… i really hope there’s not a feral strike :sweat_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

P2T5


Tech StartingHand Workers

TECH
Temporal Distortion
Temporal Distortion


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


WORKERS
Tinkerer
Hardened Mox
Plasmodium
Time Spiral
Forgotten Fighter


NextHand

Chronofixer
Temporal Research
Hyperion


Discard

Nullcraft
Neo Plexus(2/2)
Tricycloid
Temporal Distortion
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($11)
Vir - ($9)
peek
hire fargo - ($7)
argonauts team up to readily kill your grave
maxband vir, get forecasted mech - ($3)
worker - ($2)

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Vir(3/5a)
  • :psfist: Elite: Fading Argonaut(2+1/3) fading 3
  • :ps_: Scavenger: Argonaut(3/2)
  • :pschip: Technician: Argonaut(3/2)
  • :target: Lookout:

In Play:

  • Mech(6/7) untargetable, forecast 2

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

if they have temporal distortion in those 2 cards this could be very bad and if not, it’s kinda fine?
not gonna need max so might as well peek:
peek was temporal research

not buying HH because if i don’t have tech 2 then i also won’t want a second hero i’d just get prynn

Sadly not, that would have been some play!

P1T6


Tech StartingHand Workers

TECH

Ready or Not (Good with Immortal, which might be my only play here)
Ready or Not (Ditto)


STARTING HAND

Merfolk Prospector → Discard
Hyperion → Huntress → Discard


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub
Playful Panda


NextHand

Rampant Growth
Now!


Discard

Young Treant
Forest’s Favor
Spore Shambler
Reversal
Temporal Distortion
Temporal Distortion
Merfolk Prospector
Huntress
Ready or Not
Ready or Not


Tech 2 card(s)
Healing 1
Get Paid - ($8)
Hyperion, hits Vir to 2HP, takes 3, I draw - ($3)
Discard 2 cards, Calamandra Stealth, breaks Tech II, your base to 16
Geiger - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

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

In Play:

  • L5 Calamandra Moss 5/6 [+, My units have Resist 1]
  • Hyperion 4/2 [Haste]
  • Verdant Tree -/3 [Healing 1]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 10

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Well suddenly I’m on the backfoot. I hadn’t really thought about Vir and mech as a way to flip the script. Very clever and avoids the wrath of Grave as it’s all targeted. Very sadly I’m one gold short of playing and flickering Hyperion, which would have let me reduce his board and recover my hand much better. My options are therefore either to use the Hyperion once to draw a card and then either worker and try to weather the storm or break his Tech II again with Calamandra. Otherwise I don’t think I’m doing very much. Surplus is kind of the same but with less board presence and maybe I could trap him on Vir. I think I like hyperion and Calamandra tech break best, though I probably have to sacrifice Geiger here to keep my tech advantage alive. I’m basically hoping I can get Immortal into play and stuff up the board until I’m in a better position to burst. I remain worried about Prynn appearing given his big gold stockpile but I don’t think I have much choice. At least if I patrol right he’ll have an awkward time getting through to my backline while getting free levels.

Edit: Fixed tech issue and redrew as per Bryce

1 Like

Ngl, didn’t see that coming :man_facepalming:

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
Now!
Origin Story


STARTING HAND
Temporal Research
Chronofixer
Hyperion
Undo
Battle Suits


WORKERS
Tinkerer
Hardened Mox
Plasmodium
Time Spiral
Forgotten Fighter


NextHand

Neo Plexus(2/2)
Argonaut(3/2)
Hyperion
Tricycloid
Temporal Distortion


Tech 2 card(s)
Get Paid + float - ($12)
peek
temporal research draw 2 (2 runes fargo, 1 on mech) - ($10)
Battlesuits - ($8)
Argonaut trades tricycloid
fargo kills Max, you draw
Argonaut 2 destroys tree
Vir trades Hyperion
prynn - ($6)
tower - ($3)

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


Board Info:
In Patrol:

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

In Play:

  • Mech(6/7) untargetable, forecast 1
  • Battle Suits
  • Fading Argonaut(3/1) fading 2

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

peek was undo, would have preferred battlesuits i think but is okay

You seem to have teched the same cards as last turn. Should probably check that out

1 Like

I’m not sure that I saw it coming either, has definitely been too much hand destruction on my side this game :sweat_smile:

P1T7


Tech StartingHand Workers

TECH

Now! (I guess another of these completes the set)
Immortal (Ditto)


STARTING HAND

Rampant Growth → Worker
Now!
Technician Draw → Immortal


WORKERS

Rich Earth
Ironbark Treant
Tiger Cub
Playful Panda
Rampant Growth


NextHand

Tricycloid
Spore Shambler
Temporal Distortion


Tech 2 card(s)
Technician Draw
Get Paid + float - ($9)
Worker - ($8)
Immortal - ($2)
Grave - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal 5/5A [Indestructible]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L5 Calamandra Moss 5/6 [+, My units have Resist 1]
  • :target: Lookout: L1 Grave Stormborne 2/3 [Sparkshot]

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 13
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Well this looks really bad. With the Tower up I can’t break his Tech II again so that leaves Immortal + Grave, maxband Grave on his own (which just seems way worse) or Invisible Tiger + Grave midband (which also seems terrible) and I either kill the Argonaut with Calamandra or patrol her. Maxband Prynn and time trash Immortal costs 7g with Immortal in SQL and less if he has the chance of free levels. If I don’t patrol Calamandra I think a single Hyperion probably wins him the game, since he’ll be able to deliver a double Tech break and the wall up behind the mech. That leaves my only shot at keeping Tech II up as Immortal in SQL, Grave in Lookout (to prevent a cheap Tric kill) and Calamandra in Technician to try and get some cards back. Still not convinced it’ll be enough but when it’s the only way that might work it’s an easy decision.

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
Neo Plexus(2/2)
Hyperion
Temporal Distortion
Tricycloid
Argonaut(3/2)
Chronofixer


WORKERS
Tinkerer
Hardened Mox
Plasmodium
Time Spiral
Forgotten Fighter
Neo Plexus(2/2)


NextHand

Undo
Nullcraft
Temporal Research
Temporal Distortion
Origin Story


Discard

Argonaut(4/2a)
Fading Argonaut(3/1) fading 2
Temporal Distortion
Tricycloid
Chronofixer
Argonaut(3/2)


Tech 0 card(s)
Get Paid + float, mech arrives - ($13)
maxband prynn - ($7)
she pockets immortal, paying the 1 gold for resist which means i can’t afford to collect on the coming four free levels :astonished: - ($6)
Prynn attacks and kills Grave, to 2 time runes
Fargo and argo kill the monster that is your Calamandra
Hyperion, it breaks your tech 2, i draw - ($1)
worker - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mech(6/7a) untargetable
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • L7 Prynn(3/3) fading 2, (Immortal in the void)
  • Hyperion(5/5)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

man, i really wanted to be able to swap undo into this turn’s hand last turn, oh well, with the big attack on their defenders Max shenanigans shall have to wait till next turn (slightly crying at the 4 free levels I’m one gold short of collecting)

That’ll do it! I was hoping against hope that you didn’t have a Hyperion in hand. No way I can stop you overrunning me ad infinitum now.

GG and WP @dwarddd that one really got away from me latterly. You’ll see I decided against double Feral Strike on T4, but it would’ve been the play!

@zango it is done

2 Likes

How funny that we both won our P2 games!

While guessing this right was not calculated and more luck: my vague thought was a mixture of it being unlikely you’d invest in Calamandra with the looming origin story threat, and that I could weather the tech two breaks as long as it always required stealth - however, choosing whether to tech counter cards like assimilate and origin story always hurts my head and with work atm I can’t claim to have thought all that deeply XD

GG and WP, it’s a fun deck you have, both really scary heroes and really scary Present combos

3 Likes