Hey, a short heads up: I’m currently a bit under water. Hope I’ll be able to post later today or maybe tomorrow, but then still my next turns might be a bit slow.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
midband Cal kills SL - ($3)
messenger & fencer kill Max, you draw, Cal to maxband - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cal (4/5, lvl5)
Nimble Fencer (2/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
this looks really promising, will he again go for double OS and dilute his deck in order to prevent the likely strike setup? In parallel having the option to do a tech 1 break next turn with the guaranteed Bloom/thief in hand is also quite nice, I like!
tower just means they tech up and have a great draw of tech 2s or even feral strike, gonna have to take the tech break on the chin I think if they have brick thief or bloom. doing battlesuits as it gives the best opportunity for effective Now! next turn
awesome, he has to have the right cards and to skip tech 2 in order to prevent mayhem unless I bottom deck my strike.
Post draw: uargs bottom decked tric, let’s cross fingers if he prevents my strike that it’s not with OS!!
That one gold really is going to make a difference, I suppose. Even though you again prevented my feral strike it’s still been another MVP move of my Cal to cost you so much…
XCAFS23 round 7 part 2 P1T5
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
STARTING HAND
Temporal Research
Fading Argonaut(2/1) fading 1
Now!
Argonaut
WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
NextHand
Temporal Research
Fading Argonaut(2/1) fading 1
Now!
Tech 2 card(s)
Get Paid + float - ($10)
tech 2 present - ($6)
Argonaut - ($3)
Now! - ($2)
max and Neo trade tricycloid, your max midbands
argonaut kills your max takes 2
Float ($2)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Argonaut(4/2a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 3
Deck: 9
Disc: 0
Gold:
Gold: 2
Workers: 9
Thoughts
as far as I can think I’m safe with them on 9g and no Max - argonaut takes 3g most ways I can think - a one-drop and a fencer basically, or just 5 from a tech 2 unit, I guess if they have a surprise starlet but I can’t think of much else that gets my tech 2 down and getting out prynn is just asking her to die and not be able to cast Temporal research
Wow, didn’t see that option of your’s with tech 1 only. Who would have thought not putting tric in SL would give away the relatively huge advantage that I had…
A few Hyperions later even your hand size is not going to be a problem anymore… Darn!
XCAFS23 round 7 part 2 P1T6
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
let’s cross fingers that I didn’t stretch my luck that his three cards don’t hold all the answers to my sketchy patrol. but as max is not available it should be fine -unless he has both tric and hyperion, then I’m screwed…
I teched Now! not because i thought i wouldn’t afford tech 2 by then but because i thought you’d have broken my tech 1 on one of the turns lol, i guess it’s a similar thing that i had to spend all that gold to get rid of cala
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)
72% chance of drawing a tech 2 come onnnnn… we’ll take an immortal, bummer that Now! came with it, and Tricycloid would have been better but beggars can’t be choosers
That’s been a tough one, especially seeing that you can so easily attack for 20 damage, even if I break through and break your tech 2 building… Max is just soo strong, especially with battle suits for the hyperion. This fifth damage from a flickered one really makes a huge difference.
But well, I think I finally found a line that seems rather good. Now please surprise me with purple wonders
XCAFS23 round 7 part 2 P1T7
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
Tech 1 card(s)
Get Paid - ($10)
Max - ($8)
midband Cal - ($4)
TD Hyperion into tric - ($2)
tric kills Prynn, Cal to maxband, you draw
worker - ($1)
Tech Lab finesse - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2)
Elite:
Scavenger: Nimble Fencer (2/3)
Technician: Tricycloid (3/3)
Lookout: Max (2/3, lvl1)
In Play:
Cal (4/5, lvl5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
[b]Economy Info:[/ Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
puh, that’s some defense. yes, tech 2 break is possible but with immortal probably not worth it… have to take the gamble whether to better protect max from tric or from now/hyperion. chose the former due to it leaving his own defense lower then when he just snipes max down and profits from the level bonus while keeping his patrol intact.
Post draw: Uff, almost all my fatties are in my next hand… Not good…
Tech 2 card(s)
Get Paid - ($10)
Tricycloid - ($5)
Tricycloid - ($0)
they shoot down Calamandra
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Immortal(5/5a)
Elite:
Scavenger: Tricycloid(4/4)
Technician:
Lookout: Tricycloid(3/3) +r1
In Play:
Battle Suits
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 3
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Was a tough choice between tech 2 and Cala (killing max would also be good but from earlier comments from them im fairly sure there r two feral strikes circulating in their deck lol
Tech 2, they can still tech break with a tech 1 feral strike
Cala, they can still tech break with a hyperion and either temporal distortion or the other fencer, or with Tricycloid and temporal distortion… but Cala is gone lol, let’s do that
Feral Strike
Ready or Not
Temporal Distortion
Hyperion (4/5)
Temporal Distortion
Discard
Feral Strike
Research & Development
Maestro (3/5)
Immortal (5/5)
Nimble Fencer (2/1)
Hyperion (4/1)
Tech 2 card(s)
Get Paid - ($11)
midband max to discard & draw - ($9)
maxband Max flicker Tric - ($7)
ping scavenger twice
second tric from hand kills your scav - ($2)
worker - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Nimble Fencer (2/3)
Elite: Tenderfoot (1/2)
Scavenger: Tricycloid (4/4)*
Technician: Tricycloid (4/4)*
Lookout:
In Play:
Max (3/4, lvl5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 6
Gold:
Gold: 1
Workers: 12
Thoughts
well, my discard draw hope for TD got neglected, so I’m taking this route… this Cal kill really was important for him. it’s a shame that he had it so easily without even offering up max for my two available trics