[XCAFS23] Round7 part2: P1 zango [Finesse]/Feral/Present vs P2 dwarddd monopurple

So here we go again, all the best in terms of fun and luck to you @dwarddd

XCAFS23 round 7 part 2 P1T1

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Tenderfoot (1/2)
Fruit Ninja (2/2)
Helpful Turtle (1/2)
Granfalloon Flagbearer (2/2)
Wither


WORKERS
Fruit Ninja (2/2)


NextHand

Spark
Brick Thief (2/1)
Older Brother (2/2)
Bloom
Timely Messenger (1/1)


Discard

Wither
Granfalloon Flagbearer (2/2)
Helpful Turtle (1/2)


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Cal - ($1)
tenderfoot - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (2/3, lvl1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
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

P2T1


StartingHand Workers

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


WORKERS
Plasmodium


NextHand

Forgotten Fighter
Time Spiral
Hardened Mox
Nullcraft


Discard

Tinkerer
Temporal Research


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
fargo - ($2)
neo - ($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:

  • Neo Plexus(2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

the midband and Discard two cards line is just oppressive

XCAFS23 round 7 part 2 P1T2

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Nimble Fencer (2/3)
Nimble Fencer (2/3)


STARTING HAND
Brick Thief (2/1)
Older Brother (2/2)
Timely Messenger (1/1)
Bloom
Spark


WORKERS
Fruit Ninja (2/2)
Spark


NextHand

Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)
Helpful Turtle (1/2)
Nimble Fencer (2/3)
Wither


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
brother - ($2)
tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2)
  • :psfist: Elite: Tenderfoot (1/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (2/3, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I was absolutely convinced he would again go for Fargo+Max like in the last game… so many preparatory thoughts spent in vain… :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

P2T2


Tech StartingHand Workers

TECH
Argonaut
Argonaut


STARTING HAND
Hardened Mox
Nullcraft
Forgotten Fighter
Time Spiral


WORKERS
Plasmodium
Hardened Mox


NextHand

Battle Suits
Argonaut
Time Spiral
Argonaut


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
Nullcraft - ($2)
nullcraft and fargo kill brother
max - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Fading Argonaut(2/1) fading 2
  • Nullcraft(1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

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.

1 Like

XCAFS23 round 7 part 2 P1T3

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike
Tricycloid (3/3)


STARTING HAND
Granfalloon Flagbearer (2/2)
Wither
Nimble Fencer (2/3)
Helpful Turtle (1/2)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)


NextHand

Older Brother (2/2)
Nimble Fencer (2/3)
Brick Thief (2/1)
Bloom


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:

  • :psblueshield: Squad Leader: Tenderfoot (1/2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Cal (4/5, lvl5)
  • Nimble Fencer (2/1)

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

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!

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

P2T3


Tech StartingHand Workers

TECH
Now!
Now!


STARTING HAND
Battle Suits
Argonaut
Time Spiral
Argonaut
Temporal Research


WORKERS
Plasmodium
Hardened Mox
Time Spiral


NextHand

Now!
Forgotten Fighter
Neo Plexus(2/2a)
Tinkerer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
nullcraft kills fencer
argonaut - ($3)
battlesuits - ($1)
fargo trades tenderfoot

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


Board Info:
In Patrol:

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

In Play:

  • Battle Suits
  • Nullcraft(1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

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

1 Like

XCAFS23 round 7 part 2 P1T4

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Temporal Distortion
Hyperion (4/5)


STARTING HAND
Brick Thief (2/1)
Bloom
Nimble Fencer (2/3)
Older Brother (2/2)


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Older Brother (2/2)


NextHand

Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)
Wither
Feral Strike


Discard

Nimble Fencer (2/1)
Tenderfoot (1/2)
Bloom
Brick Thief (2/1)
Temporal Distortion
Hyperion (4/5)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Fencer - ($4)
tech 2 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Cal (4/5, lvl5)
  • :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: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

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!!

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
Immortal
Immortal


STARTING HAND
Forgotten Fighter
Tinkerer
Now!
Neo Plexus(2/2a)


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer


NextHand

Fading Argonaut(2/1) fading 1
Argonaut
Temporal Research
Now!


Discard

Argonaut(4+1/4)
Forgotten Fighter
Neo Plexus(3/2a)
Now!
Immortal
Immortal


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Max - ($6)
Forgotten fighter fencer - ($3)
argo (trades) and nullcraft kill cala
Neo Plexus - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus(3/2a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L3 Max(2/4)

In Play:

  • Battle Suits
  • Nullcraft(1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
1 Like

Sorry but nope, again Cal’s midband ability is a beast :wink:

1 Like

Gosh darn, edited turn above and randomised new draw :+1:

1 Like

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Hyperion (4/5)
Temporal Distortion


STARTING HAND
Wither
Timely Messenger (1/1)
Feral Strike
Granfalloon Flagbearer (2/2)
Tricycloid (3/3)


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Older Brother (2/2)
Wither


NextHand

Tenderfoot (1/2)
Temporal Distortion
Nimble Fencer (2/3)
Hyperion (4/5)
Nimble Fencer (2/1)


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tric, pings NC - ($2)
max - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tricycloid (5/5)**
  • :target: Lookout:

In Play:

  • Max (2/3, lvl1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

well it really is a bummer to lose Cal here, but him still not having tech 2 more than makes up for that, especially with his low hand size!

Post draw: loooool, that’s probably game

Yep that Calamandra seems to be my undoing, i had better do something Now to have any hope in this gameđź‘€

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
Tricycloid
Tricycloid


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:

  • :psblueshield: Squad Leader: Argonaut(4/2a)
  • :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

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

1 Like

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Immortal (5/5)
Ready or Not


STARTING HAND
Tenderfoot (1/2)
Hyperion (4/5)
Temporal Distortion
Nimble Fencer (2/3)
Nimble Fencer (2/1)
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Older Brother (2/2)
Wither
Timely Messenger (1/1)


NextHand

Feral Strike
Temporal Distortion
Brick Thief (2/1)
Hyperion (4/5)
Bloom


Discard

Tricycloid (5/5)**
Immortal (5/5)
Ready or Not
Granfalloon Flagbearer (2/2)
Temporal Distortion
Nimble Fencer (2/1)


Tech 2 card(s)
Get Paid - ($9)
Hyperion kills SL, I draw - ($4)
tenderfoot - ($3)
fencer attacks tech 2 - ($1)
worker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • Hyperion (4/1)
  • Nimble Fencer (2/3)

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: 10
Thoughts

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, :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
Temporal Distortion
Temporal Distortion


STARTING HAND
Temporal Research
Fading Argonaut(2/1) fading 1
Now!
Now!
Immortal


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Fading Argonaut(2/1) fading 1


NextHand

Neo Plexus(3/2a)
Nullcraft(1/1)
Tricycloid
Argonaut(4+1/4)


Discard

Temporal Distortion
Temporal Distortion
Argonaut(4/2a)
Temporal Research
Now!
Now!


Tech 2 card(s)
Get Paid + float - ($11)
prynn - ($9)
temporal research draw 2 - ($7)
immortal - ($1)
worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal(5/5a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Prynn(1/3)
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

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

1 Like

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 :wink:

XCAFS23 round 7 part 2 P1T7

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Feral Strike


STARTING HAND
Brick Thief (2/1)
Bloom
Temporal Distortion
Feral Strike
Hyperion (4/5)


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Older Brother (2/2)
Wither
Timely Messenger (1/1)
Brick Thief (2/1)


NextHand

Hyperion (4/1)
Nimble Fencer (2/1)
Feral Strike
Immortal (5/5)
Tricycloid (5/5)**


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:

  • :psblueshield: Squad Leader: Tenderfoot (1/2)
  • :psfist: Elite:
  • :ps_: Scavenger: Nimble Fencer (2/3)
  • :pschip: Technician: Tricycloid (3/3)
  • :target: Lookout: Max (2/3, lvl1)

In Play:

  • Cal (4/5, lvl5)

Buildings:

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

These tricycloids r getting a tad ridiculous🤣

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


Tech StartingHand Workers

TECH
Undo
Undo


STARTING HAND
Neo Plexus(3/2a)
Argonaut(4+1/4)
Tricycloid
Nullcraft(1/1)
Tricycloid


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Fading Argonaut(2/1) fading 1


NextHand

Immortal
Undo
Argonaut(4+1/4)
Forgotten Fighter
Argonaut(4/2a)


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:

  • :psblueshield: Squad Leader: Immortal(5/5a)
  • :psfist: Elite:
  • :ps_: Scavenger: Tricycloid(4/4)
  • :pschip: Technician:
  • :target: Lookout: Tricycloid(3/3) +r1

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: 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 :slight_smile: lol, let’s do that

1 Like

Seriously, you really are able to backline kill Cal without even exposing max to the counter kill?? OMG, that’s not what I expected…

Also your tech 2 is on 3 HP due to my fencer attack a while back :wink:

1 Like

Woah, without thinking too hard cos my turn is done and i dont want to waste thinking power, that fencer hit could make a big difference!

Well I honestly don’t see the point in breaking your tech 2… better to reduce your board… I think…

XCAFS23 round 7 part 2 P1T8

P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Research & Development
Maestro (3/5)


STARTING HAND
Immortal (5/5)
Hyperion (4/1)
Feral Strike
Nimble Fencer (2/1)
Tricycloid (5/5)**
Bloom


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Older Brother (2/2)
Wither
Timely Messenger (1/1)
Brick Thief (2/1)
Bloom


NextHand

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:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3)
  • :psfist: Elite: Tenderfoot (1/2)
  • :ps_: Scavenger: Tricycloid (4/4)*
  • :pschip: Technician: Tricycloid (4/4)*
  • :target: Lookout:

In Play:

  • Max (3/4, lvl5)

Buildings:

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