Hyperion (4/1)
Research & Development
Nimble Fencer (2/1)
Temporal Distortion
Tricycloid (4/3)
Tech 2 card(s)
Get Paid + float - ($13)
tric pings your tric
TD tric into bear - ($11)
tric from hand kills your tric - ($6)
Cal - ($4)
max discard & draw
worker - ($3)
flagbearer - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Barkcoat Bear (5/5)
Elite: Tricycloid (4/4)*
Scavenger: Tenderfoot (1/2)
Technician: Nimble Fencer (2/3)
Lookout:
In Play:
Max (3/4, lvl5)
Cal (2/3, lvl1)
Granfalloon Flagbearer (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 13
Thoughts
that game state is so horribly complicated. there are just soo many threats I have to consider while the different lines to build up my own pressure all feel so limited against his defense and aggressive answer options⊠and no matter how I patrol there is always a card combination against which the patrol is just plain stupid
One gold short of replaying my replaced immortal here⊠iâm not even sure why i put tricycloid in elite and not scavenger but it sure feels silly now
Also that flagbearer is doing WORK, nice play
RuleChanges
Nerfs
Vandy
Remove resist 1 at midband
Midband changes to ââ , , Discard a card â Fetch any non-ultimate Demonology spell from your codex, reveal it, then put it in your hand.â
Maxband loses targeting, changes to giving the weakest unit on each side +2/2 (analogously to StW)
Turns out itâs way easier to take care of your immortals if you remove them from the game all by yourself
It also turns out that this fencer attack a while back really makes a huge difference now⊠This probably is game.
XCAFS23 round 7 part 2 P1T10
P1 [Finesse]/Feral/Present vs. P2 [Past]/Present/Future
Temporal Distortion
Maestro (3/5)
Temporal Distortion
Hyperion (4/5)
Research & Development
Tech 0 card(s)
Get Paid - ($13)
R&D draw 5 - ($11)
Starlet - ($9)
fencer - ($7)
TD fencer into Starlet - ($5)
Starlets sideline immortal
tenderfoot pings Max
Cal kills Max, maxband heals, you draw
Max breaks tech 2, base to 18
flagbearer & fencer deal 4 damage to tech 1
ready or not flagbearer - ($1)
flagbearer breaks tech 1, base to 16
worker - ($0)
rebuild tech 2
Float ($0)
Discard 5, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Max (3/4, lvl5)
Cal (4/5, lvl5)
Granfalloon Flagbearer (2/2)
Nimble Fencer (2/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info: Cards:
Hand: 5
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 14
Thoughts
draw 6 out of 8 to draw ready or not, then he canât do anything with tech 2 down and his biggies out of the game. if I draw my second Starlet as well itâs game over.
Post R&D: Drew both and kept the second R&D in the final three. This should be it!
Feral Strike
Research & Development
Tricycloid (4/4)*
Temporal Distortion
Tricycloid (4/3)
Tech 0 card(s)
Get Paid - ($14)
R&D - ($12)
R&D - ($10)
Max discard & draw
maestro - ($7)
feral strike brings 2 hyperion from hand - ($3)
fencer, tenderfoot, 2x starlet for free
a fencer suicides into vir
Hyperion kills vir and barely survives, RS 4 draw 1
TD exhausted hyperion into guide - ($1)
hyperion attacks base down to 11, draw 1
fencer for free
Cal 4, flagbearer 3, fencer 4, fencer 4, starlet 5, starlet 5, tenderfoot 3 attack base down to -17 GG
worker - ($0)
Float ($0)
Discard 6, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Maestro (4/5)
Elite:
Scavenger:
Technician: Grounded Guide (4/4)
Lookout:
In Play:
Max (3/4, lvl5)
Cal (4/5, lvl5)
Granfalloon Flagbearer (3/1)
Nimble Fencer (4/3)
Hyperion (5/4)
Star-Crossed Starlet (6/2)
Star-Crossed Starlet (6/2)
Tenderfoot (3/2)
Nimble Fencer (4/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4 (Finesse)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 15
Thoughts
seriously? bottom decked my singular feral strike, but it doesnât matterâŠ
That game was extreme. Usually in a late game state the games become easier to think through. But purple has so many different angles of attack, itâs been a continuous headache to think about all angles and to decide against what threats to shield myself and what threats to just accept.
Also Iâve never before had a game where I got 15 (!) workers⊠Crazy!
Thatâs definitely been another fun one, looking forward to the next rematch! GG & WP!!
(Iâll wait before posting the next round for a few hours so that someone can check this turn for errors, even though Iâm pretty sure everything is legit)
Extreme it was! Really well played I can find a small mistake i made in each of these games but mostly it felt like tough decisions reasonably made and slightly better made by you!
Because this is quite funny: if you look back to turn 2 last game, in your thoughts you question why i hit Cala with my nullcraft and not the older brother⊠whether it was a good decision or not is up for debate, but thinking back I know the reason i did it is because i was planning against a Rampant growth - something my opponent in the previous game had at their disposal but not you
This game, mayyybe had i killed Max not tech 2 with void star iâd have had a few more turns but iâm happy to see two scary tech 2s in your hand so Iâm reasonably happy with my decision
I feel you about the small mistakes. I was furious about my two tric patrol errors and was just lucky that it didnât turn the tide.
I think this match overall was super tight. Just the BS miss T2 might have made all the difference. Otherwise you could/would have dumped both Argos T3 and I also couldnât have as easily killed neo in T2 with then NC still in the open. Itâs amazing (in a negative kind of way) to see the big impact variance has in this MU.
Feels like I stole at least one victory from you.
Round 9 you will have the next chance to beat me up, independent on the outcome of my matches against thehug0naut looking forward to it!