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

My greatest asset this game seems to be having the cards you then choose not to counter :sweat_smile:

But, Max and a tech 2 at the ready, do your worst

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

P2T8


StartingHand Workers

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


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


NextHand

Now!
Now!
Nullcraft(1/1)
Temporal Distortion
Neo Plexus(3/2a)


Discard

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


Tech 0 card(s)
Get Paid + scav - ($11)
Prynn - ($9)
Undo a Tricycloid - ($6)
Imortal - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal(5/5a)
  • :psfist: Elite: Tricycloid(3+1/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Immortal(5/5) +r1

In Play:

  • Battle Suits
  • L1 Prynn(1/3) fading 4

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

Well only one of us has good answers for immortals
 :man_shrugging:

XCAFS23 round 7 part 2 P1T9

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Research & Development
Star-Crossed Starlet (3/2)


STARTING HAND
Temporal Distortion
Ready or Not
Hyperion (4/5)
Feral Strike
Temporal Distortion
Granfalloon Flagbearer (2/2)


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


NextHand

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:

  • :psblueshield: Squad Leader: Barkcoat Bear (5/5)
  • :psfist: Elite: Tricycloid (4/4)*
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician: Nimble Fencer (2/3)
  • :target: Lookout:

In Play:

  • Max (3/4, lvl5)
  • Cal (2/3, lvl1)
  • Granfalloon Flagbearer (2/2)

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: 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

1 Like

One gold short of replaying my replaced immortal here
 i’m 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 “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

P2T9


Tech StartingHand Workers

TECH
Ready or Not
Ready or Not


STARTING HAND
Temporal Distortion
Now!
Nullcraft(1/1)
Neo Plexus(3/2a)
Now!


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Fading Argonaut(2/1) fading 1
Neo Plexus(3/2a)


NextHand

Temporal Distortion
Temporal Research
Argonaut(4+1/4)
Temporal Distortion
Undo


Tech 2 card(s)
Get Paid - ($10)
Prynn and immortal kill bear, cala midband
immortal 2 kills tricycloid
Max - ($8)
Temporal distortion immortal to void star - ($6)
maxband max, flicker immortal - ($2)
worker - ($1)
now! void star (can’t afford to target flagbearer) - ($0)
void star destroys tech 2

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Immortal(5/5a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L5 Max(3/4)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Void Star(5/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
1 Like

Turns out it’s way easier to take care of your immortals if you remove them from the game all by yourself :sweat_smile:
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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Hyperion (4/1)
Nimble Fencer (2/1)
Research & Development
Tricycloid (4/3)
Temporal Distortion
Hyperion (4/5)
Ready or Not
Immortal (5/5)
Star-Crossed Starlet (3/2)
Feral Strike


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Older Brother (2/2)
Wither
Timely Messenger (1/1)
Brick Thief (2/1)
Bloom
Feral Strike
Immortal (5/5)


NextHand

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:

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

In Play:

  • Max (3/4, lvl5)
  • Cal (4/5, lvl5)
  • Granfalloon Flagbearer (2/2)
  • Nimble Fencer (2/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: 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 can’t do anything with tech 2 down and his biggies out of the game. if I draw my second Starlet as well it’s game over.
Post R&D: Drew both and kept the second R&D in the final three. This should be it!

1 Like

Ah yes, Ready or Not, that’ll do it!

Finish it!

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

P2T10


StartingHand Workers

STARTING HAND
Temporal Research
Temporal Distortion
Undo
Temporal Distortion
Argonaut(4+1/4)


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Tinkerer
Fading Argonaut(2/1) fading 1
Neo Plexus(3/2a)
Undo


NextHand

Undo
Nullcraft(1/1)
Ready or Not
Forgotten Fighter
Tricycloid(4/4)


Discard

Temporal Distortion
Argonaut(4+1/4)
Temporal Research
Temporal Distortion


Tech 0 card(s)
Get Paid - ($11)
Vir, peek - ($9)
maxband vir - ($4)
tower - ($1)

Worker - 0

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Vir(3/5a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Void Star(5/4)
  • Immortal(5/5a)
  • mech(6/7) forcast 2

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 0

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 12
1 Like

XCAFS23 round 7 part 2 P1T11

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Maestro (3/5)
Research & Development
Temporal Distortion
Temporal Distortion
Hyperion (4/5)
Tricycloid (4/4)*
Ready or Not
Star-Crossed Starlet (3/2)
Research & Development
Tenderfoot (1/2)
Hyperion (4/1)
Star-Crossed Starlet (3/2)
Tricycloid (4/3)
Nimble Fencer (2/1)
Barkcoat Bear (5/5)
Feral Strike
Nimble Fencer (2/1)
Research & Development


WORKERS
Fruit Ninja (2/2)
Spark
Helpful Turtle (1/2)
Older Brother (2/2)
Wither
Timely Messenger (1/1)
Brick Thief (2/1)
Bloom
Feral Strike
Immortal (5/5)
Barkcoat Bear (5/5)


NextHand

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:

  • :psblueshield: Squad Leader: Maestro (4/5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grounded Guide (4/4)
  • :target: 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:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: 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 doesn’t matter


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, it’s 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 I’ve never before had a game where I got 15 (!) workers
 Crazy!

That’s definitely been another fun one, looking forward to the next rematch! GG & WP!!

(I’ll wait before posting the next round for a few hours so that someone can check this turn for errors, even though I’m pretty sure everything is legit)

2 Likes

Extreme it was! Really well played :slight_smile: 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 :person_facepalming:

This game, mayyybe had i killed Max not tech 2 with void star i’d have had a few more turns but i’m happy to see two scary tech 2s in your hand so I’m reasonably happy with my decision

1 Like

I feel you about the small mistakes. I was furious about my two tric patrol errors and was just lucky that it didn’t 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 couldn’t have as easily killed neo in T2 with then NC still in the open. It’s 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 :wink: looking forward to it!

1 Like