[XCAFS24] Round2: P1 Unity vs P2 dwarddd

Hi @Unity , I’m really enjoying this format as (as @thehug0naut said) I get to try new decks and it doesn’t even mean I’ll get to play less if it goes badly.
GL HF

I’ll choose Peace with a Finesse starter.

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
2 Likes

Hi @dwarddd, yeah it´s a fun format to toy around with :slightly_smiling_face:

I take [Fire] and Law as my first decks. Red starter.

Truth finesse for me, I’ll stick to ‘monocolour’

In total, [finesse]/Peace/Truth

I´ll try [Fire]/Law/Discipline

@dwarddd GLHF!

P1T1


StartingHand Workers

STARTING HAND
Scorch
Nautical Dog
Bloodburn
Careless Musketeer
Pillage


WORKERS
Scorch


NextHand

Bloodrage Ogre
Mad Man
Charge
Bombaster
Makeshift Rambaster


Discard

Careless Musketeer
Pillage
Nautical Dog


Tech card(s)
Get Paid - ($4)
Worker - ($3)
Bloodburn - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :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

Play Musketeer or Nautical Dog and wait for Wither? Hmmm, strange opening hand. And I´m not that familiar with red. Let´s see…

To you too @Unity!

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
Bloom
Helpful Turtle
Granfalloon Flagbearer
Spark
Timely Messenger


WORKERS
Spark


NextHand

Older Brother
Brick Thief
Fruit Ninja
Wither
Tenderfoot


Discard

Timely Messenger
Bloom
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Oni - ($2)
helpful turtle - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Onimaru(2/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Helpful Turtle(1/2) healing 1, +r1

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Against bloodburn, Oni pressure go brrrrr

P1T2


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Charge
Mad Man
Bombaster
Bloodrage Ogre
Makeshift Rambaster


WORKERS
Scorch
Makeshift Rambaster


NextHand

Nautical Dog
Charge
Lobber
Lobber
Bombaster


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Bloodrage Ogre - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
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
Nimble Fencer
Nimble Fencer


STARTING HAND
Tenderfoot
Brick Thief
Wither
Fruit Ninja
Older Brother


WORKERS
Spark
Fruit Ninja


NextHand

Bloom
Granfalloon Flagbearer
Nimble Fencer
Brick Thief
Wither


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Oni trades brogre, BB gets rune
turtle hits your tech 1 for 1 dmg
River - ($2)
Older Brother - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 River(2/3a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Older Brother(2/2) +r1

In Play:

  • Helpful Turtle(1/2) healing 1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

okay, good trade, great pressure, just gotta think of options for techs

I really wanted to do smth fun but I’m unsure what; with the Peace nerf garrison + fencers is less cool. Perhaps I shall try to do a general’s hammer for 2 at some point in this game and call that a win for trying something new (not sure I’ve ever played it except maybe as a final turn to finish a base… It goes well with a maestro+virtuoso 2dmg and also Oni in general is a good money sink for my maestro saved money

P1T3


Tech StartingHand Workers

TECH
Molting Firebird
Hotter Fire


STARTING HAND
Nautical Dog
Bombaster
Lobber
Lobber
Charge


WORKERS
Scorch
Makeshift Rambaster
Bombaster


NextHand

Careless Musketeer
Mad Man
Pillage


Discard

Bloodrage Ogre
Lobber
Lobber
Charge
Molting Firebird
Hotter Fire


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grave Stromborne - ($3)
Lobber - ($2)
Lobber - ($1)
Nautical Dog - ($0)
2 Lobbers kill River, Stormborne to level 3, 2 runes to Bloodburn
Bloodburn deals 1 damage to your Base

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave Stromborne - Level 3 (3/4+1A) - Sparkshot and Readiness
  • :psfist: Elite:
  • :ps_: Scavenger: Nautical Dog (1/1) - Frenzy 1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

2 Lobbers was a great draw this time. What to expect? Nimble Fencers? Grave on Level 3 would give them something to solve. If I kill River he can only bring Sirus Quince next turn.

Make sure to list your tech 1.

1 Like

@Unity happy to move that base ping onto my tech 1 if you hadnt noticed that i built it because i forgot to write it its health!

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
Maestro
Maestro


STARTING HAND
Bloom
Brick Thief
Wither
Granfalloon Flagbearer
Nimble Fencer


WORKERS
Spark
Fruit Ninja
Granfalloon Flagbearer


NextHand

Tenderfoot
Timely Messenger
Nimble Fencer
Bloom


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Quince - ($4)
nimble fencer - ($2)
bloom fencer - ($0)
fencer hits grave and older brother trades, quince midbands
turtle kills nautical dog

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Quince(1/4a)
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror(0/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Helpful Turtle(1/1) healing 1
  • Nimble Fencer(3/1) (+)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

@dwarddd No Problem, I noticed it :wink:

P1T4


Tech StartingHand Workers

TECH
Hotter Fire
Fire Dart


STARTING HAND
Careless Musketeer
Mad Man
Pillage


WORKERS
Scorch
Makeshift Rambaster
Bombaster
Careless Musketeer


NextHand

Charge
Molting Firebird
Hotter Fire


Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker - ($7)
Bloodburn uses 2 of its 3 Blood runes, kills your Fencer and gains 1 Blood rune.
Bigby Hayes - ($5)
Tech II - ($1)
Mad Man - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mad Man (1+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bigby Hayes (2/3)
  • :target: Lookout:

In Play:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Potential Mind Control. Try to counter with Flame Arrow or focus on units and tech a Doubleshot Archer? But Flame Arrow is expensive. Tough call. Bigby to Elite or Technician? Another tough call.

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
Grounded Guide
Leaping Lizard


STARTING HAND
Tenderfoot
Nimble Fencer
Timely Messenger
Bloom


WORKERS
Spark
Fruit Ninja
Granfalloon Flagbearer
Bloom


NextHand

Wither
Brick Thief
Maestro


Discard

Nimble Fencer(3/1) (+)
Timely Messenger
Grounded Guide
Leaping Lizard


Tech 2 card(s)
Get Paid, turt heals himself - ($8)
Worker - ($7)
nimble fencer - ($5)
tenderfoot - ($4)
tenderfoot and turt kill madman
fencer and quince kill bigby, quince maxbands
tech 2 finesse - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Mirror(0/1)
  • :target: Lookout:

In Play:

  • Helpful Turtle(1/1) healing 1
  • Tenderfoot(1/1)
  • Nimble Fencer(2/1)
  • L5 Quince(1/5)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

P1T5


Tech StartingHand Workers

TECH
Firehouse
Firehouse


STARTING HAND
Hotter Fire
Molting Firebird
Charge
Pillage


WORKERS
Scorch
Makeshift Rambaster
Bombaster
Careless Musketeer


NextHand

Lobber
Nautical Dog
Lobber
Fire Dart


Discard

Mad Man
Charge
Pillage
Hotter Fire
Firehouse
Firehouse


Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Draw 1 Technician card
Jaina Stormborne - ($6)
Molting Firebird with Charge - ($0)
Firebird kills Quince, Jaina to Level 3
Bloodburn uses 2 of its 3 runes, kills your Fencer and gains 1 Blood rune.

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Jaina Stormborne Level 3 (2/3+1A) - Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Getting into the hot phase. Literally. Sirus Quince or Tech II? Both Fencers are out. If I destroy his Tech II I also destroy all of his units. Tempting. But he’ll draw a card and I guess Sirus Quince poses the bigger threat.

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
Leaping Lizard
General’s Hammer


STARTING HAND
Brick Thief
Wither
Maestro


WORKERS
Spark
Fruit Ninja
Granfalloon Flagbearer
Bloom
Brick Thief


NextHand

Maestro
Grounded Guide
Older Brother(2/2)


Tech 2 card(s)
Get Paid, healll - ($9)
Worker - ($8)
Maestro - ($5)
Tower - ($2)
River - ($0)
tap tenderfoot, 2dmg to your tech 2

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Maestro(3/5a)
  • :psfist: Elite:
  • :ps_: Scavenger: Helpful Turtle(1/2) healing 1
  • :pschip: Technician: Mirror(0/1)
  • :target: Lookout: L1 River(2/3) +r1

In Play:

  • Tenderfoot(1/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

aaaand, that’s all momentum lost lol

P1T6


Tech StartingHand Workers

TECH
Cinderblast Dragon
Cinderblast Dragon


STARTING HAND
Nautical Dog
Lobber
Fire Dart
Lobber


WORKERS
Scorch
Makeshift Rambaster
Bombaster
Careless Musketeer
Nautical Dog


NextHand

Hotter Fire
Bloodrage Ogre


Discard

Mad Man
Charge
Pillage
Hotter Fire
Firehouse
Firehouse
Fire Dart
Cinderblast Dragon
Cinderblast Dragon


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Jaina to Level 4. Jaina and Firebird destroy your Tech II. 2 Damage to your Base. - ($6)
One damage to your units and hero, Mirror dies, you draw a card. 1 Blood rune to Bloodburn.
Lobber - ($5)
Lobber - ($4)
Firedart on your Tech I - ($2)
Lobbers and Bloodburn destroy your Tech I. 2 Damage to your Base.
Grave Stormborne - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave Stormborne (2/3+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • :exhaust: Bloodburn*
  • :exhaust: Molting Firebird (4/2)
  • :exhaust: Lobber (2/2)
  • :exhaust: Lobber (2/2)
  • :exhaust: Jaina Stormborne Level 4 (3/3) - Sparkshot - :exhaust: 1 damage to a building or patrolling unit

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 3 (Fire)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

It’s such a pity that I didn´t draw Hotter Fire. Tenderfoot, Turtle and Mirror would all be dead. Damn.

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
Free Speech
General’s Hammer


STARTING HAND
Older Brother(2/2)
Maestro
Grounded Guide
General’s Hammer


WORKERS
Spark
Fruit Ninja
Granfalloon Flagbearer
Bloom
Brick Thief


NextHand

Nimble Fencer(2/1)
Timely Messenger
Leaping Lizard
Nimble Fencer(3/1) (+)
Leaping Lizard


Discard

Grounded Guide
General’s Hammer
Maestro
Free Speech
General’s Hammer


Tech 2 card(s)
Get Paid - ($10)
maxband river - ($6)
maestro and river kill grave, both take 2
turtle and tenderfoot tapping destroy tech 2
older brother - ($5)

Float ($5)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Tenderfoot(1/2)
  • Maestro(3/3)
  • Helpful Turtle(1/2) healing 1
  • L5 River(3/2)

Buildings:

  • :heart: Base HP: 15
  • :heart: Tech I HP: 5
  • tech 2 broken
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 5
  • Workers: 10

I don’t believe Turtle is a Virtuoso. He is attacking, I assume, not exhausting for 2 damage.

Sorry:
Turtle, and [tenderfoot tapping], destroy tech 2

Mm still questionable wording at best, but yeah you get the idea - tech 2 only has 3hp

1 Like

P1T7


Tech StartingHand Workers

TECH
Ember Sparks
Fire Dart


STARTING HAND
Bloodrage Ogre
Hotter Fire


WORKERS
Scorch
Makeshift Rambaster
Bombaster
Careless Musketeer
Nautical Dog


NextHand

Cinderblast Dragon
Fire Dart
Firehouse


Tech 2 card(s)
Get Paid - ($9)
Skip Worker
Repair Tech II
Jaina to Level 7 - ($6)
Jaina and Lobber destroy your Tower. 2 Damage to your Base.
Lobber attacks your Squad Leader an dies. 1 Blood rune to Bloodburn.
Bird and Bloodburn destroy your Tech I. 2 Damage to your Base. Your Squad Leader dies. 1 Blood rune to Bloodburn.
Bloodrage Ogre - ($4)
Build Tower - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • :exhaust: Bloodburn*
  • :exhaust: Molting Firebird (4/2)
  • :exhaust: Lobber
  • :exhaust: Jaina Stormborne Level 7 (4/3) - Sparkshot - :exhaust: 3 damage to building or unit

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

If I knew that he teched Wither, I could take out his Maestro and ignore his Tower this round. But if he still has Wither: I must not lose my bird so I have to destroy his Tower otherwise 1 Wither will kill it. Tech I has to go, if his Fencers come into play, I´m finished. The whole game is hanging by a thread.