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, , 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
→ 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
Unity
December 5, 2024, 6:08am
2
Hi @dwarddd , yeah it´s a fun format to toy around with
I take [Fire] and Law as my first decks. Red starter.
dwarddd
December 5, 2024, 10:14pm
3
Truth finesse for me, I’ll stick to ‘monocolour’
In total, [finesse]/Peace/Truth
Unity
December 6, 2024, 3:44pm
4
I´ll try [Fire]/Law/Discipline
Unity
December 6, 2024, 4:06pm
5
@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:
Squad Leader :
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
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…
dwarddd
December 6, 2024, 11:48pm
6
To you too @Unity !
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)
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
→ 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:
Squad Leader : L1 Onimaru(2/3a)
Elite :
Scavenger :
Technician :
Lookout : Helpful Turtle(1/2) healing 1, +r1
In Play:
*
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Against bloodburn, Oni pressure go brrrrr
Unity
December 7, 2024, 12:10pm
7
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:
Squad Leader : Bloodrage Ogre (3/2+1A)
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Gold:
dwarddd
December 7, 2024, 12:46pm
8
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)
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
→ 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:
Squad Leader : L1 River(2/3a)
Elite :
Scavenger :
Technician :
Lookout : Older Brother(2/2) +r1
In Play:
Helpful Turtle(1/2) healing 1
Buildings:
Base HP: 20
Economy Info:
Cards:
Gold:
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
Unity
December 7, 2024, 7:00pm
9
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:
Squad Leader : Grave Stromborne - Level 3 (3/4+1A) - Sparkshot and Readiness
Elite :
Scavenger : Nautical Dog (1/1) - Frenzy 1
Technician :
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 4
Economy Info:
Cards:
Gold:
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
dwarddd
December 8, 2024, 6:27pm
11
@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, , 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
→ 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:
Squad Leader : L3 Quince(1/4a)
Elite :
Scavenger : Mirror(0/1)
Technician :
Lookout :
In Play:
Helpful Turtle(1/1) healing 1
Nimble Fencer(3/1) (+)
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info:
Cards:
Gold:
Unity
December 9, 2024, 1:26pm
12
@dwarddd No Problem, I noticed it
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:
Squad Leader : Mad Man (1+1A)
Elite :
Scavenger :
Technician : Bigby Hayes (2/3)
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Fire)
Economy Info:
Cards:
Gold:
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.
dwarddd
December 10, 2024, 12:15am
13
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)
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
→ 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:
Squad Leader :
Elite :
Scavenger :
Technician : Mirror(0/1)
Lookout :
In Play:
Helpful Turtle(1/1) healing 1
Tenderfoot(1/1)
Nimble Fencer(2/1)
L5 Quince(1/5)
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info:
Cards:
Gold:
Unity
December 10, 2024, 10:20am
14
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:
Squad Leader : Jaina Stormborne Level 3 (2/3+1A) - Sparkshot
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Fire)
Economy Info:
Cards:
Gold:
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.
dwarddd
December 11, 2024, 6:08pm
15
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)
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
→ 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:
Squad Leader : Maestro(3/5a)
Elite :
Scavenger : Helpful Turtle(1/2) healing 1
Technician : Mirror(0/1)
Lookout : L1 River(2/3) +r1
In Play:
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5
Economy Info:
Cards:
Gold:
Thoughts
aaaand, that’s all momentum lost lol
Unity
December 11, 2024, 8:53pm
16
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:
Squad Leader : Grave Stormborne (2/3+1A)
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Bloodburn*
Molting Firebird (4/2)
Lobber (2/2)
Lobber (2/2)
Jaina Stormborne Level 4 (3/3) - Sparkshot - 1 damage to a building or patrolling unit
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 3 (Fire)
Economy Info:
Cards:
Gold:
Thoughts
It’s such a pity that I didn´t draw Hotter Fire. Tenderfoot, Turtle and Mirror would all be dead. Damn.
dwarddd
December 13, 2024, 8:24am
17
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)
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
→ 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:
Squad Leader : Older Brother(2/2a)
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Tenderfoot(1/2)
Maestro(3/3)
Helpful Turtle(1/2) healing 1
L5 River(3/2)
Buildings:
Base HP: 15
Tech I HP: 5
tech 2 broken
Tower HP: 4
Economy Info:
Cards:
Gold:
I don’t believe Turtle is a Virtuoso. He is attacking, I assume, not exhausting for 2 damage.
dwarddd
December 13, 2024, 11:04pm
19
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
Unity
December 14, 2024, 8:54am
20
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:
Squad Leader : Bloodrage Ogre (3/2+1A)
Elite :
Scavenger :
Technician :
Lookout :
In Play:
Bloodburn*
Molting Firebird (4/2)
Lobber
Jaina Stormborne Level 7 (4/3) - Sparkshot - 3 damage to building or unit
Buildings:
Base HP: 18
Tech I HP: 4
Tech II HP: 5 (Fire)
Tower HP: 4
Economy Info:
Cards:
Gold:
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.