[XCAFS24] Round4: P1 Steve44 vs P2 Bryce_The_Rice

blah blah Balance Changes blah blah blah
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.”
Garth Reduce midband stats to 2/3
Deteriorate Increase cost to 1; cannot target illusions
Lich’s Bargain Base damage increased from 4 to 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

I feel like everyone is pretty aware of the changes we’re using by now, even if not the specifics. Whatever.
Also I noticed one of the copy-pastes people were using still had lich’s bargain at 6 base damage instead of 5. I think there was another disputed change in there somewhere too. Deteriorate not targeting maybe?

But enough of that.
@Steve44 We must fight.
I will take Neutral starter (it’s just so versatile!) and Finesse. Pretty unsurprising choices I must say.

You’re probably right, everyone should know it bx now…
And yes you’re right: LB to 5 damage and Det is still targeting but cannot target illusions.

@Bryce_The_Rice Let’s start the fight! I choose Black Starter, Necro and Fire.

Hmm… better take Strength and Discipline then. It just makes sense.

My last spec is Present. [Necromancy]/Fire/Present
GLHF @Bryce_The_Rice

P1T1
StartingHand Workers

STARTING HAND
Skeletal Archery
Pestering Haunt
Sacrifice the Weak
Deteriorate
Poisonblade Rogue


WORKERS
Skeletal Archery


NextHand

Thieving Imp
Summon Skeletons
Jandra, the Negator
Graveyard
Skeleton Javelineer


Discard

Sacrifice the Weak
Deteriorate
Poisonblade Rogue


Tech card(s)
Get Paid - ($4)
Worker - ($3)
Summon Haunt
Summon Garth - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Turn 1

Hand: Tenderfoot, Granfalloon Flagbearer, Helpful Turtle, Wither, Brick Thief
Workers: Granfalloon Flagbearer

Techs


  1. Get paid (+$5, $5)
  2. Hire a worker ($4)
  3. Summon Brick Thief, your base takes 1 ($2)
  4. Summon Garus Rook ($0)
  5. Discard 3, draw 5

  • Patrol:
    :psblueshield:Squad Leader: Brick Thief (2/1+A)
    :psfist:Elite: Garus Rook (3/4)
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 0
  • Hand: 5
  • Deck: 0
  • Discard: 3

Hand

Older Brother, Timely Messenger, Fruit Ninja, Bloom, Spark

Discard

Tenderfoot, Wither, Helpful Turtle

Think

The only reason someone would float one instead of making a skeleton there is to prepare for thieving imp next turn. Jandra is also a possibility, but highly unlikely.
So I’m going to aggressively push brick thief and bank that they won’t want to spend two gold killing it or damaging garth, for fear of reprisal. (They don’t know I don’t have wither in hand.) This way, I have combat tricks coming up that I probably won’t use, but maybe I’ll just bloom rook or something.

P1T2


Tech StartingHand Workers

TECH
Lobber
Lobber


STARTING HAND
Skeleton Javelineer
Jandra, the Negator
Summon Skeletons
Graveyard
Thieving Imp


WORKERS
Skeletal Archery
Summon Skeletons


NextHand

Deteriorate
Sacrifice the Weak
Poisonblade Rogue
Skeleton Javelineer
Lobber


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Thieving Imp, discard #5 - ($2)
Tech1 - ($0)
Haunt deals 1 damage to your Base

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


Board Info:
In Patrol:

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

In Play:

  • Pestering Haunt (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
    "
Turn 2

Hand: Older Brother, Timely Messenger, Fruit Ninja, Bloom
Discard: Spark
Workers: Granfalloon Flagbearer, Fruit Ninja

Techs

Turn 2: Nimble Fencer, Nimble Fencer


  1. Discard
  2. Tech 2 cards
  3. Get paid (+$6, $6)
  4. Hire a worker ($5)
  5. Build Tech 1 ($4)
  6. Cast Bloom on Rook ($2)
  7. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Brick Thief (2/1+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Garus Rook (3/5)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 7
  • Gold: 2
  • Hand: 4
  • Deck: 5
  • Discard: 0

Hand

Wither, Helpful Turtle, Nimble Fencer, Older Brother

Discard

Think

Well, I absolutely called it. However, going offensive here seems like a bad idea. I toyed with the idea of rook killing imp, but I realised that double lobber and midband garth can simply break my tech 1, which seems pretty bad. Garth patrolling in technician heavily signals lobber here, and while I could kill garth, I don’t want to eat double lobber counter attack (again, potentially breaking my tech 1 unless I go way down on cards). Obviously hand size is a pretty major concern for me here, so I’m going to turtle up. I considered bringing in birds, but rook’s death is very possible, and I want to tech up fast, so fencers will provide good defence while letting me advance.
The other benefit of this patrol is any lobbers attacking in will die, preventing their board from growing.

P1T3


Tech StartingHand Workers

TECH
Nether Drain
Ember Sparks


STARTING HAND
Skeleton Javelineer
Deteriorate
Poisonblade Rogue
Sacrifice the Weak
Lobber


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue


NextHand

Graveyard
Sacrifice the Weak
Lobber
Jandra, the Negator


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Lobber, trades SQL - ($3)
Haunt deals 1 damage to your Tech1
Garth makes a Skeleton - ($2)
Skeleton Javelineer - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Imp (2/2+1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton Javelineer (1/1) Javelin Rune
  • :pschip: Technician: Skeleton (1/1)
  • :target: Lookout:

In Play:

  • :exhaust: Pestering Haunt (1/1)
  • Garth (1/3) L1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

I can kill Rook, but I think it’s too expensive and I don’t have enough defense… He has 8 gold next turn and probably Nimble Fencers…

"

Turn 3

Hand: Wither, Helpful Turtle, Nimble Fencer, Older Brother
Workers: Granfalloon Flagbearer, Fruit Ninja, Wither

Techs

Turn 2: Nimble Fencer, Nimble Fencer
Turn 3: Star-Crossed Starlet, Leaping Lizard


  1. Tech 2 cards
  2. Get paid (+$7, $9)
  3. Hire a worker ($8)
  4. Build Tech 2 Finesse ($4)
  5. Summon Nimble Fencer ($2)
  6. Summon Older Brother ($0)
  7. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Nimble Fencer (2/3+A)
    :psfist:Elite:
    :ps_:Scavenger: Garus Rook (3/5)
    :pschip:Technician: Older Brother (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 4
    Tech 2: 5
  • Units/Heroes:
  • Base: 19
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 3
  • Deck: 2
  • Discard: 4

Hand

Spark, Timely Messenger, Bloom

Discard

Star-Crossed Starlet, Leaping Lizard, Brick Thief, Helpful Turtle

Think

Hmm, the lobber as I suspected, and there will surely be another. I don’t think any of my tech 2s are super good vs present (what is?) but finesse is still good. The bad news is they might have already teched their tech 2s and could be drawing into them next turn, which could spell disaster for me.
If they don’t kill rook, I’m probably maxbanding him. If they do, it costs them board. Either way I think I’m ok.

P1T4


Tech StartingHand Workers

TECH
Tricycloid
Immortal


STARTING HAND
Jandra, the Negator
Lobber
Graveyard
Sacrifice the Weak


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator


NextHand

Nether Drain
Ember Sparks
Lobber
Deteriorate


Discard

Sacrifice the Weak
Graveyard
Tricycloid
Immortal


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech2 - ($3)
Lobber deals 1 damage to your Tech2 - ($1)
Haunt deals 1 damage to your Tech2
Garth makes a Skeleton - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton 1 (1/1+1A)
  • :psfist: Elite: Imp (2+1/2)
  • :ps_: Scavenger: Skeleton 2 (1/1)
  • :pschip: Technician: Skeleton Javelineer (1/1) Javelin Rune
  • :target: Lookout:

In Play:

  • :exhaust: Pestering Haunt (1/1)
  • Garth (1/3) L1
  • :exhaust:Lobber (2/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
    "
Turn 4

Hand: Spark, Timely Messenger, Bloom
Workers: Granfalloon Flagbearer, Fruit Ninja, Wither, Spark

Techs

Turn 2: Nimble Fencer, Nimble Fencer
Turn 3: Star-Crossed Starlet, Leaping Lizard
Turn 4: Grounded Guide, Maestro


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Hire a worker ($7)
  4. Maxband Rook ($0)
  5. Fencer kills Squad Leader
  6. Discard 2, draw 2, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Older Brother (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Garus Rook lvl 8 (5/7)
    :target:Lookout:

  • Buildings:
    Tech 1: 4
    Tech 2: 3
  • Units/Heroes:
    Nimble Fencer (2/2)
  • Base: 19
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 6
  • Discard: 0

Hand

Nimble Fencer, Tenderfoot, Maestro, Grounded Guide

Discard

Think

Yep, present of course. They’re building up their board quite well, and I have tech 2s incoming. They can easily kill my tech 2 with tricycloid, which is a little annoying. I will probably need a heroes’ hall I imagine.
Maxband Rook to keep any pesky hyperions out of play. Indirect damage only for you!

P1T5
Tech StartingHand Workers

TECH
Hyperion
Temporal Distortion


STARTING HAND
Lobber
Nether Drain
Deteriorate
Ember Sparks


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Deteriorate


NextHand

Immortal
Graveyard
Hyperion
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Cast Nether Drain: Rook loses 2 Levels, 2 Levels to Garth - ($6)
Skeleton Javelineer throws his javelin and destroys brothers amor
1 Level to Garth, kills brother, takes 2 damage - ($5)
Garth to L7, heals all damage, Tricycloid arrives from my discard - ($2)
Summon Max Geiger - ($0)
Imp and Skeleton run into Rook for 3 damage
Tricycloid shoots Rook down, you draw, 2 Levels to Max
Lobber and Haunt break your Tech2, 2 damage to your base

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (3/3+1A) no ammo
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Max Geiger (2/4) L3, Sparkshot
  • :target: Lookout:

In Play:

  • :exhaust: Pestering Haunt (1/1)
  • :exhaust: Garth (3/4) L7
  • :exhaust:Lobber (2/2)
  • :exhaust: Skeleton Javelineer (1/1) no javelin

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Nether Drain is so important against Rook! Should I tech Death Rites or not…I think Hyperion and TD gives me more options, especially if he plays with heroes.

2 Likes

I did not expect a preteched nether drain…


Turn 5

Hand: Nimble Fencer, Tenderfoot, Maestro, Grounded Guide, Star-Crossed Starlet
Workers: Granfalloon Flagbearer, Fruit Ninja, Wither, Spark

Techs

Turn 2: Nimble Fencer, Nimble Fencer
Turn 3: Star-Crossed Starlet, Leaping Lizard
Turn 4: Grounded Guide, Maestro
Turn 5: Star-Crossed Starlet, Reversal


  1. Technician draw
  2. Tech 2 cards
  3. Get paid (+$9, $9)
  4. Rebuild Tech 2 ($9)
  5. Build Heroes’ Hall ($7)
  6. Summon Nimble Fencer ($5)
  7. Summon Star-Crossed Starlet ($3)
  8. Summon Tenderfoot ($2)
  9. Summon Grave Stormborne ($0)
  10. Starlet and Tenderfoot kill Tricycloid
  11. Fencers kill Geiger, you draw, Grave midbands
  12. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Grave Stormborne lvl 3 (3/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 4
    Tech 2: 5
    Heroes’ Hall: 4
  • Units/Heroes:
    Nimble Fencer (2/1)
  • Base: 17
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 4
  • Deck: 1
  • Discard: 8

Hand

Helpful Turtle, TImely Messenger, Leaping Lizard, Brick Thief

Discard

Nimble Fencer, Star-Crossed Starlet, Star-Crossed Starlet, Reversal, Tenderfoot, Older Brother, Grounded Guide, Maestro

Think

I hate hate HATE present so much. And Garth. Present just has such stupidly efficient bodies, and a combination of direct or indirect damage that you can use ON A WHIM. I hate it! And so card efficient, it even draws you more cards! I honestly think we could remove the card draw from hyperion and it would still be worth the cost, because of TD. Absolutely ludicrous. Busted spec.
… anyway yeah I’m about to lose. Present got to tech 2, you lose the game. Yay.

1 Like

I teched Nether Drain already in turn 3. I’m afraid of Rooks Two Lives…

P1T6
Tech StartingHand Workers

TECH
Ember Sparks
Temporal Distortion


STARTING HAND
Sacrifice the Weak
Graveyard
Immortal
Hyperion
Lobber
Ember Sparks


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Deteriorate
Graveyard


NextHand

Temporal Distortion
Ember Sparks
Pestering Haunt
Nether Drain
Thieving Imp


Technician draw
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Hyperion attacks Grave, takes 3 damage, I draw a card - ($3)
Skeleton Javelineer trades Grave, Levels fizzle
Garth and Lobber destroy your Tech2, 2 damage to your base
Lobber, deals 2 damage to your Tech1 - ($2)
Garth makes a Skeleton - ($1)
Haunt trades Fencer

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


Board Info:
In Patrol:

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

In Play:

  • :exhaust: Garth (3/4) L7
  • :exhaust:Lobber (2/2) Haste
  • :exhaust: Hyperion (4/2) Haste, Attacks: draw a card
  • :exhaust: Lobber (2/2) Haste

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

I need Max next turn so I can’t summon Jaina this turn because I’m not sure if a suicide is possible next turn. I think a Lobber and 2 damage to T1 is the better way. He has no Fencers next turn so I think a Skeleton as SQL protects my board. TD with Hyperion next turn will give me the possibility for a double Tech break, hopefully…

Seems like you paid 2 for the new lobber if I’m not mistaken

Thank you, I fixed it.

Turn 6

Hand: Helpful Turtle, Timely Messenger, Leaping Lizard, Brick Thief
Workers: Granfalloon Flagbearer, Fruit Ninja, Wither, Spark, Timely Messenger

Techs

Turn 2: Nimble Fencer, Nimble Fencer
Turn 3: Star-Crossed Starlet, Leaping Lizard
Turn 4: Grounded Guide, Maestro
Turn 5: Star-Crossed Starlet, Reversal
Turn 6: Blademaster, Discord


  1. Tech 2 cards
  2. Get paid (+$9, $9)
  3. Rebuild Tech 2 ($9)
  4. Hire a worker ($8)
  5. Summon Brick Thief, damage your Tech 2, heal my Tech 1 ($6)
  6. Summon Helpful Turtle ($4)
  7. Summon Garus Rook ($2)
  8. Summon River Montoya ($0)
  9. Discard 1, draw 1, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Brick Thief (2/1+A)
    :psfist:Elite: Helpful Turtle (2/2)
    :ps_:Scavenger: River Montoya (2/3)
    :pschip:Technician: Garus Rook (2/4)
    :target:Lookout:

  • Buildings:
    Tech 1: 3
    Tech 2: 5
    Heroes’ Hall: 4
  • Units/Heroes:
  • Base: 15
  • Other:

Economy:

  • Workers: 10
  • Gold: 0
  • Hand: 3
  • Deck: 10
  • Discard: 0

Hand

Bloom, Nimble Fencer, Star-Crossed Starlet

Discard

Think

And while hyperion is busy replacing their cards, I have to play down on cards to try and defend, and I can’t even use rook because of nether drain.
You know nether drain is getting nerfed in codex 2 to cost 2 and only steal 1 level? Good change, in my opinion. Although rook is getting nerfed too, so y’know.
Whatever. I lose to present every time, always. The only thing I’ve found that beats present is kidnapping.

P1T7
StartingHand Workers

STARTING HAND
Temporal Distortion
Thieving Imp
Nether Drain
Ember Sparks
Pestering Haunt
Ember Sparks
Sacrifice the Weak


WORKERS
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Deteriorate
Graveyard
Thieving Imp


NextHand

Skeleton Javelineer
Immortal
Tricycloid
Sacrifice the Weak
Temporal Distortion


Tech 0 card(s)
Get Paid+float - ($11)
Worker - ($10)
Summon Max Geiger - ($8)
TD Hyperion back to my hand, Tricycloid arrives - ($6)
Tric kills SQL with 2 shots
Lobber trades with Turtel
Garth kills River, takes 2 damage, you get 1 gold, 2 Levels to Max
Hyperion, kills Rook, takes 2 damage, you and I draw 1 card, Geiger to Max Level, trash Hyperion and return it to play - ($1)
Hyperion and Skeleton breaks your Tech2, I draw, 2 damage to your base
Lobber and Trics last shot breaks your Tech1, 2 damage to your base
Garth makes a Skeleton - ($0)
Summon Pestering Haunt

Float ($0)
Discard 4, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (3/3+1A) no ammo
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1+1A)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • :exhaust: Garth (3/2) L7
  • :exhaust:Lobber (2/2) Haste
  • :exhaust: Hyperion (4/5) Haste, Attacks: draw a card
  • :exhaust: Skeleton (1/1)
  • Pestering Haunt (1/1) unstoppable
  • Max Geiger (3/4) L5

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

I assume you switch these two as thief has resist