[XCAFS24] Round6: P1 dwarddd vs P2 thehug0naut

Well met @dwarddd

I shall kick off with Neutral Starter and Feral

Hello! Geez I’m already scared of Calamandra and we haven’t even started playing yet

Nice though, I’ll start out with [Anarchy]/Ninjutsu

Thoughts because I've actually been curious about other people's while drafting and so figured I should start first

I’ve never played inverse power ninja before. Red start and Zane should leave some line to having a relatively empty board on T3

my experience

I’ve tested them quite often against moby. In theory ipn is amazing for stalling until firehouse or a hero based strategy can win you the game. In practice they were absolutely underwhelming. Yes I had quite some games where they allowed for awesome trades which in the end provided me with the basis for wins. But they have two big disadvantages:
1.a If you don’t have the perfect split in t3, an ipn based strategy is way more vulnerable than a normal strategy. A whiff in t3 then typically is directly game over, also drawing both in p1t3 is very bad.
1.b many times I did rely on them entering my next cycle but was forced to leave them on the table with damage already on them and then my plan for a proper defense was just non-existent anymore.
2. The best counter to ipn is to build more board. Then ipn can typically not really attack while also just relying on the two ipn and nothing else at some point becomes too dangerous. So you’ll have to play additional units or heros and at this point typically two damage points it enough to get rid of a 3g unit, which then many times will not result in good trades for you.

Also please do consider to share these thoughts with Hugo as it feels unfair to give you additional information in front of the match which is withheld from him. While at the same time it does not really provide you with an edge.

1 Like

@thehug0naut feel free to read Zango’s details :slight_smile: Still don’t read mine till after the match if you’d be so kind

2 Likes

Had a read of @zango’s and will be interested to come back and read your thoughts after @dwarddd

I’ll choose Finesse and Balance, for a final codex of [Finesse]/Feral/Balance

Thoughts

Nothing too surprising here. Neutral + Calamandra is a great baseline for early game. vs Red starter with Anarchy I need to have some haste of my own hence Finesse and Balance is the best anti-haste outside of Blue. Some great interactions between Tech Is and Finesse and Balance Tech IIs and spells, and of course monocolour for early gold efficiency. Only thing I’m lacking is a specific anti-hero option; but my access to haste, deathtouch and my own strong heroes should suffice.

I did consider monogreen with neutral starter but the lack of haste and lack of Tech 0 chump spam didn’t seem like it would be as fun to pilot

2 Likes

I’ll finish up with Law for [Anarchy]/Ninjustu/Law

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

P1T1


StartingHand Workers

STARTING HAND
Bloodburn
Careless Musketeer
Pillage
Bombaster
Makeshift Rambaster


WORKERS
Careless Musketeer


NextHand

Nautical Dog
Mad Man
Bloodrage Ogre
Scorch
Charge


Discard

Pillage
Bloodburn
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bombaster - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster(2/2a)
  • :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: 1
  • Workers: 5
Thoughts

t3 anarchy is the plan, how we get there who knows. I almost took Truth for free speech but decided neutral starter had too much targeting to make Hound effective stalling. Loose plan is detonate first, Injunction on next cycle and tech 3. Need to be wary of Basilisk if i go Ninja

Idk what im doing

Ehm, it seems like your last spec draft is missing :wink:

1 Like

P2T1


StartingHand Workers

STARTING HAND

Bloom
Timely Messenger
Fruit Ninja → Worker
Wither
Tenderfoot


WORKERS

Fruit Ninja


NextHand

Brick Thief
Older Brother
Granfalloon Flagbearer
Helpful Turtle
Spark


Discard

Bloom
Timely Messenger
Wither
Tenderfoot


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Calamandra - ($2)
Bloom Calamandra - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Calamandra Moss 3/4A [+]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Cala+Bloom and patrol in SQL makes for a 3/5.

Assuming he’s going to Tech up his 6g reduces to 3g which is enough for a hero plus a 1 drop. He absolutely can trade all of that to kill buffed Cala but he’ll have spent 5g to kill 4g and it gives me some initiative for building board, so I think I’m ok with that line.

If he skips Tech I he could get free levels off of Cala with Zane + Dog + Charge but it still doesn’t seem super worth it for him, other than getting rid of Calamandra of course. I guess aggro with Zane and sharks could be decent after that but it seems pretty all in.

I think I play the chonk and see how he responds. My split isn’t the best for anything else anyway.

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

P1T2


Tech StartingHand Workers

TECH
Inverse Power Ninja
Gunpoint Taxman


STARTING HAND
Mad Man
Nautical Dog
Charge
Scorch
Bloodrage Ogre


WORKERS
Careless Musketeer
Scorch


NextHand

Nautical Dog
Pillage
Bombaster(2/2a)
Inverse Power Ninja
Bloodburn


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 - ($3)
zane - ($1)
madman - ($0)
my board trades with cala (zane last)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :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: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

t3 anarchy is the plan, how we get there who knows

P2T2


Tech StartingHand Workers

TECH

Tiny Basilisk
Tiny Basilisk


STARTING HAND

Granfalloon Flagbearer → Worker
Helpful Turtle
Brick Thief
Spark
Older Brother


WORKERS

Fruit Ninja
Granfalloon Flagbearer


NextHand

Bloom
Tenderfoot
Brick Thief
Tiny Basilisk
Timely Messenger


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Brother - ($2)

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother 2/2A
  • :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: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
Thoughts

I strongly suspect IPN here, which is great if he plans on trading his other units away and it makes for a very scary combo with Chaos Mirror. The obvious answer to that is Tiny Basilisk, but I need to remember that it won’t stop his Tech 0s from getting to my back line.

I could commit to River or Midori but I think I prefer keeping my options open to see what he does here. Having a hero out vs a 6/6 doesn’t seem ideal.

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

P1T3


Tech StartingHand Workers

TECH
Steam Tank
Marauder


STARTING HAND
Pillage
Nautical Dog
Bombaster(2/2a)
Bloodburn
Inverse Power Ninja


WORKERS
Careless Musketeer
Scorch
Bloodburn


NextHand

Makeshift Rambaster
Bloodrage Ogre
Mad Man
Gunpoint Taxman


Discard

Pillage
Nautical Dog
Steam Tank
Marauder


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
IPN - ($2)
Bombaster - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Inverse Power Ninja(5/5a) loner, max 6/6
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bombaster(2/2)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

i knew should have followed hunch and teched tax Collector, but im also confused at no hero lol

@thehug0naut friendly lil poke

2 Likes

Sorry for the slight delay, much thinking was required here and I had a load of stuff on the last two days.

P2T3


Tech StartingHand Workers

TECH

Fairie Dragon
Fairie Dragon


STARTING HAND

Timely Messenger
Tiny Basilisk
Bloom
Brick Thief
Tenderfoot → Worker


WORKERS

Fruit Ninja
Granfalloon Flagbearer
Tenderfoot


NextHand

Spark
Tiny Basilisk
Wither
Helpful Turtle
Brick Thief


Tech 2 card(s)
Get Paid + Float - ($9)
Worker - ($8)
Tech II Balance - ($4)
Tiny Basilisk - ($2)
Calamandra - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk 1/2A [Deathtouch, No combat with Tech 0]
  • :psfist: Elite:
  • :ps_: Scavenger: Older Brother 2/2
  • :pschip: Technician: L1 Calamandra Moss 2/3
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

And there’s the IPN. I’m definitely playing Tiny B now here do I tech up and play a hero (almost certainly Cala) so I get the reshuffle (hoping for a 40% chance of a Tech II)? Or do I delay Tech II, play an extra card and attempt to load my deck for a better quality Tech II reshuffle? Also what’s my best patrol given the various ways he can interact or bypass my Basilisk?

I’m a bit worried about Hidden Ninja, which would let him draw a card, then trade Bombaster and have a hasty 5/5 to break a tech building. I can’t even stop it with a Tower or with a low attack patroller as he would have 2x Stealthy units and Bombaster can sacrifice. It would be awful to delay teching up and have my Tech I broken so I best avoid that outcome. I’ll also need to get Cala back in play to threaten a counter attack if he just ignores my patrol.

Outside of HN, Chaos Mirror is also pretty disruptive. He can use it to sneak IPN’s 6 attack past my Tiny B with Bombaster or a 1g Mad Man. It means if I put Tiny B in SQL I need 2x patrollers to stave of a potential Tech Break, assuming he’s happy to go down in cards. I think I’ll just have to accept the loss of Cala to keep my Tech II in that line. She needs to be in Techn just in case.

I’m assuming no sharks as that would mean skipping a worker and he’d need to suicide Zane into the Tiny B (assuming SQL) to let IPN break my Tech II. It’s definitely possible but it seems poor value for him unless I’m missing something. SotF also doesn’t seem great vs Tiny B as he’d need midband Sets to attack safely and then once again he can’t worker.

So what can I conclude after all of that analysis?

I definitely want to tech up, as HN would let him tech break no matter my patrol and a Tech I loss pre-Tech II would be pretty catastrophic. Tiny B in SQL probably makes it maximally annoying to deal with, even if he goes all in with Sharks, and outside of the HN line it mostly gates off IPN from my Tech II. Then Cala on Techn and Brother on Scav gives me the best threat/econ potential to bounce back even if I’m hit hard (I need that scav gold to Maxband Calamandra and get a Tiger into play).

Tech plan wise it has to be Balance vs his deck. Fairie Dragons are so multipurpose and he needs GPT for anti-air, Mimic is also such a great combo piece and Zane punish. All three heroes have really useful spells for this matchup, so I’m ready to react as I need to. Worker wise, I think Tenderfoot isn’t as good in this build, as Nimble Fencers will only really be a way to supplement my deck with more Haste, it is still a very good value card but with lots of 4 attack things both Bloom and Brick Thief seem much more impactful to the board state so I’d prefer to keep both around. Spark and Turtle are probably my preferred remaining workers after that, will just need to see how my deck lines up.

1 Like

Np! Just was on the edge of my seat wanting to see your turn

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

P1T4


Tech StartingHand Workers

TECH
Disguised Monkey
Injunction


STARTING HAND
Makeshift Rambaster
Gunpoint Taxman
Mad Man
Bloodrage Ogre


WORKERS
Careless Musketeer
Scorch
Bloodburn
Bloodrage Ogre


NextHand

Disguised Monkey
Pillage
Bombaster(2/2)
Charge


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
bombaster trades brother
GPT - ($4)
tech 2 anarchy - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman(3/3a)
  • :psfist: Elite:
  • :ps_: Scavenger: Inverse Power Ninja(5/5) loner, max 6/6
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
1 Like

P2T4


Tech StartingHand Workers

TECH

Wandering Mimic
Nimble Fencer


STARTING HAND

Wither
Helpful Turtle → Worker
Spark
Tiny Basilisk
Brick Thief


WORKERS

Fruit Ninja
Granfalloon Flagbearer
Tenderfoot
Helpful Turtle


NextHand

Timely Messenger
Bloom
Fairie Dragon
Fairie Dragon
Spark


Tech 2 card(s)
Get Paid + Scav - ($9)
Worker - ($8)
Spark GPT - ($7)
Midband Calamandra, kills GPT, takes 3 - ($5)
Basilisk trades IPN, you gain 1g
Maxband Calamandra - ($3)
Midori - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Master Midori 2/3A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/5 [My units have Resist 1]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I have a tech break line here but it takes my hand size way down to use Cala stealth and Brick Thief while workering. It also leaves him with IPN which kind of gives me the fear for a tech break in return.

Statsically he will mostly have starter cards in hand; if I did my maths right that’s a 12% chance of no teched cards, 48% chance of 1, 36% chance of 2 and only a 4% chance of 3. I’m pretty sure he will have 2x spells (Sharks/Chaos Mirror/HN most likely) and 2x units (Monkey/Lizzo/Steam Tank most likely) so while I might lose my tech II, I should have a good chance of keeping it when he draws average-low or at least of keeping some threat to hit back with if he draws well.

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

P1T5


Tech StartingHand Workers

TECH
Judgment Day
Surprise Attack


STARTING HAND
Charge
Disguised Monkey
Pillage
Bombaster(2/2)


WORKERS
Careless Musketeer
Scorch
Bloodburn
Bloodrage Ogre
Bombaster(2/2)


NextHand

Makeshift Rambaster
Marauder
Mad Man


Discard

Gunpoint Taxman(3/3a)
Inverse Power Ninja(5/5) loner, max 6/6
Pillage
Charge
Judgment Day
Surprise Attack


Tech 2 card(s)
Get Paid + scav - ($9)
Disguised monkey, hits Midori - ($7)
Zane + maxband - ($0)
Zane maxband moves midori to scav and kills, we both get gold - ($1)
Pillage, your scav gold gone, 1 dmg to ur base
worker - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L6 Zane(4/4a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Disguised Monkey(3/1) haste

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9

P2T5


Tech StartingHand Workers

TECH

Wandering Mimic
Nimble Fencer


STARTING HAND

Fairie Dragon
Fairie Dragon
Timely Messenger
Bloom
Spark


WORKERS

Fruit Ninja
Granfalloon Flagbearer
Tenderfoot
Helpful Turtle


NextHand

Tiny Basilisk
Tiny Basilisk
Wandering Mimic
Nimble Fencer
Older Brother


Discard

Spark
Wandering Mimic
Nimble Fencer
Fairie Dragon
Bloom
Timely Messenger


Tech 2 card(s)
Get Paid + float - ($10)
Skip Worker
River - ($8)
Spark Zane, Calamandra kills, takes 4, River to midband - ($7)
Fairie Dragon, Feather Rune to Monkey, dies - ($3)
Tower - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 River Montoya 2/4A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/1 [My units have Resist 1]
  • Fairie Dragon 4/2 [Flying]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Two lines seem of interest to me:

Bloom Cala, Discardx2 for Stealth, break his Tech II, Dragon Feathers Monkey to death and River patrolling. Can’t really worker so midband River seems the right move to shore up my patrol vs Zane. He can’t trade him at that point without getting to Calamandra, casting Max Anarchy or some weird play with Chaos Mirror. That lets me punish Haste in play with a Mimic if I can draw one. The biggest downside is my hand is only 3 so I have a less than 50% chance of drawing that Mimic. I also need to worry about Zane spells like sharks etc.

Alternatively, I can Spark Zane and kill with Cala, catching the free levels with River, play Dragon as before and then build a Tower. Once again I don’t worker but I’m at five cards and midband River + Tower should take away much of Anarchy’s ability to get at my back line. He’ll need to play multiple cards to use up the tower and get at my back line. Given he’s already down at 3 cards that’s a pretty steep ask.

In the latter, between Calamandra Stealth and even just moderate draw luck I should have a Tech break available (71% chance of Brick Thief in hand, 47% chance of both Mimic and Fencer) where as the former has a fair risk of having not very much to do the turn after given the low hand size (43% and 23% respectively) and while I could use that tech advantage to get to Tech III I’m just not quite convinced that giving him a turn to get back into it seems right.

1 Like
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

P1T6


Tech StartingHand Workers

TECH
Pirate Gunship
Judgment Day


STARTING HAND
Mad Man
Marauder
Makeshift Rambaster


WORKERS
Careless Musketeer
Scorch
Bloodburn
Bloodrage Ogre
Bombaster(2/2)


NextHand

Injunction
Steam Tank


Discard

Gunpoint Taxman(3/3a)
Inverse Power Ninja(5/5) loner, max 6/6
Pillage
Charge
Judgment Day
Surprise Attack
Disguised Monkey
Makeshift Rambaster
Marauder
Mad Man
Pirate Gunship
Judgment Day


Tech 2 card(s)
Get Paid - ($9)
Marauder - ($6)
makeshift rambaster - ($4)
madman - ($3)
setsuki + 1 lvl - ($0)
marauder + rambaster + madman trade your heroes, sets maxbands

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L6 Setsuki(3/4a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 12

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

okay, the plan: steam tank and tech up; judgement day some turn to get T3 to survive; get stupid lucky and draw my gunship at the same turn or the turn after (aided by bigby).

If i get sets maxband, they definitely kill her and probably leave my tech 2 up. If I go bigby maxband, they also definitely kill him? there is the 1/3 risk I don’t draw injunction and they do go for tech 2 over bigby and i’d be fairly screwed, ig tap bigby to draw then though and leave a lone nautical dog to protect stuff lol. If they kill bigby, and i don’t draw steam tank, then i tech up and hope they can’t destroy both, and keep looking for judgement day

overall, leaving bigby as an option is better i think for if they kill hero and i don’t draw steamtank it’s better as i’ll have injunction

P2T6


Tech StartingHand Workers

TECH

Two Step
Two Step


STARTING HAND

Tiny Basilisk
Wandering Mimic
Nimble Fencer
Older Brother → Worker
Tiny Basilisk


WORKERS

Fruit Ninja
Granfalloon Flagbearer
Tenderfoot
Helpful Turtle
Older Brother


NextHand

Tiny Basilisk
Brick Thief
Two Step
Wither


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Midori - ($6)
Fencer - ($4)
Mimic, gains Haste and Flying, hits Setsuki to 1HP - ($0)
Fencer trades Setsuki, Midori to level 3
Dragon hits Tech II to 1HP

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L3 Master Midori 2/3
  • :target: Lookout:

In Play:

  • Wandering Mimic 4/4
  • Fairie Dragon 4/2 [Flying]

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

It might have cost me my heroes but I got him to absolutely tank his hand and I have the tools to take out Setsuki to prevent him recovering. Definitely need to kill her and do what I can to damage his Tech buildings. Next turn I’m guaranteed a Tech II break with Brick Thief incoming and if I keep my units I’ll be able to break his Tech I as well. Two cards in hand is not a lot to work with on his side either, so he’ll need to hope they’re really strong!

Edit: Fix Base HP

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

P1T7


Tech StartingHand Workers

TECH
Injunction


STARTING HAND
Steam Tank
Injunction


WORKERS
Careless Musketeer
Scorch
Bloodburn
Bloodrage Ogre
Bombaster(2/2)
Injunction


NextHand

Nautical Dog
Pirate Gunship


Tech 1 card(s)
Get Paid - ($9)
Worker - ($8)
steam tank - ($5)
tech 3 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Steam Tank(3/6)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Anarchy)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Think i probably lose soon