Well met @dwarddd
I shall kick off with Neutral Starter and Feral
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
I’ve never played inverse power ninja before. Red start and Zane should leave some line to having a relatively empty board on T3
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.
@thehug0naut feel free to read Zango’s details Still don’t read mine till after the match if you’d be so kind
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
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
I’ll finish up with Law for [Anarchy]/Ninjustu/Law
Nerfs | |
---|---|
Vandy | Remove resist 1 at midband |
Midband changes to “①, ![]() |
|
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 |
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 | ![]() |
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
STARTING HAND
Bloodburn
Careless Musketeer
Pillage
Bombaster
Makeshift Rambaster
WORKERS
Careless Musketeer
Nautical Dog
Mad Man
Bloodrage Ogre
Scorch
Charge
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
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
P2T1
STARTING HAND
Bloom
Timely Messenger
Fruit Ninja → Worker
Wither
Tenderfoot
WORKERS
Fruit Ninja
Brick Thief
Older Brother
Granfalloon Flagbearer
Helpful Turtle
Spark
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
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.
Nerfs | |
---|---|
Vandy | Remove resist 1 at midband |
Midband changes to “①, ![]() |
|
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 |
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 | ![]() |
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
Inverse Power Ninja
Gunpoint Taxman
STARTING HAND
Mad Man
Nautical Dog
Charge
Scorch
Bloodrage Ogre
WORKERS
Careless Musketeer
Scorch
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
t3 anarchy is the plan, how we get there who knows
P2T2
TECH
Tiny Basilisk
Tiny Basilisk
STARTING HAND
Granfalloon Flagbearer → Worker
Helpful Turtle
Brick Thief
Spark
Older Brother
WORKERS
Fruit Ninja
Granfalloon Flagbearer
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
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.
Nerfs | |
---|---|
Vandy | Remove resist 1 at midband |
Midband changes to “①, ![]() |
|
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 |
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 | ![]() |
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
Steam Tank
Marauder
STARTING HAND
Pillage
Nautical Dog
Bombaster(2/2a)
Bloodburn
Inverse Power Ninja
WORKERS
Careless Musketeer
Scorch
Bloodburn
Makeshift Rambaster
Bloodrage Ogre
Mad Man
Gunpoint Taxman
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
i knew should have followed hunch and teched tax Collector, but im also confused at no hero lol
@thehug0naut friendly lil poke
Sorry for the slight delay, much thinking was required here and I had a load of stuff on the last two days.
P2T3
TECH
Fairie Dragon
Fairie Dragon
STARTING HAND
Timely Messenger
Tiny Basilisk
Bloom
Brick Thief
Tenderfoot → Worker
WORKERS
Fruit Ninja
Granfalloon Flagbearer
Tenderfoot
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
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.
Np! Just was on the edge of my seat wanting to see your turn
Nerfs | |
---|---|
Vandy | Remove resist 1 at midband |
Midband changes to “①, ![]() |
|
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 |
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 | ![]() |
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
Disguised Monkey
Injunction
STARTING HAND
Makeshift Rambaster
Gunpoint Taxman
Mad Man
Bloodrage Ogre
WORKERS
Careless Musketeer
Scorch
Bloodburn
Bloodrage Ogre
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
P2T4
TECH
Wandering Mimic
Nimble Fencer
STARTING HAND
Wither
Helpful Turtle → Worker
Spark
Tiny Basilisk
Brick Thief
WORKERS
Fruit Ninja
Granfalloon Flagbearer
Tenderfoot
Helpful Turtle
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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.
Nerfs | |
---|---|
Vandy | Remove resist 1 at midband |
Midband changes to “①, ![]() |
|
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 |
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 | ![]() |
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
Judgment Day
Surprise Attack
STARTING HAND
Charge
Disguised Monkey
Pillage
Bombaster(2/2)
WORKERS
Careless Musketeer
Scorch
Bloodburn
Bloodrage Ogre
Bombaster(2/2)
Makeshift Rambaster
Marauder
Mad Man
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
P2T5
TECH
Wandering Mimic
Nimble Fencer
STARTING HAND
Fairie Dragon
Fairie Dragon
Timely Messenger
Bloom
Spark
WORKERS
Fruit Ninja
Granfalloon Flagbearer
Tenderfoot
Helpful Turtle
Tiny Basilisk
Tiny Basilisk
Wandering Mimic
Nimble Fencer
Older Brother
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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.
Nerfs | |
---|---|
Vandy | Remove resist 1 at midband |
Midband changes to “①, ![]() |
|
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 |
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 | ![]() |
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
Pirate Gunship
Judgment Day
STARTING HAND
Mad Man
Marauder
Makeshift Rambaster
WORKERS
Careless Musketeer
Scorch
Bloodburn
Bloodrage Ogre
Bombaster(2/2)
Injunction
Steam Tank
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
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
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
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:
In Play:
Buildings:
Economy Info:
Cards:
Gold:
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
Nerfs | |
---|---|
Vandy | Remove resist 1 at midband |
Midband changes to “①, ![]() |
|
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 |
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 | ![]() |
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
Injunction
STARTING HAND
Steam Tank
Injunction
WORKERS
Careless Musketeer
Scorch
Bloodburn
Bloodrage Ogre
Bombaster(2/2)
Injunction
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:
In Play:
*
Buildings:
Economy Info:
Cards:
Gold:
Think i probably lose soon