Sorry I took a while over this, your deck is an interesting one!
P1T1
StartingHand Workers
STARTING HAND
Temporal Research
Tinkerer
Time Spiral
Forgotten Fighter
Plasmodium
WORKERS
Forgotten Fighter
NextHand
Neo Plexus
Fading Argonaut
Battle Suits
Hardened Mox
Nullcraft
Discard
Temporal Research
Tinkerer
Time Spiral
Tech 0 card(s) on first turn
Get Paid - ($4)
Worker - ($3)
Hire Plasmodium - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Plasmodium(4/4)haste forecast 3
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 5
Thoughts
ohh tough first hand… choices are either plasmodium or hero i think, tinkerer is too weak and clearly won’t help with plasmodium when I draw them together, should be redrawing into seer or time spiral t3 so at least I should be able to rush plas slightly… otherwise it’ll likely end up running into a basilisk
i’m not big on going off-colour hero in the first turn and others r a little weak combatively so plasmodium it is, hope he doesnt build too much momentum
No worries on the delay. Lots of things in your deck that this one usually struggles with, we’ll see what happens!
P2T1
Starting hand: 5
Tiger Cub
Young Treant
Spore Shambler
Rich Earth
Forest’s Favor
Thoughts
Prynn is always annoying, Present II is dangerous if I’m not running Balance II, the Peace engine can sometimes set up very quickly, and I can’t really deal with Juggermox easily early on, outside of bypassing it with Tiny Basilisks, or teching Grappling Vines and the opponent making the unwise decision to patrol with it. Thinking something like this for Tech II:
Past
Present
Peace
Balance
+
+
o
Blood
+
?
+
Strength
-
o
-
Ranking Strength so low because Prynn bouncing/trashing the Barbarbarians really hurts. Leaning towards Blood, because Prynn can’t bounce and banish things if they don’t stay on the board. Balance might be good against dwardd’s more likely choices, I’m not expecting Peace because of the threat of Nature Reclaims.
I haven’t worked out whether Rich Earth is a good idea against a Plasmodium opening, specifically whether you can get a board presence up quickly enough. I’ve got Playful Panda coming up next turn, so I might be OK. Putting out Midori to threaten Rampant Growth as well. Putting Young Treant in workers, since I half-expect to maintain hand size by units getting bounced.
Looking at early Tiny Basilisk in case of Juggermox, I could also do with something beefy in case of a Seer rush on Plasmodium. Or maybe I just go for double Basilisk, since I know I’ll need to deal with Prynn a lot later on.
Well thats good to hear but I can defo think of a few things in urs that im scared of too, guess thats just part of the game… at least the bite of your deck being slightly unusual is lessened by the fact that there r plenty of past games to go and read
P1T2
Tech StartingHand Workers
TECH
Argonaut
Seer
STARTING HAND
Battle Suits
Hardened Mox
Fading Argonaut
Nullcraft
Neo Plexus
WORKERS
Forgotten Fighter
Hardened Mox
NextHand
Neo Plexus
Seer
Battle Suits
Temporal Research
Tinkerer
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
tech 1 building - ($3)
hire fargo - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Fading Argonaut(2/3)
Lookout:
In Play:
Plasmodium(4/4)haste forecast 3
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
theres just such a high chance of a buffed midori being able to take out whichever unit i summon, the mox is tempting (main counter is entangling vines but could be avoided)… but with so little board presence then I really need to get some threat out before rish earch starts paying off. Peace is pretty much out due to nature reclaims, present is just countered so well by balance, i can only do present if he commits to something else… past does decently against balamce but probably slightly loses to the other two, might end up being a tech 3 race with past? anyway back to this turn, SQL fargo needs at least a rampant growth to get rid of, the others need at least a forest favour but i could get patrol bonus, imma go patrol bonus to make sure i have a seer/time spiral
Merfolk Prospector
Playful Panda
Ironbark Treant
Verdant Tree
Rampant Growth
Thoughts
Fading Argonaut’s just there to delay, I’m guessing no early Battle Suits if dwardd started off with Plasmodium. I think I’m fine to just put small blockers down, save some gold.
How much damage can dwardd do this turn? 2 attack from Fading Argonaut, 4 gold after worker + Tech I. 2 gold for Seers -> 4 attack from Plasmodium. 2 gold for Battle Suits -> +1 attack to Fargo. Forgotten Fighter or Seer remove a unit, so 1-2 damage each for 2 and 3 gold respectively. 2 gold for Nullcraft -> 1 attack. I think Midori’s safe this turn if I put two blockers down. Prospector + Panda’s Wisp, and I’m set. Or, or I could Rampant Growth + Panda/Prospector, then kill the Fargo. I’ll do that, giving dwardd another card should be fine.
Do I still want to tech double Tiny Basilisk? Or do I want a Crash Bomber that can block Plasmodium, and can’t be Forgotten in Elite? Or do I want a Moment’s Peace? My rough plan at the moment is Blood II, supported by Moment’s Peace vs. Hyperions and Entangling Vines vs. Immortals, or Bloodlust/Kidnapping vs. Past. I just need to survive the early-to-midgame. Given my play this turn, I’m most worried about double Seer + Battle Suits, it gives dwardd a ton of attack on the following turn. Ardra’s Boulder in Elite is OK against that if it isn’t Forgotten, but if it is that turn will hurt. I’ll go for Moment’s Peace, dwardd’s only combat hero is expensive to level so it could make it easy to rush Tech II.
Making Merfolk Prospector a worker, Verdant Tree can be nice to hold on to and I expect to be teching in lots of units on the next turn or two.
Teched cards: 2
T2: Moment’s Peace, Tiny Basilisk
Get paid - ($6)
Worker
Tech I - ($4)
Playful Panda, Wisp arrives - ($2)
Rampant Growth on Midori - ($0)
Midori kills Fading Argonaut, you draw, takes 2A damage
Discard 2, reshuffle, draw 4
Technician: Wisp 0/1
Midori L1 2/3
Playful Panda 2/2
Rich Earth (my workers cost no gold)
Base HP: 20
Tech I HP: 5
Hand: 4
Tiger Cub
Spore Shambler
Tiny Basilisk
Verdant Tree
STARTING HAND
Seer
Tinkerer
Battle Suits
Neo Plexus
Temporal Research
Time Spiral
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
NextHand
Argonaut
Elite Training
Battle Suits
Tinkerer
Nullcraft
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
seer, plasmodium arrives (sorry for not keeping track of runes but i dont think a t3 seer-ed plasmodium will be too surprising for u) - ($5)
neo plexus - ($3)
Hire Onimaru to organise my troops - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Neo Plexus(2/2+a)
Elite: Plasmodium(4+1/4)haste
Scavenger: seer(2/1)
Technician:
Lookout:
In Play:
Onimaru(2/3)frenzy
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
what to worker… tinkerer time spiral or battle suits; time spiral is useless with shimmers, but can help with golgurts, but then so can tinkerer, battle suits is actually not so bad cos it can at least give a temporary boost to some units and evenly trade with nature reclaims. not worth killing wisp when it decreases my defense by more that it decreases his possible attack, shouldnt have to fear blood spells this turn and no hasty units so oni will survive, objective is to leave no favourable trades for him, finally, my techs, elite training is good against possible flyers and vortoss emblem blocks rampant growth, 1/2 of bloodlust and kidnapping
I forgot what its starting Forecast was, so thought I had another turn, but I’ll roll with it.
P2T3
Starting hand: 4
Tiger Cub
Spore Shambler
Tiny Basilisk
Verdant Tree
Thoughts
Eh. Four attackers, five if there’s a Nullcraft. I’ve got three blockers, plus a Basilisk and a Spore Shambler, and two gold to pass + runes to the Basilisk. That puts me down on cards again, and I’d like to have a clean reshuffle. I also have Elite Training to worry about, so the Wisp needs to go somewhere it won’t be hit with Sparkshot. If it goes in Elite a Nullcraft couldn’t take it down. Too much thought, I’ll just kill things before they can attack.
STARTING HAND
Nullcraft
Argonaut
Tinkerer
Elite Training
Battle Suits
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
Battle Suits
NextHand
Fading Argonaut(2/3)
Vortoss Emblem
Overeager Cadet
Argonaut(3/4)readiness
Temporal Research
Tech 2 card(s)
Get Paid + float + scav - ($9)
Worker - ($8)
Oni trades with lizard
Hire Nullcraft, deals one to midori - ($6)
Hire and Maxband Max, flicker NC - ($0)
NC finishes off midori
Plasmodium kills panda, you get g
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: L5 max(3/4+a)sparkshot, tap; discard to draw
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Nullcraft(1/1)flying
Plasmodium(4/2)haste
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Ok made a mistake with the patrolling, I realised that he could get through a sql plasmodium with mid and and rampant growth but somehow dint notice he could do th same to a plexus w/o the growth… anyway there’s definitely no way im building tech 2 with a buffable flying midori 3g away and that lizard is really annoying, his patrolling is good but that encourages me to think he trusts midori to stay alive thi turn, id say its worth the expensive max geiger max to get rid of him and all things considered doesnt leave me in terrible position
Hah, didn’t expect dwardd to swap out for Geiger. 6 gold after teching up. My options are two of Tower for Nullcraft, Ironbark Treant, and Rook.
Tower and Ironbark Treant lets me stick the latter in Squad Leader for 5 health, but the Treant could get bounced. dwardd can then wreck my Tech II. If it’s not bounced, units die and Geiger hits the Tech II for 3 damage.
Tower and Rook is about the same, Rook can’t be bounced, and Geiger’s already maxed so the free levels don’t matter. It also puts me back up to a 5-card hand. Geiger gets through for 3 damage, units die.
Ironbark Treant and Rook is a lot of defenders, if I put Rook in Squad Leader and the Treant gets bounced then dwardd gets through to do 3 damage to my Tech II, Geiger and Nullcraft survive. If it doesn’t get bounced, Plasmodium dies to kill Rook, then Geiger can do 1+2A damage to the Treant if he wants, but probably not.
I think I just suck up the damage and patrol with Rook: I’d like a full hand for the reshuffle, and Verdant Tree lets me worry less about tech breaks if I can get it down. Forest’s Favor to workers, I want to hang on to the Treant in case I need a blocker.
STARTING HAND
Temporal Research
Fading Argonaut(2/3)
Vortoss Emblem
Argonaut(3/4)readiness
Overeager Cadet
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
Battle Suits
Fading Argonaut(2/3)
NextHand
Neo Plexus(2/2+a)
Elite Training
Tinkerer
Now!
Discard
Temporal Research
Vortoss Emblem
Hyperion
Immortal
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Hire Argonaut - ($4)
Hire overeager cadet
tech 2 - present - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Argonaut(3/4+a)readiness
Elite:
Scavenger: Nullcraft(1/1)flying
Technician: Overeager Cadet(2/2)
Lookout: Plasmodium(4/2)haste
In Play:
L5 max(3/4+a)sparkshot, tap; discard to draw
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 9
Thoughts
it’ll be difficult lasting till i draw my t2s, especially with his scary drakk, seems time to wall up, gonna patrol against one crash barrow because if he has two it’d be really bad whatever i do
Tough patrol. I think I need midband Drakk or Rampant Growth to let the Crashbarrow take out the Argonaut and the Plasmodium. I can safely leave the Cadet, no big Temporal Distortion play on it to worry about. I could just play/worker my entire hand here if I boost the Crashbarrow with a Rampant Growth cast by Midori, but that’s probably a really bad idea. I’ll just take out the Argonaut and the Plasmodium using midband Drakk, keep my hand size up. There’s probably a Present II unit incoming, but Geiger can’t flicker, only TD, so I’m hopefully safe from tech break. Teching in a Vines to get around Immortals.
Slightly off-topic for the game but do you know if second-chances and reteller of truthss stack? As in with 2 retellers can i resummon 4 units? I know i should go to the rules forum but you often know these sorta things
P1T6
Tech StartingHand Workers
TECH
Hyperion
Tricycloid
STARTING HAND
Elite Training
Now!
Tinkerer
Neo Plexus(2/2+a)
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
Battle Suits
Fading Argonaut(2/3)
Tech 2 card(s)
Get Paid - ($9)
Hire Onimaru - ($7)
Elite training Max and Oni - ($5)
NC and Max kill rook, max takes 2, NC dies , lvls to oni
Overeager trades with basilisk
Max band Oni - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Charlie(1/1)sparkshot
Technician: Bert(1/1)sparkshot
Lookout: Alph(1/1)sparkshot
In Play:
L5 max(3+1/2)sparkshot, tap; discard to draw (elite: anti-air)
there is an option to clear his board leaving me a lvl5 oni and max, but thats no where near enough defence and uses too many cards, gonna counter the overpower with a wide wall of token soldiers instead i think… there is a horribly high chance of max dying to a glider so wont tech a temporal distortion even though my lack of flyers is painful, gonna go for the hyperions hopefully i dont draw both
No, they both affect the first X times something happens, so their effects overlap instead of stacking. The only way they can “stack” is that Second Chances randomly chooses which unit to return if several leave at once. If you had two copies, they’d independently choose one to return. So they can still both return the same one, but they can also return different ones.
Ok, assuming however that I could activate e.g. a retellers ability twice, then summon another and use the new one twice; that brings my maximum number of hyperion attacks in one turn (future’s rewind doesnt count for this) to 48 23 hyperions, each one copied by quince’s maxband and ready-or-not used twice; past, present, truth… wait no, reshuffle! 72 hyperion attacks
That would be fun. However, Reteller’s ability triggers the first two times a unit is removed that turn, regardless of when the Reteller arrived. In the same way, if you play a unit, then maxband Drakk, he can’t give haste to the next unit you play. You could use Second Chances in a staggered way, but unless the opponent’s going heavily into upgrade removal that’ll only happen once.
Spore Shambler
Shoddy Glider
Playful Panda
Crashbarrow
Technician draw: 1
Moment’s Peace
Thoughts
Phew, no Tech IIs. Time to break dwardd’s stuff, hasting the Spore Shambler lets me overpower into Onimaru with the Crashbarrow, then pass a rune to the Shoddy Glider to destroy the Tech II. Leaving Geiger out again while he has nothing big to Distort. Tempted to go for War Drums here, but there’s got to be an Origin Story coming, right? I think my deck’s mostly fine as is. I’ve ended up using Drakk, but I don’t want to spread my spell selection across all three heroes if I can avoid it. I’ll put in a Bugblatter, it should help speed things up if dwardd tries to slow me down with chaff.
Nullcraft(1/1)flying
Hyperion
Tricycloid
Temporal Distortion
Shimmer Ray
Tech 2 card(s)
Get Paid + scav, start rebuilding tech building - ($10)
Worker - ($9)
Hire Prynn - ($7)
Hire Nullcraft to kill Drakk with Max, prynn gains 2 lvls, base now to 17 - ($5)
1 lvl to prynn - ($4)
Argonaut - ($1)
Seer - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: seer(2/1)
Elite:
Scavenger: L4 Prynn(2/4)fading ****
Technician: Argonaut(3/4+a)readiness
Lookout:
In Play:
*
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
finally an easy worker that won’t annoy me later (if there is a later in this game), there aren’t many more defensive t1 only turns coming
Verdant Tree
Crashbarrow
Rampant Growth
Entangling Vines
Thoughts
I’m surprised Prynn is in patrol, given dwarddd’s likely to be up to his usual shenanigans and trying to banish his own Hyperions, but maybe he thought I’d get through anyway.
I think Entangling the Argonaut is the right call here, then Rook in Elite can “safely” make Hyperions trade, two-for-one since dwarddd can’t afford Battle Suits too. Pretty nice, since Geiger and Prynn aren’t around to flicker them. I want to tech in the other Vines in case of an Immortal, though.
Get paid - ($10)
Garus Rook - ($8)
Crashbarrow - ($5)
Crashbarrow trades with Seer and Prynn, you get a gold, Rook hits level 3
Entangling Vines, Argonaut is entangled and cannot attack or patrol - ($2)
Midband Rook - ($0)
Spore Shambler hits your Tech II to 4 HP
Discard 2, draw 4
Elite: Rook L5 1+3/5 (can ignore lone patrollers)
Spore Shambler 1/1 (1 damage, +)
Entangling Vines (attached to Argonaut)
Rich Earth (my workers cost no gold)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4