Battle Suits
Neo Plexus
Plasmodium
Tinkerer
Temporal Research
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Neo Plexus (2)
Worker (1)
Workers
Plasmodium
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite:
Scavenger: Neo Plexus (2/2)
Technician:
Lookout:
In Play:
nothin
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 5
End of Turn Hand
Forgotten Fighter
Hardened Mox
Time Spiral
Nullcraft
Fading Argonaut
End of Turn Discard
My Thoughts
Baaaah, rough starting hand, would’ve liked to have had Fargo or especially Mox. I should look up the game I played on Nightmare vs this deck where EricF kicked my ass I think for ideas, but as I recall Joggermox was pretty solid in it so I’m going to lean Fargo + Mox next turn and verify.
Forgotten Fighter
Hardened Mox
Time Spiral
Nullcraft
Fading Argonaut
Events of Turn:
Upkeep:
Get Gold (5+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Boot Camp x2
Main:
Hardened Mox (3)
Nullcraft, hits your graveyard (1)
Worker (0)
Workers
Forgotten Fighter, Plasmodium
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Hardened Mox (1/1+armor)
Elite:
Scavenger: Neo Plexus (2/2)
Technician:
Lookout:
In Play:
Nullcraft (1/1)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Battle Suits
Tinkerer
Time Spiral
Boot Camp
End of Turn Discard
My Thoughts
Going with Nullcraft instead of Fargo b/c I want to get rid of the Graveyard early and it will lay good StW cover early for ground forces. Maybe Fargo would be better, idk, I just know I don’t want the Graveyard around long and I don’t want to early tech Assimilate to deal with it (maybe later though)
Battle Suits
Tinkerer
Time Spiral
Boot Camp (dc, bah!)
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Overeager Cadet, Hooded Executioner
Boot Camp x2
Main:
Battle Suits (4)
Tech 1 (2)
Worker (1)
Workers
Forgotten Fighter, Plasmodium
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Hardened Mox (2/1+armor)
Elite:
Scavenger:
Technician: Neo Plexus (3/2)
Lookout:
In Play:
Battle Suits
Economy Info:
Cards:
Hand: 3
Deck: 0
Disc: 5
Gold:
Gold: 1
Workers: 7
End of Turn Hand
Temporal Research
Boot Camp
Fading Argonaut
End of Turn Discard
My Thoughts
Bummer to have the BootCamp discarded (lucky hit), but it’s not a huge deal, we can manage. Perhaps we’ll end up having the Graveyard assimilated or otherwise overflowed by other means. In the meantime, just lay suits and stay relatively chill
STARTING HAND
Jandra, the Negator
Deteriorate
Poisonblade Rogue
WORKERS
Skeletal Archery
Summon Skeletons
jandra
NextHand
Skeleton Javelineer
Sacrifice the Weak
Nether Drain
Discard
Nimble Fencer
Gargoyle
Deteriorate
Tech 2 card(s)
Get Paid - ($7)
Worker(play from phone-feel free to comment me on my mistakes) - ($6)
т1 - ($5)
imp suicides to sql
replay imp, you discard #2 of 3 (random.org) - ($2)
haunt deals 1 to your t1
pbr - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Imp(2/2)A
Elite:
Scavenger:
Technician: Vandi(2/3)
Lookout:
In Play:
Graveyard 2 hp()
Haunt(1/1)
pbr(2/1) deals dmg in -1/-1 form.
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 3
Gold:
Gold: 0
Workers: 8
Thoughts
nullcraft is in discard - easy way to prevent juggermox
Temporal Research, Time Spiral, Forgotten Fighter, Plasmodium
Patrol as below
Discard 0 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tower HP: 4
In Patrol:
Squad Leader: Vir (2/3+1armor lvl 1)
Elite:
Scavenger: Fading Argonaut (3/3)
Technician: Neo Plexus (3/2)
Lookout:
In Play:
Hardened Mox (2/1)
Battle Suits
Economy Info:
Cards:
Hand: 2
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Doom Grasp
Tinkerer
End of Turn Discard
My Thoughts
Going to tech a Doom Grasp and another OC, hope to cycle next time relatively fast w/ Boot Camps while I tech up, and just try to keep the screws turned. Boly’s close to toppling that graveyard , and PBR long-term isn’t a great investment, so hopefully this all works out! Tower will help force Vandy to maxband if she’s going to attack safely
STARTING HAND
Nether Drain
Skeleton Javelineer
Sacrifice the Weak
WORKERS
Skeletal Archery
Summon Skeletons
jandra
NextHand
Deteriorate
Dark Pact
Gargoyle
Tech 2 card(s)
Get Paid - ($8)
imp(2/1) and rog(2/1) kill your vir, vandy midbands
fetch shadow blade - ($7)
shadow blade your scav(fargo) discard something - ($4)
Replay imp, discard last - ($1)
skeleton javiliner - ($0)
skip worker. Want you to skip it too XD
note your T1 on 4 hp.
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Imp(2/2)A
Elite:
Scavenger: Skeleton Javelineer(1/1), rune
Technician:
Lookout:
In Play:
Graveyard 2 hp(pbr(2/1) deals dmg in -1/-1 form.)
Haunt(1/1)
Vandi(3/4), lvl 3
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
no cards - no jaggermox, no T1, no anything. other turn was - 2 cards and 0/-1 mox(vandy build). also can max garth(2 for ND+2vir+1(start)+2gold)=5gold at all. also variant for max garth and no mox with runes
Temporal Research, Time Spiral, Forgotten Fighter, Plasmodium
Patrol as below
Discard 0 Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 4
Tech2 HP: 5 PEACE
Tower HP: 4
In Patrol:
Squad Leader: Hardened Mox (2/1+1armor)
Elite:
Scavenger:
Technician: Neo Plexus (3/2)
Lookout:
In Play:
Battle Suits
Economy Info:
Cards:
Hand: 2
Deck: 4
Disc: 5
Gold:
Gold: 5
Workers: 8
End of Turn Hand
Boot Camp
Nullcraft
End of Turn Discard
My Thoughts
No point really in patrolling an Oni or Skele + Garth just to sac free levels, so might as well let 'em get a single or double tech break and float 5 to do a insta-max next turn. Boly’s got the graveyard primed to topple over now, which defo helps
Drill Sergeant, Knight of the Conclave
Flagstone Garrison x2
Overeager Cadet, Doom Grasp
Overeager Cadet, Hooded Executioner
Boot Camp x2
Main:
Onimaru (11)
Garth + level 5 (5)
Boot Camp Imp (4)
Plexus and Mox trade with Vandy, you draw 1, Garth maxbands and summons Drill Sergeant
Boot Camp DS, draw 1 (3)
Nullcraft, kill Haunt, DS+1 (1)
Overeager Cadet
Garth makes a skeleton (0)
Workers
Temporal Research, Time Spiral, Forgotten Fighter, Plasmodium
Patrol as below
Discard 0 Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 4
Tech2 HP: 4 PEACE
Tower HP: 4
In Patrol:
Squad Leader: Onimaru (2/3+1armor lvl 1)
Elite:
Scavenger: Overeager Cadet (3/2)
Technician: Skeleton (1/1)
Lookout:
In Play:
Garth (3/4 lvl 7)
Drill Sergeant (7/6, +++)
Nullcraft (1/1)
Battle Suits
Economy Info:
Cards:
Hand: 2
Deck: 0
Disc: 9
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Overeager Cadet
Hooded Executioner
End of Turn Discard
My Thoughts
Boot Camp Imp to get a Vandy kill? Think that’s worth, I’ll just fetch a DS with that then and get 2 for sure runes, maybe 3 if I draw the other Boot Camp.
No problem! I’m prone to “taking a turn in my head” and then never actually writing it down sometimes, only reason I mentioned anything; not a big rush if you’re busy
Tech 2 card(s)
Get Paid - ($9)
Garth - ($7)
Maestro - ($4)
Nether Drain Oni to my garth, level 3 - ($3)
NF + Starlet for free
Starlet deals 2 + A dmg to your Oni, goes to graveyard
Starlet from graveyard for free
javiliner kill oni, garth hit level 5, 3 cards in graveyard
Garth maxes - ($1)
Fetch Grounded guide
Gargoyle flyes and kills your Scav, you get gold - ($0)
Imp kill your techniciant, you draw
NF + Starlet destroy your T1 + T2, your base to 16, takes dmg from tower
I think imp is dead. gg gives it only+1/0. I don’t get where it should get the +1 rune. so graveyard is destroyed. EDIT: I stand corrected. Forgot about the BC