Tech 0 card(s)
Get Paid - ($11)
Vandy - ($9)
Doom grasp Prynn (sac skeleton), you draw from Technician, Vandy levels to 3, Imp returns: you discard card #1 - ($5)
Deteriorate Golgort to (5/3A)
Dozer takes Golgort out, 3 extra dmg to your tech 3
Garth destroys your tech 3, your base HP to 18
Blackhand Dozer - ($1)
Clutch DG. Certainly disrupted by ebb and flow. Not sure I can do much anymore but perhaps the Dozers will delay you enough for me to find a way to squeak back into this.
"P1T8
Tech StartingHand Workers
TECH
Now!
Shimmer Ray
STARTING HAND
Shimmer Ray
Remember
Ebbflow Archon
Nullcraft 1/1, Flying
WORKERS
Hardened Mox
Time Spiral
Tinkerer
Plasmodium
Fading Argonaut 2/3A @2
Forgotten Fighter
NextHand
Research and Development
Now!
Neo Plexus 2/1[2]
Remember
Discard
Yesterdayâs Golgort 6/4A Fading @2
Nullcraft 1/1, Flying
Second Chances
Ebbflow Archon
Now!
Shimmer Ray
Tech 2 card(s)
Get Paid + float - ($11)
Max Vir - ($3)
Shimmer Ray - ($2)
rebuild tech 3
Exchange a card - ($1)
Tech 0 card(s)
Get Paid + float - ($12)
Vandy + Garth duo take out Vir, Vandy levels to max, doom thieving imp and shimmer ray
Hooded executioner, boost to kill shimmer ray - ($7)
Dozer A takes out your tech 3, your base HP to 16
Dozer B takes out your tech 2, your base HP to 14
Thieving Imp pings your base for 4, down to 10 HP
Plague Spitter - ($4)
Worker - ($3)
Garth summons skeleton - ($2)
Float ($2)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Plague Spitter (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Hooded Executioner (3/3)
[I]Lookout[/I]: Skeleton (1/1)
[B]In Play:[/B]
Blackhand Dozer A (7/1)
Garth lvl 7 (3/1)
Blackhand Dozer B (7/6)
Vandy lvl 5 (4/5)
Thieving Imp (4/4, doomed)
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Demonology)
Tech III HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 3
Disc: 3
[B]Gold:[/B]
Gold: 2
Workers: 12
Thoughts
This should be GG. Canât win with Dozerâs in play but the tempo is largely in my favor atm, and Iâll kill them off next turn somehow if possible.
â
I finally draw into (both) of my Zarraâs now. Although in hindsight, it looks like it wasnât terrible that I didnât draw them. That enabled me to get other plays, including the DG.
This is an interesting situation. I donât see how I can stop you from clearing my board and breaking my tech buildings but you wonât be able to get rid of the Dozers so easily if I donât field anything that can kill them. I guess you can doom grasp your own Dozers or clear everything else to sacrifice the weak with them, and if you have zarra, that can probably be fine. Not sure what I would be able to do even if Iâm afforded all the time and money, but you know what? Letâs see.
"P1T9
Tech StartingHand Workers
TECH
Rewind
Rewind
STARTING HAND
Remember
Now!
Research and Development
Neo Plexus 2/1[2]
WORKERS
Hardened Mox
Time Spiral
Tinkerer
Plasmodium
Fading Argonaut 2/3A @2
Forgotten Fighter
Neo Plexus 2/1[2]
NextHand
Seer
Temporal Research
Gilded Glaxx
Remember
Stewardess of the Undone 3/1[3]
Discard
Yesterdayâs Golgort 6/4A Fading @2
Nullcraft 1/1, Flying
Second Chances
Ebbflow Archon
Now!
Shimmer Ray
Remember
Now!
Research and Development
Rewind
Rewind
Dark Pact
Doom Grasp
Pestering Haunt
Sacrifice the Weak
Tech 2 card(s)
Get Paid + float - ($14)
Worker - ($13)
Zarramonde, tells Dozer B to get out of here - ($3)
Garth sacs a skeleton to draw a card
Garth summons a skeleton, and sacs it - ($2)
Imp dies from doom
Dozer A takes out your tech 2, your base to 8 HP
Garth and Hooded Exec take out tech 1, your base to 6
Vandy takes out surplus
Yeah itâs sad I messed it up. Maybe past was a bad choice. Definitely should have taken my time and not play impulsively while Iâm stressed at work
Definitely. I think I would like to try a new combination which Iâve drawn inspiration from reading on the forums. If you prefer though, I am ok with continuing mono-black as well. Let me know! Iâm down for a game whenever.