You look at your opponent’s next hand, and say which cards he must discard. If he’s had a tech draw before then, then you’ll need to confirm with him what that was.
"P1T11
Tech StartingHand Workers
TECH
Plague Lord
Plague Lord
STARTING HAND
Carrion Curse
Zarramonde
Doom Grasp
Zarramonde
Dark Pact
Deteriorate
Plague Lord
Dark Pact
Cursed Crow (3/3)
WORKERS
Graveyard
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Bone Collector
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue
NextHand
Zarramonde
Plague Lord
Doom Grasp
Dark Pact
Cursed Crow (3/3)
Discard
Deteriorate
Gorgon (2/4), deathtouch
Tech 2 card(s)
Get Paid + float - ($18)
Garth to lvl 3 from Prynn’s fading
Zarramonde, Vir dies, garth levels to 5 - ($8)
Vandy - ($6)
Dark pact, my base to 12HP
Orpal - ($4)
Carrion Curse, I look at your hand and ask you to throw Slow generator far far away - ($1)
Both gorgons trade with both Glaxs, I draw 2 cards, you get 1 gold
Deteriorate on Seer, you draw
Cursed Ghoul B takes out Geiger, Garth maxes, summons Gorgon back from discard
Garth takes out your tower, your base to 18HP
Cursed Ghoul A and Skeleton take out your tech 2, your base to 16HP
Garth makes a skeleton - ($0)
Float ($0)
Skipping Discard/Draw phase
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Zarramonde (11/11+A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Skeleton (1/1)
- [I]Technician[/I]: Gorgon (2/4)
-
[I]Lookout[/I]:
[B]In Play:[/B] - Garth lvl 7 (3/4)
- Cursed Ghoul A (4/4)
- Cursed Ghoul B (4/2)
- Skeleton (1/1)
[B]Buildings:[/B] - Base HP: 12
- Tech I HP: 5
- Tech II HP: 5 (Disease)
- Tech III HP: 5
- Tech Lab HP: 4 (Demonology)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 6
- Deck: 5
- Disc: 2
[B]Gold:[/B] - Gold: 0
- Workers: 12
"
GG! I hung in there and I think the strat has potential but I was too far behind and couldn’t transition anywhere.
GG WP! It was an interesting one. The slow-time generator really helped you I think since you were behind on workers and had such cheap past tech 2 units to play. I think if you had teched 2 of them and used them back to back (after I had destroyed it, giving you the worker gold which I had lost out on), that would’ve put you in a very strong position. Also it would’ve thrown off my end game plan entirely of going tech-lab to Zarra. I don’t think I would’ve been able to hold out with only disease against Past, esp. with your slow-time gen. out. I thought you were going for Present! because of battle suits played… that threw my strategy off (not sure if that was intentional :P-- it seemed like you were considering present but switched to past to counter my Disease which I think was a good move). I horribly misplayed Vandy at the beginning and lazily threw her into patrol thinking she was safe regardless… unfortunately you had unlucky tech 1 draws to capitalize on that. I think an important turning point was T6-7 where Prynn exiled both my units, which I was able to retrieve by dooming the skeleton. Had it not been for that, I would’ve been screwed with skipping my discard/draw phase and also losing a turn with both of the units. But then again, there were so many twists and turns this game that it could’ve gone either way at multiple points.
It’s been a good learning experience for this match-up and fun playing with you. I hope the same for you!