[Casual] charnel_mouse (Green/White) vs. FrozenStorm (Purple)

I’m game to play first or second as whatever you wanna play against.

If you don’t have a strong preference, I’ll stay on purple and go second

Sounds fine to me!

P1T1


StartingHand Workers

STARTING HAND
Safe Attacking
Savior Monk
Smoker
Snapback
Fox Primus


WORKERS
Fox Primus


NextHand

Fox Viper
Morningstar Flagbearer
Sensei’s Advice
Grappling Hook
Aged Sensei


Discard

Savior Monk
Snapback
Safe Attacking


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Garrus Rook - ($1)
Smoker - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook L1 2/4/1 (/+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger: Smoker 1/1 (Returns to hand if targeted)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

GL HF @charnel_mouse!

Game 4 Player 2, Turn 1

P1 White vs P2 Purple

Starting Hand

Neo Plexus
Tinkerer
Battle Suits
Time Spiral
Fading Argonaut

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Fading Argonaut (3)
  • Battle Suits (1)
  • Worker (0)
Workers

Tinkerer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (3/3+1armor fade 3)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Nullcraft
Temporal Research
Hardened Mox
Plasmodium

End of Turn Discard

Time Spiral
Neo Plexus

My Thoughts

Hmm. No nature reclaims anymore, only upgrade removal is on Grave and he went Rook. So I like my chances to play around Battle Suits early and see where things go.


1 Like

P1T2


Tech StartingHand Workers

TECH
Bird’s Nest
Sparring Partner


STARTING HAND
Aged Sensei
Fox Viper
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer


WORKERS
Fox Primus
Fox Viper


NextHand

Grappling Hook
Snapback
Bird’s Nest
Sensei’s Advice
Safe Attacking


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Aged Sensei - ($2)
Smoker takes your base to 19
Heroes’ Hall - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook L1 2/4/1 (/+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Smoker 1/1 (Returns to hand if targeted)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Game 4 Player 2, Turn 2

P1 White vs P2 Purple

Starting Hand

Nullcraft
Temporal Research
Hardened Mox
Plasmodium

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Stewardess of the Undone, Seer


Main:

  • Nullcraft, kills Smoker (4)
  • Worker (3)
  • Tech 1 (2)
Workers

Hardened Mox, Tinkerer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (3/3+1armor fade 2)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7

End of Turn Hand

Forgotten Fighter
Stewardess of the Undone
Plasmodium
Temporal Research

End of Turn Discard
My Thoughts

Tempo tech 2 past rush? I think I can pull it off! Tech Stewardess and Seer, hope to draw the Stewardess!

Yep, good pull (50/50 really). Woulda been nice to have TR in the following hand but oh well


P1T3


Tech StartingHand Workers

TECH
Versatile Style
Sparring Partner


STARTING HAND
Bird’s Nest
Sensei’s Advice
Grappling Hook
Snapback
Safe Attacking


WORKERS
Fox Primus
Fox Viper
Safe Attacking


NextHand

Sparring Partner
Grappling Hook
Morningstar Flagbearer
Savior Monk


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bird’s Nest - ($3)
Grave Stormborne - ($1)
Grappling Hook, Fading Argonaut moves to Lookout
Aged Sensei boosts Rook
Rook kills Fading Argonaut

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave 2/3/1 (Sparkshot, /+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger: Bird #1 1/1 (Flying)
  • :pschip: Technician: Bird #2 1/1 (Flying)
  • :target: Lookout:

In Play:

  • Rook L1 2/2 (2 damage)
  • Aged Sensei 1/1
  • Bird’s Nest

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

I’m not entirely sure what I’m doing here, and I’m worried FrozenStorm is rushing again, not a good situation to bring Birds out. Versatile Style is going in to take out the Battle Suits, and disable flyers if he goes Future. Spending my extra gold on a Heroes’ Hall last turn lets me go for mass heroes, so I’m bringing in Sparring Partners to boost them, and hopefully Mind Parry Monks later to stop Origin Story. Not sure after that: using Earthquake would be great, maybe Focus Master or Training Ground to keep Rook around to cast it. Most of Rook’s and Grave’s spells are looking pretty good, really.

Game 4 Player 2, Turn 3

P1 White vs P2 Purple

Starting Hand

Forgotten Fighter
Stewardess of the Undone
Plasmodium
Temporal Research

Events of Turn:


Upkeep:

  • Get Gold (7+2float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Rememberer, Seer
Stewardess of the Undone, Seer


Main:

  • Stewardess of the Undone, bounce scav bird to the ether, no bonus (6)
  • Worker (5)
  • Tech 2 Past (1)
Workers

Forgotten Fighter, Hardened Mox, Tinkerer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST

In Patrol:

  • :psblueshield: Squad Leader: Nullcraft (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Stewardess of the Undone (3/3)
  • :target: Lookout:

In Play:

  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Seer
Time Spiral
Neo Plexus
Temporal Research

End of Turn Discard
My Thoughts

Birds, expected, and I imagine he’s focusing down Battle Suits as well, so probably went for versatile style. Let’s hope no Rambasa Twins, and a lucky 20% pull on my Rememberer!

Well no such luck, next turn will be tricky to navigate! I guess if I get a good pull with my technician I’m still in business though.


P1T4


Tech StartingHand Workers

TECH
Mind-Parry Monk
Mind-Parry Monk


STARTING HAND
Sparring Partner
Savior Monk
Grappling Hook


WORKERS
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer


NextHand

Versatile Style
Smoker
Snapback


Discard

Grappling Hook
Savior Monk
Mind-Parry Monk
Mind-Parry Monk


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Bird #1 returns
Grappling Hook moves Nullcraft to Lookout
Sparring Partner - ($6)
Rook and Grave to midband - ($0)
Grave kills the Stewardess and Sparkshots the Nullcraft
Rook, Aged Sensei, and Bird #2 destroy your Tech II, your base goes to 17

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bird #1 1/1/1 (Flying, /+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner 2/2
  • :target: Lookout:

In Play:

  • Rook L5 3/5
  • Grave L3 3/1 (Sparkshot, 3 damage)
  • Aged Sensei 1/1
  • Bird #2 1/1 (Flying)
  • Bird’s Nest

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

What on Earth is he planning?

I think if you had 4 cards in hand, and spent 3 this turn (Hook SP and Worker) you should be DC 1 draw 3, no?

1 Like

Forgot to put a card to worker, sorry! Fixed now.

1 Like

No worries :slight_smile:

Game 4 Player 2, Turn 4

P1 White vs P2 Purple

Starting Hand

Seer
Time Spiral
Neo Plexus
Temporal Research
Fading Argonaut (techn)

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Draw 1 Techn
  • Tech 2 cards in (except turn 1)
All Teched Cards

Origin Story, Shimmer Ray
Rememberer, Seer
Stewardess of the Undone, Seer


Main:

  • Fading Argonaut (7)
  • Seer, Fargo +1 fade (6)
  • Neo Plexus (4)
  • Worker (3)
  • Tower (0)
Workers

Time Spiral, Forgotten Fighter, Hardened Mox, Tinkerer

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 17
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Seer (3/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Fading Argonaut (3/3 fading 4)
  • :exhaust: Technician: Neo Plexus (3/2)
  • :target: Lookout:

In Play:

  • Battle Suits

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Seer
Time Spiral
Neo Plexus
Temporal Research

End of Turn Discard
My Thoughts

Luckily no Twins, though that was a nasty play all the same. Still, he’s a turn early for killing the Tech 2 (as I hadn’t drawn into it yet), so good for me I did draw my meatiest blocker. Would suck to have drawn Rememberer or Seer (even plasmo would have been not great). Going to max protect as best I can to hope for tech 2 staying up!


P1T5


Tech StartingHand Workers

TECH
Reversal
Earthquake


STARTING HAND
Smoker
Snapback
Versatile Style


WORKERS
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer
Smoker


NextHand

Sparring Partner
Sensei’s Advice
Versatile Style


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Versatile Style destroys Battle Suits - ($5)
Maxband Grave - ($1)
Birds kill the Seer and are killed by the tower
Grave kills the Plexus and Sword slashes the Fading Argonaut, you draw and get a gold
Aged Sensei boosts Rook
Sparring Partner exhausts to put a +1 rune on Rook
Rook passes the patrol zone and destroys Tech II, your base goes to 15

Float ($1)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook L5 4/6 (1 +1 rune)
  • Grave L7 4/2 (Sparkshot, 3 damage)
  • Aged Sensei 1/1
  • Sparring Partner 2/2
  • Bird’s Nest

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Bit of a waste of a Sword Rune, but I don’t fancy Grave’s chances to survive as the only blocker. Besides, I don’t want to draw into both Mind-Parry Monks before my Tech II goes up, so there’s no point in having him as a Technician either.

Relentless!

Game 4 Player 2, Turn 5

P1 White vs P2 Purple

Starting Hand

Rememberer
Seer
Plasmodium
Origin Story

Events of Turn:


Upkeep:

  • Get Gold (9+1scavenger)
  • Tech 2 cards in (except turn 1)
  • Draw 1 Techn
All Teched Cards

Origin Story, Rememberer
Origin Story, Shimmer Ray
Rememberer, Seer
Stewardess of the Undone, Seer


Main:

  • Prynn (8)
  • Origin Story Rook, he goes away as does Bird’s Nest (5)
  • Seer, Prynn to fade 5 (4)
Workers

Time Spiral, Forgotten Fighter, Hardened Mox, Tinkerer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Seer (2/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Prynn (1/3 lvl 1 fade 5)
  • :target: Lookout:

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 3

Gold:

  • Gold: 4
  • Workers: 9

End of Turn Hand

Rememberer
Temporal Research
Battle Suits
Shimmer Ray

End of Turn Discard

Origin Story
Plasmodium
Rememberer

My Thoughts

Woof, he went for the sword. Hits me right when I have my combo, so that part sucks, but on the plus side I teched my other Origin Story and it paid off for technician; I can buy some time away from Rook. Means I can’t have Vir shelf the Rememberer though, oh well. I’m going to skip worker b/c I want to tech more cards yet anyway (archons, hopefully). We’ll see if I get to pull that off, but at least my tech 2 should survive next turn! Prynn probably won’t but what can you do…

Well hey! I drew two faders and TR, should allow me to dig up the other Seer, build some quick board presence, and maybe arrest the tempo back in my favor!.


P1T6


Tech StartingHand Workers

TECH
Training Grounds
Focus Master


STARTING HAND
Sensei’s Advice
Sparring Partner
Versatile Style


WORKERS
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer
Smoker
Sensei’s Advice


NextHand

Earthquake
Snapback
Grappling Hook


Discard

Bird’s Nest
Sparring Partner #1
Versatile Style
Training Grounds
Focus Master


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech II Discipline - ($5)
Garrus Rook - ($3)
Sparring Partner #2 - ($2)
Sparring Partner #1 trades with Seer
Aged Sensei boosts Grave
Grave kills Prynn, Rook hits level 3
Rook hits midband - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook L5 3/5/1 (/+1 leader)
  • :psfist: Elite:
  • :ps_: Scavenger: Sparring Partner #2 2/2
  • :pschip: Technician: Grave L7 4/1 (4 damage)
  • :target: Lookout:

In Play:

  • Aged Sensei 1/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Card draw’s becoming a serious problem, but I can at least stop making workers now.

Ah, I forgot about the tower, hang on. EDIT: Fixed!

Unfortunately, Sensei’s Advice doesn’t work on heroes

1 Like

Thanks, fixed. I wonder if it would have been a good idea to Sensei’s Advice here even if it was legal, given I could play another Sparring Partner, I worry too much in this kind of game about not letting my people die on my turn.

1 Like

Some sacrifices must be made on the road to victory :wink:

Game 4 Player 2, Turn 6

P1 White vs P2 Purple

Starting Hand

Rememberer
Temporal Research
Battle Suits
Shimmer Ray
Fading Argonaut (techn)

Events of Turn:


Upkeep:

  • Get Gold (9+4float)
  • Tech 2 cards in (except turn 1)
  • Draw 1 Techn
All Teched Cards

Yesterday’s Golgort, Ebbflow Archon
Origin Story, Rememberer
Origin Story, Shimmer Ray
Rememberer, Seer
Stewardess of the Undone, Seer


Main:

  • Vir, peek at topdeck (11)
  • Fading Argonaut (9)
  • Shimmer Ray (8)
  • Temporal Research, draw 2, curse my deck (6)
  • Stewardess of the Undone, bounce the pesky Sensei back to your hand (3)
  • Max Geiger (1)
Workers

Time Spiral, Forgotten Fighter, Hardened Mox, Tinkerer

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 3 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Stewardess of the Undone (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Fading Argonaut (2/3 fade 3)
  • :exhaust: Technician: Shimmer Ray (3/4)
  • :target: Lookout: Geiger (2/3 lvl 1)

In Play:

  • Vir (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Seer
Neo Plexus
Nullcraft
Rememberer
Origin Story

End of Turn Discard
My Thoughts

So let’s do some quick math: Vir + Fargo + Shimmer ray + TR = 7 gold. If I hit a seer, that leaves me enough to Rememberer + Fetch. If I don’t, I have enough to bury the rememberer on topdeck and tech 3. The only way that loses is if the topdeck I swap for is a Seer. So 40% chance I fetch with rememberer, 40% I successfully set up a combo for tech 2 / 3 (provided he doesn’t break tech 3…), and 20% chance I’m in a damned if I do / don’t situation. Drawing Origin Story would be not great, though likely he’s going MPM, drawing Nullcraft would be EXCELLENT to kill Grave, drawing Stewardess would be fine (get rid of that pest Sensei). Yea, drawing definitely seems worth.

Okay stewardess is on top, let’s hope that second card is a seer!

Nope Origin Story, now what is my fate for the swap, with a 33% chance at badness… GAH! Seer! Rotten Luck!

So what do I do now? I can Suits + Stewardess and flood the patrol, I can tech 3 and just invite the tech kill…
Wait a Minute, I didn’t have enough to tech 3 + bury after this! I still need another worker! D’oh!

He is light on cards, so it’s highly possible I won’t get hit with MPM. That would mean bouncing Sensei + Burying Origin Story might be a good play. Then I can play Seer as well in the front line, would that be good? No, I want both Seers in the deck to increase combo odds. Still, playing Stewardess is the right call. I could bring out Geiger as a chump blocker? Not a bad idea, though if he does hit MPM it’s inviting Rook to level for free… I want the max protect, so I’m going for it.

Hey! Rememberer AND OS on the turn! Very nice


P1T7


StartingHand Workers

STARTING HAND
Grappling Hook
Earthquake
Snapback


WORKERS
Fox Primus
Fox Viper
Safe Attacking
Morningstar Flagbearer
Smoker
Sensei’s Advice


NextHand

Savior Monk
Mind-Parry Monk
Snapback
Reversal
Mind-Parry Monk


Tech 0 card(s)
Get Paid - ($10)
Setsuki Hiruki - ($8)
Aged Sensei - ($7)
Grave trades with Stewardess of the Undone, Geiger hits midband
Sparring Partner spars with Rook
Rook kills Geiger and hits level 7
Sparring Partner readies and spars with Setsuki - ($5)
Midband Setsuki - ($2)
Maxband Rook - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Aged Sensei 1/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook L8 5/7 (+)
  • Setsuki L6 4/5 (+, pay to attack)
  • Sparring Partner #2 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Time for Grave to die with that Shimmer Ray out. Setsuki or Tech II wil probably die, but I don’t think he can get both outside of Origin Story.

Can’t have that can we! (Note Sets is 2/3 and lvl 4 at midband, so 3/4 at beefy midband and not lvl 6 so no extra cards yet)

Game 4 Player 2, Turn 7

P1 White vs P2 Purple

Starting Hand

Seer
Neo Plexus
Nullcraft
Rememberer
Origin Story
Ebbflow Archon (on top, yuck)

Events of Turn:


Upkeep:

  • Get Gold (9+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Yesterday’s Golgort, Stewardess of the Undone
Yesterday’s Golgort, Ebbflow Archon
Origin Story, Rememberer
Origin Story, Shimmer Ray
Rememberer, Seer
Stewardess of the Undone, Seer


Main:

  • Vir peeks at topdeck
  • Pynn (8)
  • Origin Story Rook, he goes away (5)
  • Nullcraft, kills Sensei you get a gold (3)
  • Shimmer Ray and Vir break your tech 2, your base to 18
  • Fading Argonaut kills Sparring Partner, takes 2
  • Seer, give Shimmer Ray another fade (2)
  • Vir swaps the last card in my hand onto the topdeck (1)
  • Worker (0)
Workers

Neo Plexus, Time Spiral, Forgotten Fighter, Hardened Mox, Tinkerer

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Seer (2/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Shimmer Ray (3/4 fade 2)
  • Vir (2/3 lvl 1)
  • Prynn (1/3 lvl 1 fade 4)
  • Fading Argonaut (2/1 fade 2)
  • Nullcraft (1/1 flying)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Rememberer
Plasmodium
Origin Story

End of Turn Discard

Stewardess of the Undone
Yesterday’s Golgort
Stewardess of the Undone
Origin Story
Ebbflow Archon

My Thoughts

Well he left himself surprisingly open to attack… so let’s take that opening! Have to OS Rook, no choice in that matter, so can’t afford Rememberer. Might as well put it back on top for next turn then, I still have a seer left in the deck…

Well no Seer, but yes other Origin Story. That bodes well in case he decides to re-max Rook in SQL or something. I’m probably not getting to my tech 3 anytime soon, but oh well, I’m doing okay with what I’ve got.