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

Ouch! I think that might be the end.

P1T8


StartingHand Workers

STARTING HAND
Savior Monk
Reversal
Mind-Parry Monk
Mind-Parry Monk
Snapback


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


NextHand

Training Grounds
Focus Master
Earthquake
Bird’s Nest
Sparring Partner


Discard

Aged Sensei
Sparring Partner
Snapback
Mind-Parry Monk
Mind-Parry Monk
Reversal


Tech 0 card(s)
Get Paid + float + scavenger - ($12)
Setsuki swiftly kills Seer, you get a gold
Maxband Setsuki - ($10)
Saviour Monk - ($8)
Snapback Prynn and Geiger - ($5)
Tower, base goes to 16 - ($2)

Float ($2)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Savior Monk 2/2+1A (1A SQL)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Setsuki L6 4/5 (Untargetable M-PM, pay to attack, +)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Heroes’ Hall HP: 4
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

And there’s Origin Story, right on cue. Not much I can do now, apart from bleed his gold by making him kill Setsuki with combat damage.

Game 4 Player 2, Turn 8

P1 White vs P2 Purple

Starting Hand

Rememberer
Plasmodium
Origin Story

Events of Turn:


Upkeep:

  • Get Gold (10+1scav)
  • Tech 1 card in
All Teched Cards

Now!
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:

  • Fading Argonaut and Nullcraft kill Savior monk, both die
  • Discard 1 to keep Shimmer Ray at fade 2
  • Geiger hits your base to 14
  • Vir and Shimmer Ray kill Sets, Vir dies, Geiger to level 3 (9)
  • Rememberer (4)
  • Worker (3)
Workers

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

  • :pspurpleshield: Patrol as below
  • Discard 0 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:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Shimmer Ray (3/3 fade 2)
  • Geiger (2/4 lvl 3)
  • Rembererer (3/3 fading 3)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 10

Gold:

  • Gold: 3
  • Workers: 11

End of Turn Hand

Temporal Research
Battle Suits

End of Turn Discard

Stewardess of the Undone
Yesterday’s Golgort
Stewardess of the Undone
Origin Story
Ebbflow Archon
Now!
Fading Argonaut
Nullcraft
Seer
Origin Story

My Thoughts

Can’t quite afford tech 3 and Rememberer and killing Sets. Sets can bring haste, I’ll skip the tech 3 for now


P1T9


StartingHand Workers

STARTING HAND
Sparring Partner
Focus Master
Earthquake
Bird’s Nest
Training Grounds


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


NextHand

Versatile Style
Grappling Hook
Sparring Partner


Tech 0 card(s)
Get Paid + float - ($12)
Garrus Rook - ($10)
Grave Stormborne - ($8)
Training Grounds - ($7)
Focus Master - ($4)
Bird’s Nest, two Birds arrive - ($2)
Sparring Partner - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner 2/2+1A (1A SQL)
  • :psfist: Elite:
  • :ps_: Scavenger: Bird #1 1/1 (Flying)
  • :pschip: Technician: Bird #2 1/1 (Flying)
  • :target: Lookout: Focus Master 4/3 (3 Focus runes, runes prevent exact kills)

In Play:

  • Rook L1 3/4 (+1/ TG)
  • Grave L1 3/3 (+1/ TG)
  • Training Grounds HP: 4
  • Bird’s Nest

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Tech II is still up, time for a last stand. If Focus Master isn’t Undone, and Battle Suits don’t come back, I shouldn’t lose too much. That Rememberer’s going to be trouble quickly, there’ll be a free Shimmer Ray or Golgort arriving next turn. Versatile Style should at least help with a Ray.

Hmm, that’s quite a good play!

Game 4 Player 2, Turn 9

P1 White vs P2 Purple

Starting Hand

Rememberer
Plasmodium
Origin Story

Events of Turn:


Upkeep:

  • Get Gold (11+3float)
  • Rememberer recalls a Yesterday’s Golgort as she fades 1
  • Tech 2 cards in
All Teched Cards

Research & Development x2
Now!
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:

  • Prynn + Maxband, banish Focus Master (5)
  • Shimmer Ray kills Sparring Partner
  • Rememberer kills Grave, Geiger maxbands and flickers Shimmer Ray back to health
  • Geiger hits your base to 11
  • Tech 3 (0)
Workers

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

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

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 PAST
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Shimmer Ray (3/4+1armor fade 2)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Yesterday’s Golgort (6/4 fade 2)
  • :target: Lookout:

In Play:

  • Geiger (3/3 lvl 5)
  • Prynn (3/5 fading 2, holding a trashed Focus Master)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Seer
Rememberer
Yesterday’s Golgort
Nullcraft

End of Turn Discard
My Thoughts

Well phew, no Mind-Parry Monk! However, Training Grounds and Focus Master are patrolled ideally here, and if I don’t break the tech 2, Mind-Parry Monk could really spoil a Archon plan! But what can I do about that now? I am pretty low on firepower. I think my best bet is max out Prynn, remove that Focus Master, and kill Grave with my Rememberer. That will maxband Geiger, let him flicker the Shimmer Ray in defense. He won’t be able to kill anything directly, and indeed if he does get an MPM out I’ll be in trouble. So let’s tech 2x R&D to help deal with that possibility. Rewind wouldn’t be bad either actually, but I don’t know that Prynn will survive to play that.

Hope for no MPM!


Thanks, you’ve nicely dealt with it though, I’'d forgotten about Prynn’s maxband!

P1T10


StartingHand Workers

STARTING HAND
Grappling Hook
Versatile Style
Sparring Partner


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


NextHand

Mind-Parry Monk
Savior Monk
Snapback


Discard

Sparring Partner
Grappling Hook
Versatile Style


Tech 0 card(s)
Get Paid + float - ($11)
Training Grounds maxes Rook
Grappling Hook Gorgoth to Lookout
Rook kills Yesterday’s Gorgoth, Rook crumbles
Setsuki arrives at maxband - ($4)
Sparring Partner - ($3)

Float ($3)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Rook L8 5/6 (Crumble rune)
  • Setsuki L6 4/4 (Pay to attack, +1/ TG)
  • Training Grounds HP: 4
  • Bird’s Nest
  • Focus Master 4/3 (banished by Prynn, 3 Focus runes, runes prevent exact kills)

Buildings:

  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

Ugh, I forgot that Prynn could banish.

For future reference, Golgort would have received a fading counter here (not that it mattered) as he doesn’t care who does the combat damage, only that you do it.

3 Likes

I think this will about lock it up!

Game 4 Player 2, Turn 10

P1 White vs P2 Purple

Starting Hand

Seer
Rememberer
Yesterday’s Golgort
Nullcraft

Events of Turn:


Upkeep:

  • Get Gold (11)
  • Tech 1 card in
All Teched Cards

Ebbflow Archon
Research & Development x2
Now!
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:

  • Rememberer (6)
  • Seer, ping a rune off Rememberer to fetch Ebbflow Archon (5)
  • Archon peels both birds, SP, Rook and Sets off the board and back to the ether / your hand / command zone respectively
  • Geiger and Prynn break your tech 2, your base to 9
  • Shimmer Ray hits your base to 6
  • Yesterday’s Golgort (2)
  • Vir (0)
Workers

Plasmodium, 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
  • Tech3 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Yesterday’s Golgort (6/4 fade 2)
  • :target: Lookout:

In Play:

  • Shimmer Ray (3/3 fade 1)
  • Geiger (3/2 lvl 5)
  • Prynn (3/4 fading 2, holding a trashed Focus Master)
  • Ebbflow Archon (10/10 fade 2)
  • Seer (2/1)
  • Rememberer (3/3 fading 2)
  • Vir (2/3 lvl 1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 11

End of Turn Hand

Temporal Research
Origin Story
Stewardess of the Undone

End of Turn Discard
My Thoughts

No MPM still, should be GG!


I did not know that! That makes him much better

1 Like

Yep, that would about do it. Well played! It was fun going on the early offensive.
As you mentioned at the time, I went for your Tech II a turn earlier than I needed to, because I wasn’t paying attention to draws. Waiting might have stopped me getting so down on cards for most of the rest of the game, especially the hand for Turn 7, and repeatedly failing to draw any Mind Parry Monks…

2 Likes

GG WP! Yea in hindsight you would have been better off not hooking on turn 4 and instead getting my tech two low, that would have made killing it turn 5 (when it mattered) even easier. When you did re-kill it on turn 5 you had me worried, though, as I had set up that combo draw and not playing it really hurt my momentum.

Looks like you bottom-decked your MPMs just in time for me to destroy your tech 2 though, that helped me get back in things. I had a rough draw or two myself, them’s the breaks :wink:

Would you like to play again?

2 Likes

Definitely, did you want to swap sides?

I’m game for whatever :slight_smile: You just let me know after each game what you’d like to play. GL HF!

Game 5 Player 1, Turn 1

P2 White vs P1 Purple

Starting Hand

Hardened Mox
Battle Suits
Tinkerer
Forgotten Fighter
Temporal Research

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Hardened Mox (1)
  • Worker (0)
Workers

Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Hardened Mox (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Plasmodium
Fading Argonaut
Neo Plexus
Nullcraft
Time Spiral

End of Turn Discard

Temporal Research
Tinkerer
Battle Suits

My Thoughts

Let’s see how Mox does! White doesn’t have any 3hp starter units so Mox + Suits + Nullcraft is actually pretty potent offense!


1 Like

Hypothetically, I’m guessing Mox still gets disabled if it’s hit with a Reversal, since it never left play?

Yea, disabled will stick with it through it’s “death” from the damage, for the one turn that disabled lasts

P2T1


StartingHand Workers

STARTING HAND
Smoker
Sensei’s Advice
Aged Sensei
Grappling Hook
Savior Monk


WORKERS
Smoker


NextHand

Fox Primus
Fox Viper
Morningstar Flagbearer
Snapback
Safe Attacking


Discard

Aged Sensei
Sensei’s Advice
Grappling Hook


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Grave Stormborne - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave L1 2/3+1A (1A SQL)
  • :psfist: Elite:
  • :ps_: Scavenger: Savior Monk 2/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Let’s try having lots of deck-cycling, with Martial Mastery and Hidden Ninja. Only question is what to cycle for.

Game 5 Player 1, Turn 2

P2 White vs P1 Purple

Starting Hand

Plasmodium
Fading Argonaut
Neo Plexus
Nullcraft
Time Spiral

Events of Turn:


Upkeep:

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

Stewardess of the Undone, Argonaut


Main:

  • Fading Argonaut (3)
  • Worker (2)
  • Tech 1 (1)
Workers

Plasmodium, Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

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

In Play:


Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Battle Suits
Temporal Research
Nullcraft
Stewardess of the Undone
Neo Plexus

End of Turn Discard
My Thoughts

Going to want to work around a prolonged tech 1 phase, so better get strong units. Stewardess and Argo should provide good pressure on that grave


P2T2


Tech StartingHand Workers

TECH
Martial Mastery
Inverse Power Ninja


STARTING HAND
Fox Primus
Snapback
Morningstar Flagbearer
Fox Viper
Safe Attacking


WORKERS
Smoker
Safe Attacking


NextHand

Martial Mastery
Fox Primus
Morningstar Flagbearer
Inverse Power Ninja
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Midband Grave - ($2)
Saviour Monk exhausts the Mox
Grave kills the Fading Argonaut, you get a gold, Grave readies
Fox Viper - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave L3 3/2+1A (2 damage)
  • :psfist: Elite:
  • :ps_: Scavenger: Fox Viper 2/1
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Savior Monk 2/1 (1 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Rambasa Twin will be back in the codex before I know it, and I need something worth cycling for. Inverse Power Ninja seems a decent compromise, hopefully Glorious Ninjas and Hidden Ninja will discourage use of Undo. Oh, and the Flagbearer.

Game 5 Player 1, Turn 3

P2 White vs P1 Purple

Starting Hand

Plasmodium
Fading Argonaut
Neo Plexus
Nullcraft
Time Spiral

Events of Turn:


Upkeep:

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

Hyperion, Temporal Distortion
Stewardess of the Undone, Argonaut


Main:

  • Battle Suits (6)
  • Stewardess of the Undone, bounces Viper back to your hand (3)
  • Nullcraft, kills Savior Monk (1)
  • Worker (0)
Workers

Temporal Research, Plasmodium, Forgotten Fighter

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (2/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Stewardess of the Undone (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Time Spiral
Argonaut
Tinkerer

End of Turn Discard

Fading Argonaut
Temporal Distortion
Hyperion
Neo Plexus

My Thoughts

This seems a decent enough opportunity to lay down suits to prevent a cycle, that way I can load up for teching up next turn. Not exactly what I had in mind to do with Mox down, but he’s still providing good value :slight_smile:


P2T3


Tech StartingHand Workers

TECH
Inverse Power Ninja
Hidden Ninja


STARTING HAND
Fox Primus
Martial Mastery
Inverse Power Ninja
Sensei’s Advice
Morningstar Flagbearer
Snapback
Aged Sensei


WORKERS
Smoker
Safe Attacking
Fox Viper


NextHand

Hidden Ninja
Inverse Power Ninja
Grappling Hook
Morningstar Flagbearer
Sensei’s Advice


Tech 2 card(s)
Get Paid - ($7)
Martial Mastery, discard 1, draw 2, look at your hand - ($6)
Inverse Power Ninja - ($3)
Aged Sensei - ($2)
Worker - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei 1/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger: Inverse Power Ninja 4/4 (-2/-2 from others in play)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Grave L3 3/2 (2 damage)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

(Discarded Sensei’s Advice for Martial Mastery, FS’s hand is Time Spiral, Argonaut, Tinkerer.) The Argonaut will be a scary 4/4 with Readiness, I’m not so worried about the rest. The health ““gain”” Inverse Power Ninja gets when Aged Sensei goes down should keep her up and hitting next turn. Next turn will probably see a dead spell in my hand from not getting up Tech II or a Heroes’ Hall, so I’m hoping for Martial Mastery again. EDIT: Nope! I’ve got the other Inverse Power Ninja, though.

Game 5 Player 1, Turn 4

P2 White vs P1 Purple

Starting Hand

Time Spiral
Argonaut
Tinkerer

Events of Turn:


Upkeep:

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

Tricycloid, Now!
Hyperion, Temporal Distortion
Stewardess of the Undone, Argonaut


Main:

  • Mox kills Sensei
  • Nullcraft pings Grave down to 1hp
  • Vir (5)
  • Worker (4)
  • Tech 2 Present (0)
Workers

Tinkerer, Temporal Research, Plasmodium, Forgotten Fighter

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

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 PRESENT

In Patrol:

  • :psblueshield: Squad Leader: Stewardess of the Undone (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Vir (2/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Hardened Mox (2/1)
  • Nullcraft (1/1)
  • Battle Suits

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Temporal Distortion
Fading Argonaut
Tricycloid
Now!

End of Turn Discard
My Thoughts

Hmm, IPN isn’t great to deal with, but at least hopefully I can lay Vir in front and keep my tech 2 alive for next turn :slight_smile: He’d have to have like Reversal + Hook or use a sword rune to prevent it.

No Hyperion but Now! + Fargo + Tricycloid means I’ll have options next turn!