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:
-
Squad Leader: Savior Monk 2/2+1A (1A SQL)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Setsuki L6 4/5 (Untargetable M-PM, pay to attack, +)
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
-
Heroes’ Hall HP: 4
-
Tower HP: 4
Economy Info:
Cards:
Gold:
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.
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:
-
Squad Leader: Sparring Partner 2/2+1A (1A SQL)
-
Elite:
-
Scavenger: Bird #1 1/1 (Flying)
-
Technician: Bird #2 1/1 (Flying)
-
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:
-
Base HP: 14
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
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
-
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 15
- Tech1 HP: 5
- Tech2 HP: 5 PAST
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader: Shimmer Ray (3/4+1armor fade 2)
-
Elite:
-
Scavenger:
-
Technician: Yesterday’s Golgort (6/4 fade 2)
-
Lookout:
In Play:
- Geiger (3/3 lvl 5)
- Prynn (3/5 fading 2, holding a trashed Focus Master)
Economy Info:
Cards:
Gold:
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:
-
Squad Leader: Bird #1 1/1+1A (Flying, 1A SQL)
-
Elite:
-
Scavenger: Bird #2 1/1 (Flying)
-
Technician: Sparring Partner 2/2
-
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:
-
Base HP: 11
-
Tech I HP: 5
-
Tech II HP: 5 (Discipline)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
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
-
-
Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 15
- Tech1 HP: 5
- Tech2 HP: 5 PAST
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Yesterday’s Golgort (6/4 fade 2)
-
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:
Gold:
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
Would you like to play again?
2 Likes
Definitely, did you want to swap sides?
I’m game for whatever 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
-
-
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:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
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:
-
Squad Leader: Grave L1 2/3+1A (1A SQL)
-
Elite:
-
Scavenger: Savior Monk 2/2
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Let’s try having lots of deck-cycling, with Martial Mastery and Hidden Ninja. Only question is what to cycle for.
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:
-
Squad Leader: Grave L3 3/2+1A (2 damage)
-
Elite:
-
Scavenger: Fox Viper 2/1
-
Technician:
-
Lookout:
In Play:
- Savior Monk 2/1 (1 damage)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
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.
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:
-
Squad Leader: Aged Sensei 1/1+1A
-
Elite:
-
Scavenger: Inverse Power Ninja 4/4 (-2/-2 from others in play)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
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.