Shadow Blade
Dark Pact
Morningstar Pass
Pestering Haunt
Discard
Dark Pact
Deteriorate
Soul Stone
Gargoyle
Gargoyle
Tech 2 card(s)
Get Paid + float - ($10)
Dark Pact my base
Dark Pact my base
Worker - ($9)
Deteriorate: Faded Argonaut
Jandra kills Drakk and Argonaut, Soul Stone resurrects
Galina Glimmer - ($8)
Vandy and Boulder break Tech II, your base to 16
Graveyard - ($6)
Tech II - ($2)
Jefferson DeGrey, Ghostly Diplomat
Gargoyle
Shrine of Forbidden Knowledge
Shrine of Forbidden Knowledge
Sacrifice the Weak
Tech 2 card(s)
Get Paid + float - ($10)
Morningstar Pass - ($6)
Replay Galina from Graveyard - ($5)
Dark Pact my base, damage prevented
Worker - ($4)
Tech Lab - ($3)
Garus Rook - ($1)
Jandra kills Geiger and Mad Man, you draw 1
Vandy and Boulder break Tech II, your base to 14
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Galina Glimmer (4/4A)
Elite:
Scavenger:
Technician: L3 Garus Rook (2/4)
Lookout:
In Play:
Mythmaking
Morningstar Pass (6) $1 fee to attack
Graveyard (3)
L5 Vandy Anadrose (4/5) Sparkshot, Resist 1
Jandra, the Negator (5/3) Overpower [2 dmg]
Ardra’s Boulder (2/8)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Strength)
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
That’s… interesting. He could have used Man Man to finish of Galina and the Rambaster to break my Graveyard again, but didn’t? Maybe he really wanted a second patroller? … or maybe he wants to keep the Graveyard in play to be removed by Nature Reclaims next turn… though I can’t think of a good reason to go to so much trouble to kill Galina with the Graveyard in play, unless he’s worried about her 4 damage attack… which is possible. But in that case, it would have been better to attack with the Madman and patrol with the Rambaster.
Dark Pact
Deteriorate
Dark Pact
Gargoyle
Shadow Blade
Discard
Sacrifice the Weak
Jefferson DeGrey, Ghostly Diplomat
Banefire Golem
Bird’s Nest
Tech 2 card(s)
Get Paid + float - ($10)
Shrine of Forbidden Knowledge - ($7)
Shrine of Forbidden Knowledge - ($4)
Vandy kills Midori
Rook kills Bombaster, you get $1
Jandra visits the Shrine and teleports directly to your Tech II
Sacrifice the Weak, Jandra dies safely, Argonaut feeds you a card draw. - ($2)
Galina finishes off Tech II, your base to 12 HP
Worker - ($1)
That’s one Mythmaking down. I’ll wait until I see the other Nature Reclaims before I tech my other one; hopefully I won’t be waiting forever. I’ll safely stash Jandra in the Graveyard until I get some air defense, but first I’ll perform an unstoppable attack with her.
I think the War Drums could have been potentially devastating, except you didn’t have enough units to get value from them. I’m not sure how much Kidnapping would have helped you… if you took a Legendary, it would get -1/-1 instead of +2/+2 while you controlled it… sure, it would have been an effective removal tool, but you’d be losing trades in terms of gold value. I think Bloodburn would have provided a lot of value over time, and the Tiny Basilisks had a lot of potential if you gave them haste or solo patrolled them as Elite (because the Elite bonus applies after all other debuffs, meaning they’d still do 1 damage even if hit by Deteriorate). I think what hurt you the most was that Mythmaking stayed in play for too long, making it easy for me to snowball.
STARTING HAND
Plasmodium
Neo Plexus
Nullcraft
Time Spiral
Hardened Mox
WORKERS
Neo Plexus
NextHand
Temporal Research
Battle Suits
Forgotten Fighter
Tinkerer
Fading Argonaut
Discard
Plasmodium
Nullcraft
Time Spiral
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hardened Mox - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1A) Indesctructible
Elite:
Scavenger:
Technician:
Lookout:
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
I’m not sure what strategy he’s going with from his build, but I see a number of potential obstacles my build may need to overcome. In any case, my build is much more proactive than reactive, so I’ll just do my thing and see what happens.
so he clearly is trading in theigh power of present tech 2 for the hero kills or liches bargain of necro.
hint, im trying to lay down safe attacking and get some value out of hasted lobbers, which could work well against a double liches bargain.
back to his strategy though, I doubt he would want to go with necro as his tech plan for mid/late game, so maybe he’s looking for synergy with future/past?
with only mox, i can safely bring out Grave and threaten strong hero early. safe attacking now to not risk NOT drawing it. aged sensei because i can get teh card back if he null craft pings it.
I was really on the fence about whether to summon a hero and which one, but I’m trusting Glaxx and Mox to create an opportunity for Prynn to attack and recharge a time counter.
STARTING HAND
Snapback
Grappling Hook
Lobber
Lobber
WORKERS
W1 - Fox Primus
W2 - Fox Viper
W3 - Snapback
NextHand
Savior Monk
Morningstar Flagbearer
Discard
Grappling Hook
sparring partner
sparring partner
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Sensei taps, boost Grave to 3/3+A
mid Grave, now 4/4+A - ($4)
Grappling Hook Mox to lookout
Grave readily kills Glax, survives with 1, sparkshot to sideline mox
Lobber #1
Lobber #2
Lobbers kill Prynn, take no damage back, Grave to level 5
max Grave, heals - ($2)
Smoker pings your tech 1 down to 4hp
summon Vandy - ($0)
STARTING HAND
Time Spiral
Temporal Research
Gilded Glaxx
Tinkerer
Knight of the Conclave
WORKERS
Neo Plexus
Forgotten Fighter
Nullcraft
Temporal Research
NextHand
Gilded Glaxx
Nether Drain
Plasmodium
Knight of the Conclave
Fading Argonaut
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Knight of the Conclave
Tech II - ($2)
Vir Garbarean - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Hardened Mox (2/1A) Indesctructible
Elite:
Scavenger:
Technician: L1 Vir Garbarean (2/3)
Lookout:
In Play:
Battle Suits
Future:
Knight of the Conclave [3 time]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Welp, that didn’t work. Time to drain some of those levels. For now I’ll tech up, but I’m not sure what to worker. There really are a lot of time-related cards I like in the Purple starter, so this is always a difficult choice. Maybe next time, I should try opening with Stewardesses and workering them once tech 0 units start to become obsolete. Oh, well, I guess I’ll see how well I can manage without Research now that Garth is available to turn Skeletons into cards. I’ll throw out Vir to help block.
STARTING HAND
Savior Monk
Morningstar Flagbearer
Sensei’s Advice
sparring partner
WORKERS
W1 - Fox Primus
W2 - Fox Viper
W3 - Snapback
W4 - Savior Monk
NextHand
sparring partner
Young Lightning Dragon
Vigor Adept
Discard
Sensei’s Advice
dark pact
Morningstar Flagbearer
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
tech 2 discipline - ($3)
Sensei’s Advise, boost Aged Sensei and Lobber #1 - ($2)
Aged Sensei hits Mox, takes none back, sidelines Mox
Lobber #1 kills Vir, takes none back, Vandy to Mid
tap Vandy, add Dark pact to hand from codex - ($1)
play Dark Pact, my base takes 2, draw 2
Grave and Smoker break your tech 2, your base to 18
Lobber #1 hits your tech 1 for 2, your tech 1 down to 2 hp
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L7 Grave, (4/5+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Sparring Partner (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking
L3 Vandy (3/4)
smoker (1/1)
Aged Sensei (1/1)
Lobber #1 (2/2)
Lobber #2 (2/2)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Discipline)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
things have never looked so good. best be on the doubly lookout. im fully expecting him to come at grave hard with netherdrain or doomgrasp
that’s enough value to maybe break his tech 2 and tech 1 next turn. if grave can survive 1 more turn, i can sword rune to clear his board.
teching YLD as win condition. I can cycle dark pact at this point too.
STARTING HAND
Fading Argonaut
Knight of the Conclave
Plasmodium
Gilded Glaxx
Nether Drain
WORKERS
Neo Plexus
Forgotten Fighter
Nullcraft
Temporal Research
Plasmodium
NextHand
Time Spiral
Gilded Glaxx
Nether Drain
Tinkerer
Discard
Fading Argonaut
Nether Drain
Rewind
Rewind
Tech 2 card(s)
Get Paid - ($8)
Rebuild Tech II
Knight of the Conclave
Gilded Glaxx - ($5)
Worker - ($4)
Float ($4)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Hardened Mox (2/1A) Indesctructible
Elite:
Scavenger:
Technician: Gilded Glaxx (4/4)
Lookout:
In Play:
Battle Suits
Future:
Knight of the Conclave [2 time]
Knight of the Conclave [3 time]
Buildings:
Base HP: 18
Tech I HP: 2
Tech II HP: 5 (Past)
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 4
Gold:
Gold: 4
Workers: 9
Thoughts
Gah, I completely forgot about my ability to Assimilate his Suits. I should have teched that in as soon as I saw the upgrade land. I also just realized that if I Drain Grave, he’ll get a second sword rune if he re-levels. Eww. But, with things getting this out-of-control and my first Knight arriving in 2 turns, I think I need to double up on Rewind and hope to pull it on a technician draw.
STARTING HAND
sparring partner
Young Lightning Dragon
Vigor Adept
WORKERS
W1 - Fox Primus
W2 - Fox Viper
W3 - Snapback
W4 - Savior Monk
W5 - sparring partner
NextHand
Grappling Hook
mind parry monk
mind parry monk
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Vigor Adept - ($5)
tap sparring partner, add +1 rune to Grave
ready sparring partner - ($3)
tap sparring partner, add +1 rune to Vandy
Lobber #1 hits Mox, takes 1 back, sidelines Mox
Vandy kills Glax, takes 4 back
Grave breaks your tech 2, your base to 16
max vandy, heals, boost your Mox and my aged sensei - ($1)
Smoker, Sensei, and Lobber #2 break your tech 1, your base to 14
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Vigor Adept (5/5+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking
L7 Grave, (5/6) +
L5 Vandy (5/6) +
Lobber #1 (2/1)
Lobber #2 (2/2)
Sparring Partner (2/2)
smoker (1/1)
Aged Sensei (3/3) doomed
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Discipline)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
not enough for lethal, so ill break both his tech buildings to be safe. teching in double mind parry monk to protect my investments.