Casual: flagrantangles (mono-Blue) versus Persphone (mono-Black)

P2T6


Tech Starting Hand Workers

TECH
Dreamscape
Macciatus, The Whisperer


STARTING HAND
Elite Training
Reputable Newsman
Drill Sergeant
Lawful Search
Bluecoat Musketeer
Free Speech
Overeager Cadet
Dreamscape
Building Inspector
Overeager Cadet
Macciatus, The Whisperer
Spectral Aven


WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Arrest
Elite Training


Next Hand

Scribe
Dreamscape
Reputable Newsman
Scribe
Free Speech


Tech 2 card(s)
Get Paid + Scavenger - ($10)
Spectral Aven trades with the Gargoyle.
Hire a Drill Sergeant and draw a card. - ($7)
Hire an Overeager Cadet, draw a card, and generate a rune.
Hire a Bluecoat Musketeer, generate a rune, and draw a card. - ($5)
Hire a Building Inspector, generate a rune, and draw a card. - ($4)
Hire an Overeager Cadet, draw a card, and generate a rune.
Traffic Director snipes your Graveyard for 1 damage.
Drill Sergeant gives 1 rune to each of the Soldiers.
Soldier 1 kills the Skeleton.
Soldier 2 destroys the Graveyard.
Hire Macciatus, the Whisperer, generate a rune, and draw a card. - ($2)
Worker. - ($1)

Float ($1)
Discard 5, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet 1 2/2A
  • :psfist: Elite: Overeager Cadet 2 3/2
  • :ps_: Scavenger: Bluecoat Musketeer 1/2
  • :pschip: Technician: Building Inspector 1/1
  • :target: Lookout: Macciatus, the Whisperer 3/3

In Play:

  • Flagstone Garrison
  • Soldier 1 2/1 +
  • Soldier 2 2/2 +
  • Traffic Director 1/1
  • Drill Sergeant 3/3 +++

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Gargoyle is now gone and that’s just great. Graveyard has been nixed and I’m feeling good. I’ve got the Peace Engine up and running. Runes will be especially good against the Tech III Disease. That said, Peace units tend to suicide and replenish anyway so I think we can mitigate the efficacy of disease. I no longer know if I want to use Dreamscape and the Sergeant next round. I guess we’ll see if there’s anything worth taking down.

Tech Plan:

  1. Scribe, Scribe - Completed
  2. Overeager Cadet, Overeager Cadet - Completed
  3. Flagstone Garrison, Free Speech - Completed
  4. Elite Training, Drill Sergeant - Completed
  5. Dreamscape, Macciatus, the Whisperer - Completed

@Persephone’s turn!

Gargoyle, Graveyard, and Thieving Imp all go to my graveyard.

Tech 0 cards. (8 discards)
  • Dark Pact
  • Cursed Crow
  • Cursed Crow
  • Dark Pact
  • Shadowblade
  • Gargoyle
  • Thieving Imp
  • Graveyard

Player 1, Turn 7


Workers make 10g. (10g)

Incubate a :biohazard: Plague Lord for 6g! (4g, 4 cards)

:biohazard: Plague Lord places a -1/-1 or removes a +1/+1 rune from each of your units.

Put a -1/-1 rune on Overeager Cadets 1 and 2, Bluecoat Musketeer, Macciatus, Building Inspector, and Traffic Director; the last two die instantly. You draw a card.

Remove a +1/+1 rune from both soldiers (killing Soldier 1) and from Drill Sergeant.

Reanimate a Cursed Ghoul for 4g. (0g, 3 cards)
When it comes into play, it removes a +1/+1 rune from Drill Seargeant. (One +1/+1 rune remains.)

Patrol Bone Collector in Squad Leader, :codexqueend: Vandy Anadrose, Queen of Demons in Elite, and Cursed Ghoul in Lookout.

Discard 3, draw 1, shuffle 11, draw 4.


Patrols:
:psblueshield: Squad Leader: Bone Collector (3 :crossed_swords:, 1 of 3 :heart:, 1 :psblueshield)
:psfist: Elite: :codexqueend: Vandy Anadrose, Queen of Demons Lv. MAX (5 :crossed_swords:, 5 :heart:, Sparkshot, Resist 1)
:ps_: Scavenger:
:pspuzzle: Technician:
:eye: Lookout: Cursed Ghoul (4 :crossed_swords:, 5 :heart:, unstoppable by -1 units, Resist 1)

Board:
:biohazard: Plague Lord (4 :crossed_swords:, 7 :heart:, places -1/-1 on attack, damages bases, Resist 2)

Base: 16 :heart:
Tech I (5 :heart:)
Tech II – :biohazard: Disease (5 :heart:)
Tech III (5 :heart:)

:pspig: 0g banked, 10 workers.


5 cards in hand
  • Plague Lord
  • Cursed Crow
  • Deteriorate
  • Graveyard
  • Thieving Imp
7 cards in deck
  • Shadowblade
  • Skeleton Javelineer
  • Dark Pact
  • Cursed Ghoul
  • Gargoyle
  • Dark Pact
  • Cursed Crow
0 cards in discard

Thoughts

Assuming you’re holding on to an Arrest, as that’s the only thing that could stop Plague Lord from attacking this turn. Presumably you’ll Arrest my Ghoul, use 2 power to kill Bone Collector, and 5 to kill Vandy. Assuming you hit Vandy with Drill Sergeant, that means he has to keep 2 of his +1/+1 runes when he dumps the rest onto the last attacker that swings at my Tech III or Plague Lord, depending on how many units you can play. Probably “all of them.”

Oh, right, the soldier token has sparkshot. 4 damage needed to kill Vandy. Should have Deteriorated it or put the Ghoul’s token there, but I already drew and looked at my hand.

On your upkeep, your base will take 4 damage, one each for the runes on the Cadets, Musketeer, and Macciatus.

edit: added “you draw a card” note for Building Inspector.
edit2: Plague Lord doesn’t damage bases until my upkeep.
edit3: noting Resist 2 on Plague Lord. (Maybe I should have patrolled him in Lookout after all…)

1 Like

Noting that on turn 5, when Vandy tutored for Dark Pact, I should have discarded a card, but didn’t.

1 Like

P2T7


Tech Starting Hand Workers

TECH
Spectral Hound
Spectral Flagbearer


STARTING HAND
Scribe
Scribe
Reputable Newsman
Dreamscape
Free Speech
Lawful Search
Spectral Aven
Overeager Cadet
Spectral Hound
Spectral Flagbearer
Traffic Director
Overeager Cadet
Building Inspector


WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Arrest
Elite Training


Next Hand

Lawful Search
Reputable Newsman
Building Inspector
Free Speech
Spectral Aven


Tech 2 card(s)
Get Paid + float - ($11)
Summon Sirus Quince and his Mirror Illusion. - ($9)
Quince creates a Dreamscape, turning all Tech 0, I, and II units into illusions. - ($6)
The Overeager Cadets trades with the Bone Collector.
Drill Sergeant gives a rune to the Cursed Ghoul, killing it. - ($5)
Hire a Scribe, draw 1 card, reshuffle, and draw 1 more; generate a rune. - ($3)
Hire an Overeager Cadet, draw a card, and generate a rune.
Hire a Spectral Hound, draw a card, and generate a rune. - ($2)
Hire a Spectral Flagbearer, draw a card, and generate a rune. - ($1)
Hire a Traffic Director, draw a card, and generate a rune. - ($0)
Hire another Overeager Cadet, draw a card, and generate a rune.
Bluecoat Musketeer shoots Vandy from Long Range.
Drill Sergeant gives 3 runes to the remaining Soldier token who suicides against Vandy, killing her; Quince midbands.
Drill Sergeant kills the Plague Lord.
Drill Sergeant gives 2 runes to Macciatus, the Whisperer.
Macciatus destroys your Tech III.

Float ($0)
Discard 6, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound 4/4A
  • :psfist: Elite: Overeager Cadet 1 4/3
  • :ps_: Scavenger: Overeager Cadet 2 3/3
  • :pschip: Technician: Spectral Flagbearer 3/3
  • :target: Lookout: Scribe 2/4

In Play:

  • Flagstone Garrison
  • Dreamscape
  • Quince (3) 1/4
  • Mirror Illusion 1/2
  • Drill Sergeant 5/1 +
  • Bluecoat Musketeer 1/2 -
  • Traffic Director 2/2
  • Macciatus, the Whisperer 5/5 +

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Okay, we’re in a stunning position here. The calculations between all the runes and the Macciatus + Dreamscape buffs are little ridiculous but very fun. I think we can reasonably close out the game next round.

Tech Plan:

  1. Scribe, Scribe - Completed
  2. Overeager Cadet, Overeager Cadet - Completed
  3. Flagstone Garrison, Free Speech - Completed
  4. Elite Training, Drill Sergeant - Completed
  5. Dreamscape, Macciatus, the Whisperer - Completed

@Persephone’s turn!

also macciatus too had a -1 rune cuz Plord, so he needs 3 runes not 2 to go to 5/5

Macciatus’ bonus applies to himself and the Bluecoat Musketeer because of Dreamscape.

1 Like

With all these runes flying around it would help if you kept running totals on Drill Sergeant, etc.

The -1 Overeager Cadets become 2/2s again; you only need one to kill the BC in Squad Leader (it was damaged previously), we’ll just say you throw the second one at Cursed Ghoul b/c you need him to die so he can be replayed.

+1 Drill Sergeant is a 3/3 base +1/+1 from Macciatus w/ 1 +1/+1 rune (5/5), spends 1 to kill Ghoul and he gets 6 more (4/4+6/6)

gives 3 to the 2/2 +0 soldier, soldier is 5/5, +3 DS is 7/7, 7/7 kills Plague Lord, becomes 7/(7-4), gives -1 Macciatus (4/4-1/1) two runes, who becomes +1 Macciatus (4/4+1/1), +1 Drill Sergeant is 5/(5-4).

Alright, moving on…

Oh, the way I read the bone collector’s information it looked like it had 3 health. I apologize for that. I’ll try to keep a more explicit tally of the runes going forward.

I really should have put a Soulstone on Plague Lord and patrolled him instead of making a Ghoul, huh. Didn’t even think about Dreamscape combo, was wondering why you took it with no spells in a previous game.

would Bone Collector (3 :crossed_swords:, 2 :boom:, 3 :heart:) have been more clear? I’m experimenting with different notations to make the board as readable as possible.

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I often consider taking Dreamscape + Macciatus just to make my units hardier. Furthermore, keeping Quince alive to use Dreamscape and continue to get benefit out of it is pretty difficult, in my experience.

I wouldn’t say the problem is that the notation is actually unclear, so much as I’m very used to a simpler, more pared down notation. My preference is just to list the current total and hide the modifiers to make it as clean to read as possible. There are definite downsides to this as it can cause mistakes or hide them so I wouldn’t advocate for it as a solution. I’ll try to be more conscientious when I read your turns to prevent these kinds of mistakes.

Tech 1 card. (4 discards)
  • :pspuzzle: Soulstone
  • Bone Collector
  • Plague Lord
  • Cursed Ghoul

Player 1, Turn 8


Workers make 10g. (10g)

Hire 11th worker. (9g, 4 cards)
  • Deteriorate

Rebuild my Tech III.
Build a Tower for 3g. (6g)

Summon Thieving Imp for 3g. (3g)
:exclamation: You discard a card.

Summon :codextorken: Garth Torken for 2g. (1g)
Garth animates a skeleton for 1g. (0g)

Discard 3, draw 5.


Patrols:
:psblueshield: Squad Leader: Thieving Imp (2/[2+A])
:psfist: Elite:
:ps_: Scavenger: Skeleton (1/1)
:pspuzzle: Technician: :codextorken: Garth Torken (1/3)
:eye: Lookout:

Board:

Base: 14 :heart:
Tech I (5 :heart:)
Tech II – :biohazard: Disease (5 :heart:)
Tech III (5 :heart:)
:eye: :bow_and_arrow: Tower (4 :heart:)

:pspig: 0g banked, 11 workers.


5 cards in hand
  • Cursed Crow
  • Cursed Ghoul
  • Gargoyle
  • Skeleton Javelineer
  • Dark Pact
2 cards in deck
  • Dark Pact
  • Shadowblade
7 cards in discard
  • Soulstone
  • Bone Collector
  • Plague Lord
  • Cursed Ghoul
  • Plague Lord
  • Cursed Crow
  • Graveyard

Thoughts

Can’t rely on Doom Grasp to kill anything (Flagbearer) or Spreading Plague (since they can cancel all the tokens)

edit: correct deck/discard counts, note Tower on board

Good game! I thought for sure I was gonna be facing down metamorphosis!

P2T8


Tech Starting Hand Workers

TECH
Spectral Hound
Spectral Flagbearer


STARTING HAND
Lawful Search
Reputable Newsman
Free Speech
Spectral Aven
Building Inspector
Scribe
Overeager Cadet
Spectral Hound


WORKERS
Porkhand Magistrate
Jail
Manufactured Truth
Arrest
Elite Training
Reputable Newsman


Next Hand

Overeager Cadet
Spectral Flagbearer
Building Inspector
Lawful Search
Free Speech


Tech 2 card(s)
Get Paid - ($10)
Discard #1 thanks to the Imp.
Overeager Cadet trades with the Imp.
Worker. - ($9)
Hire a Spectral Aven, draw a card, and generate a rune; Drill Sergeant now has 2 runes. - ($7)
Bluecoat Musketeer shoots the Skeleton from Long Range.
Drill Sergeant gives a rune to the Bluecoat Musketeer and removes its -1/-1 rune; Drill Sergeant now has 1 rune.
Spectral Flagbearer kills Garth; Quince maxbands.
Hire a Scribe, reshuffle, draw 2 cards, and generate a rune; Drill Sergeant now has 2 runes. - ($5)
Scribe 1, Overeager Cadet 1, Macciatus, Drill Sergeant, Spectral Hound, and Traffic Director attack your base for 2+3+5+6+4+2=22 damage and destroy it.

Float ($5)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

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

In Play:

  • Flagstone Garrison
  • Dreamscape
  • Quince (5) 1/5
  • Mirror Illusion 1/2
  • Drill Sergeant 6/2 ++
  • Bluecoat Musketeer 2/2
  • Traffic Director 2/2
  • Macciatus, the Whisperer 5/5 +
  • Spectral Aven 3/3
  • Spectral Flagbearer 3/1
  • Scribe 2 2/4
  • Spectral Hound 4/3
  • Overeager Cadet 1 4/3
  • Scribe 1 2/4

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 5
  • Workers: 11
Thoughts

And the base goes down.

Tech Plan:

  1. Scribe, Scribe - Completed
  2. Overeager Cadet, Overeager Cadet - Completed
  3. Flagstone Garrison, Free Speech - Completed
  4. Elite Training, Drill Sergeant - Completed
  5. Dreamscape, Macciatus, the Whisperer - Completed

@Persephone’s turn!

Good game!

In hindsight have put Soulstone on Plague Lord and patrolled him. I didn’t because I was afraid of an Arrest preventing me from attacking with him next turn. I also teched a ton of units that turned out to be useless (2x Crows, for start) b/c I thought I wasn’t going to need blockers.

I actually didn’t have Arrest anymore since I had workered it. I knew early on that I was going for a Peace/Truth win condition so I wanted to thin out my spells so that I would be able to cycle as much as possible with a single Garrison. That said, Arrest is such a good card that it makes sense to assume it wouldn’t be workered.

I don’t know if this mattered to you at all, but I did attempt to be a little sneaky when I designated my main Tech II as Truth rather than the Peace that it actually was. I hoped that you would read that as giving you a bit more time since Truth Tech II is pretty slow and requires a lot of cards/investment.

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It worked all right. I actually completely overlooked that you made a tech lab and teched 2x Cursed Crow to deal with Spectral Roc / Macciatus / your hand having cards in it. Then you went off and suddenly I needed fat ground blockers and a single Scribe in your hand would be enough to play every unit in your deck.

maybe on t5 if using doom on garg to kill the garrison would have turned the tables (target aven to pop it)