[Casual] Nekoatl [Balance/Feral]/Law vs Unity [Present/Future]/Peace

P2T1


StartingHand Workers

STARTING HAND
Plasmodium
Nullcraft
Tinkerer
Fading Argonaut
Neo Plexus


WORKERS
Tinkerer


NextHand

Forgotten Fighter
Battle Suits
Hardened Mox
Time Spiral


Discard

Neo Plexus
Nullcraft


Tech card(s)
Get Paid - ($5)
Worker - ($4)
Play Plasmodium - ($2)
Play Fading Argonaut - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3+1A)***
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Plasmodium - Forecast 3

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 6

P1T2


Tech StartingHand Workers

TECH
Sparring Partner
Sparring Partner


STARTING HAND
Spore Shambler
Forestā€™s Favor
Verdant Tree
Young Treant
Rampant Growth


WORKERS
Rich Earth
Young Treant


NextHand

Sparring Partner
Rampant Growth
Forestā€™s Favor
Spore Shambler
Ironbark Treant


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector finds gold - ($5)
Rampant Growth: Calamandra - ($3)
Calamandra kills Fading Argonaut.
Tech I - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • L1 Calamandra Moss (2/3) Sneaky
  • Merfolk Prospector (1/1) Finds gold

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

Hmm, defending against the FArgo doesnā€™t seem reliable, better go for the kill, then. That means I canā€™t really work in the Tower, at least not without skipping a worker, and keeping the Prospector alive isnā€™t worth that. At least I donā€™t have to worry about Seers rushing in the Plasmodium.

P2T2


Tech StartingHand Workers

TECH
Brave Knight
Overeager Cadet


STARTING HAND
Forgotten Fighter
Battle Suits
Time Spiral
Hardened Mox


WORKERS
Tinkerer
Hardened Mox


NextHand

Battle Suits
Temporal Research
Forgotten Fighter
Fading Argonaut
Time Spiral


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($3)
Build Tower - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

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

In Play:

  • Plasmodium - Forecast 2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

P1T3


Tech StartingHand Workers

TECH
Insurance Agent
Insurance Agent


STARTING HAND
Rampant Growth
Forestā€™s Favor
Spore Shambler
Ironbark Treant
Sparring Partner


WORKERS
Rich Earth
Young Treant
Forestā€™s Favor


NextHand

Verdant Tree
Playful Panda
Tiger Cub


Discard

Rampant Growth
Spore Shambler
Insurance Agent
Insurance Agent


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Find gold - ($7)
Rampant Growth: Calamandra - ($5)
Calamandra breaks Tower.
Sparring Partner - ($4)
Ironbark Treant - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2AAA)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss (2/3) Sneaky
  • Merfolk Prospector (1/1) Finds gold

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 7

Thoughts

Okay, Iā€™m within range of a Time Spiral attack now, so putting Ironbark in front seems wise. If heā€™s holding onto Forgotton Fighter, it might get unsummoned, but at least then heā€™ll have $2 and a card less to cause trouble for me withā€¦ vs. $3 to play the Ironbark is an even trade value-wise, as well.

P2T3


Tech StartingHand Workers

TECH
Promise of Payment
Tricycloid


STARTING HAND
Temporal Research
Fading Argonaut
Battle Suits
Forgotten Fighter
Time Spiral


WORKERS
Tinkerer
Hardened Mox
Temporal Research


NextHand

Brave Knight
Nullcraft
Overeager Cadet
Neo Plexus


Discard

Forgotten Fighter
Time Spiral
Fading Argonaut
Battle Suits
Promise of Payment
Tricycloid


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Vir Garbarean - ($4)
Play Forgotten Fighter give you back your Ironbark Treant. - ($2)
Play Time Spiral on Plasmodium - ($1)
Kill your Sparring Partner. You draw a card

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vir Garbarean (2/3+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • :exhaust: Plasmodium (4/2) - Haste

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Ironbark Treant is really a great early game blocker. Hand is getting thin again.

P1T4


Tech StartingHand Workers

TECH
Training Grounds
Training Grounds


STARTING HAND
Verdant Tree
Tiger Cub
Playful Panda
Sparring Partner


WORKERS
Rich Earth
Young Treant
Forestā€™s Favor
Playful Panda


NextHand

Spore Shambler
Sparring Partner
Insurance Agent
Training Grounds


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Find gold - ($8)
Maxband Calamandra - ($4)
Calamandra kills Vir.
Tech Lab - ($3)
Sparring Partner - ($2)
Verdant Tree - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2)
  • :target: Lookout:

In Play:

  • Verdant Tree (3) Healing 1, technical
  • L5 Calamandra Moss (4/3) Sneaky, warding, summoner [2 damage]
  • Merfolk Prospector (1/1) Finds gold

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

And, hand size recoveredā€¦ all according to plan. Still doesnā€™t leave me in a great spot, though. Tempting to delay my Tech IIā€¦ but no, I want a Tech Lab, which means Iā€™m vulnerable to Unphase, which means relying on the Tree surviving is too dangerous. Unless I kill Virā€¦ hmmā€¦ thatā€™s very tempting. Still a possibility of him casting Now!, howeverā€¦ though even if he does, thereā€™s a good chance heā€™ll try to kill Calamandra insteadā€¦ and even if he doesnā€™t, I can still summon tigers. Yeah, letā€™s go with that. Choosing to worker the Panda over the Cub 'cuz of Geigerā€™s sparkshot.

P2T4


Tech StartingHand Workers

TECH
Assimilate
Elite Training


STARTING HAND
Brave Knight
Nullcraft
Neo Plexus
Overeager Cadet


WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus


NextHand

Time Spiral
Fading Argonaut
Promise of Payment


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Build Tech II - Present - ($4)
Play Nullcraft an kill your Merfolk Prospector - ($2)
Play Overeager Cadet

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Plasmodium (4/2)
  • :target: Lookout:

In Play:

  • :exhaust: Nullcraft

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

Sparring Partner is really annoying. I donĀ“t want to feed him a card again. Think I have to stall.

P1T5


Tech StartingHand Workers

TECH
Jurisdiction
Jurisdiction


STARTING HAND
Sparring Partner
Training Grounds
Insurance Agent
Spore Shambler


WORKERS
Rich Earth
Young Treant
Forestā€™s Favor
Playful Panda


NextHand

Rampant Growth
Training Grounds


Discard

Merfolk Prospector
Spore Shambler
Sparring Partner
Jurisdiction
Jurisdiction


Tech 2 card(s)
Get Paid - ($8)
Quick build Tech II: Law - ($4)
Training Grounds - ($3)
Calamandra stealthily breaks Tech II.
Insurance Agent, insuring Sparring Partner - ($2)
Bigby Hayes - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2A) Spars, resist 1 [Insurance]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Insurance Agent (2/2) Resist 1
  • :target: Lookout:

In Play:

  • Training Grounds (4) Enhancement, training
  • Verdant Tree (3) Healing 1, technical
  • L5 Calamandra Moss (5/4) Sneaky, warding, summoner
  • L1 Bigby Hayes (3/3) Stash

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tech Lab HP: 4 (Discipline)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Uh-oh, he went Present. That could be really bad for me, depending on what heā€™s planning. Itā€™s enough of a concern for me to skip a worker to break it. Iā€™ll try to use the Insurance Agent to recover hand size, and Bigbyā€™s maxband as well (free with Training Grounds!).

Bigby is 3/3?

1 Like

P2T5


Tech StartingHand Workers

TECH
Octavian
Now!


STARTING HAND
Time Spiral
Fading Argonaut
Promise of Payment


WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Time Spiral


NextHand

Assimilate
Elite Training
Brave Knight
Forgotten Fighter


Discard

Promise of Payment
Fading Argonaut
Octavian
Now!


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Build Surplus - ($5)
Repair Tech II
Nullcraft pings your Tech II

Float ($5)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Plasmodium (4/2)
  • :target: Lookout:

In Play:

  • :exhaust: Nullcraft

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 5
  • Workers: 10

P1T6


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Training Grounds
Rampant Growth
Insurance Agent


WORKERS
Rich Earth
Young Treant
Forestā€™s Favor
Playful Panda


NextHand

Tiger Cub
Merfolk Prospector
Ironbark Treant


Tech 2 card(s)
Get Paid - ($8)
Rampant Growth: Insurance Agent - ($6)
Insurance agent kills Overeager Cadet.
Sparring Partner trades with Plasmodium. - ($7)
Calamandra breaks Tech II.
Bigby trains
Bigby breaks Surplus.
Insurance Agent - ($6)

Float ($6)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Insurance Agent (2/2) Resist 1
  • :target: Lookout:

In Play:

  • Training Grounds (4) Enhancement, training
  • Verdant Tree (3) Healing 1, technical
  • L5 Calamandra Moss (5/4) Sneaky, warding, summoner
  • L5 Bigby Hayes (4/4) Stash, sideline, study
  • Insurance Agent (2/2) Resist 1 [Insurance]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Law)
  • :heart: Tech Lab HP: 4 (Discipline)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 6
  • Workers: 8

Thoughts

Iā€™m stretched pretty thin here, but Iā€™ll feel a lot safer if I can keep the pressure on. I think heā€™s making a big mistake targeting my Tech II before my Verdant Tree, but he may have a plan to take down both at once if the Tech II is at 4 HP. Ratsā€¦ failed to draw a card I want to worker with insuranceā€¦ but itā€™s more important to break his Surplus than draw a card to worker in this situation. Guess Iā€™d better play my other Agent in case of Now!, though it really feels like a waste, all the more so with the incoming reshuffleā€¦

P2T6


Tech StartingHand Workers

TECH
Hyperion
Hyperion


STARTING HAND
Forgotten Fighter
Brave Knight
Assimilate
Elite Training
Battle Suits


WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Time Spiral
Forgotten Fighter


NextHand

Fading Argonaut
Elite Training
Assimilate
Tricycloid


Tech 2 card(s)
Get Paid + float - ($15)
Worker - ($14)
Summon Vir Garbarean - ($12)
Assimilate your Verdant tree - ($9)
Play Brave Knight - ($6)
Repair Tech II
Build Tower - ($3)
Nullcraft gives 1 damage to your Tech II
Summon Max Geiger - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Brave Knight (4/3) - Readiness
  • :ps_: Scavenger: Max Geiger (2/3) - Level 1
  • :pschip: Technician: Vir Garbarean(2/3) - Level 1
  • :target: Lookout:

In Play:

  • :exhaust: Nullcraft
  • Verdant Tree :heart: 3 Healing 1, technical

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11
1 Like

P1T7


Tech StartingHand Workers

TECH
Judgment Day
Judgment Day


STARTING HAND
Ironbark Treant
Tiger Cub
Merfolk Prospector
Rampant Growth
Spore Shambler


WORKERS
Rich Earth
Young Treant
Forestā€™s Favor
Playful Panda
Merfolk Prospector


NextHand

Training Grounds
Tiger Cub
Feral Strike
Sparring Partner
Feral Strike


Discard

Judgment Day
Judgment Day
Insurance Agent
Insurance Agent
Rampant Growth
Spore Shambler


Tech 2 card(s)
Get Paid + float - ($14)
Bigby draws
Insured Agent dies to Geiger - ($15)
Worker - ($14)
Insurance Agent trades with Geiger
Ironbark Treant - ($11)
Calamandra summons Rambasa Twins - ($7)
Ironbark Treant - ($4)

Float ($4)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2AAA)
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin (3/2) Returns
  • :pschip: Technician: Rambasa Twin (3/2) Returns
  • :target: Lookout:

In Play:

  • Training Grounds (4) Enhancement, training
  • L5 Calamandra Moss (5/4) Sneaky, warding, summoner
  • L5 Bigby Hayes (4/4) Stash, sideline, study

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Law)
  • :heart: Tech Lab HP: 4 (Discipline)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 4
  • Workers: 9

Thoughts

Ahh, that explains itā€¦ I forgot about Assimilate. Would be really nice to have a Jurisdiction in hand right about now, but I have only myself to blame for slowing my cycle. Suppression is no longer an option, so now I switch to mitigation.

Please help me: You have 3 cards. You draw 1 card with Bigby, so you have 4. Then you play a worker and Ironbark Treant. But you stash 1 card and discard 2. Why do you have 5 cards?

I attacked with the Insurance Agent that had an insurance rune, so the other Insurance Agent gave me $1 ($14 -> $15) and a card draw.

actually, i believe you were not allowed to summon 2 heroes in T6 @Unity. your tech 2 is down and you donā€™t have a heroes hall. and you canā€™t tap the verdant tree you just gained control of with assimilate as it has arrival fatigue:

1 Like

True, want to kill Vir instead? I will add 2 gold and if you kill him draw a card? DonĀ“t know how to fix it otherwise?

If youā€™re using the standard spreadsheet, and a browser that it works correctly in, you can use ā€œFileā€ -> ā€œVersion Historyā€ -> ā€œSee Version Historyā€ to find an earlier snapshot, then click ā€œRestore this versionā€ and progress from there. Thatā€™s often how errors are corrected in forum tournaments, so I think itā€™s worth trying if you havenā€™t done it before.

If youā€™d rather not, or if your browser doesnā€™t play nice with the version history feature, you can just edit your last turn posting to use only one hero, then Iā€™ll retake my turn from there.

Either way, Iā€™d prefer to reassess my turn based on how you choose to patrol, if thatā€™s alright, since I made some very tough decisions where it was hard to decide which way to go.

P2T6


Tech StartingHand Workers

TECH
Hyperion
Tricycloid


STARTING HAND
Forgotten Fighter
Brave Knight
Assimilate
Elite Training
Tricycloid


WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Time Spiral
Forgotten Fighter


NextHand

Tricycloid
Fading Argonaut
Plasmodium
Elite Training


Tech 2 card(s)
Get Paid + float - ($15)
Worker - ($14)
Repair Tech II and Summon Vir Garbarean - ($12)
Assimilate your Verdant Tree - ($9)
Play Brave Knight - ($6)
Build Tower - ($3)
Nullcraft gives 1 damage to your Tech II

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Brave Knight (4/3) - Readiness
  • :ps_: Scavenger:
  • :pschip: Technician: Vir Garbarean (2/3) Level 1
  • :target: Lookout:

In Play:

  • :heart: Verdant Tree HP: 3 - Healing 1, technical
  • :exhaust: Nullcraft

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 11

P1T7


Tech StartingHand Workers

TECH
Judgment Day
Judgment Day


STARTING HAND
Ironbark Treant
Tiger Cub
Merfolk Prospector
Spore Shambler


WORKERS
Rich Earth
Young Treant
Forestā€™s Favor
Playful Panda
Merfolk Prospector


NextHand

Tiger Cub
Feral Strike
Sparring Partner


Discard

Judgment Day
Judgment Day
Insurance Agent
Insurance Agent
Verdant Tree


Tech 2 card(s)
Get Paid + float - ($14)
Worker - ($13)
Insured Insurance Agent attacks Brave Knight - ($14)
Insurance Agent gives its life to chase Brave Knight away.
Bigby kills Vir
Calamandra breaks Verdant Tree - ($10)
Ironbark Treant - ($7)
Spore Shambler - ($4)

Float ($4)
Stash 1, Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2AAA) Tanky, resist 1
  • :psfist: Elite: Spore Shambler (3/3) Enhance, resist 1 [2+]
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Training Grounds (4) Enhancement, training
  • L5 Calamandra Moss (5/3) Sneaky, warding, summoner
  • L5 Bigby Hayes (4/1) Stash, sideline, study

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Law)
  • :heart: Tech Lab HP: 4 (Discipline)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 5

Gold:

  • Gold: 4
  • Workers: 9

Thoughts

Workering the Merfolk since itā€™s such an easy target for the Nullcraft, and itā€™s whole purpose is to generage gold, same as a worker. Hmmā€¦ kinda tempting to summon a tiger, since I canā€™t meaningfully suppress his Tech II anymoreā€¦ but if I donā€™t take down that Tree, he might play a tech III unit next turn, and I am not ready to deal with that. Guess I should play some units, too, as Iā€™ll need defense from Hyperion and Now!, though it leaves me hurting for cards again. But, at least Iā€™ll have the Tiger Cub ready to worker next turn, and can then build a Tech III for myself. Might be too little too late, but letā€™s give it a shot.