@Nekoatl edited above, since Zane can’t shove invisible patrollers I decided to kill Glaxx and risk a Bloodlust / Sharks (you only have 3 cards after all). Redrew my whole hand so as not to have unfair knowledge advantage. Proceed
P2T5
Tech StartingHand Workers
TECH
Sanatorium
Sanatorium
STARTING HAND
Fading Argonaut
Temporal Research
Detonate
WORKERS
Neo Plexus
Plasmodium
Tinkerer
Forgotten Fighter
Fading Argonaut
NextHand
Double Time
Double Time
Gilded Glaxx
Discard
Gilded Glaxx
Temporal Research
Sanatorium
Sanatorium
Tech 2 card(s)
Get Paid - ($9)
Rebuild Tech II
Nullcraft pings Zane for 1 damage
Hardened Mox cuts Vandy for 1 damage (after armor)
Zane - ($7)
Detonate, trash your Graveyard - ($4)
Worker - ($3)
Tower - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: L1 Zane (2/2)
- Lookout:
In Play:
- Battle Suits
- Nullcraft (1/1) Flying, haste
- Hardened Mox (2/1) Indestructible, resist 1
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 3
- Deck: 2
- Disc: 4
Gold:
- Gold: 0
- Workers: 10
Game 19 Player 1, Turn 6
P1 [[Demon]/Anarchy/Ninja(http://codexcarddb.com/deck/demonology/anarchy/ninjutsu) vs P1 [Future]/Anarchy/Blood
Starting Hand
Summon Skeletons
Metamorphosis
Deteriorate
Steam Tank
Marauder (zane)
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Pirate Gunship x2
Metamorphosis x2
Steam Tank, Marauder
Calypso Vystari, Dark Pact
Gunpoint Taxman, Dark Pact
Main:
- Zane trades with your Zane, we both draw, tower has spotted what it can spot
- Marauder, breaks your tower, your base to 16 (6)
- Vandy breaks your tech 2, your base to 14
- Worker (5)
- Tech 3 (0)
Workers
Metamorphosis, Sacrifice the Weak, Pestering Haunt, Jandra, The Negator, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 3 Draw 1 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 16
- Tech1 HP: 5
- Tech2 HP: 5 Anarchy
- Tech3 HP: 5
In Patrol:
- Squad Leader: Vandy (6/6+1armor lvl 5 invisible readiness)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Maurader (4/2)
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Thieving Imp
Calypso Vystari
Metamorphosis
Dark Pact
Pirate Gunship
End of Turn Discard
My Thoughts
Easy decision here to go to tech 3 and go for Gunships, break his tech 2 again. I don’t really need Zane to survive (he’s almost a liability) and drawing 50/50 to Marauder (instead of Steam Tank) would be cool to break tower as well, and even if I get Imp instead, I can just lay Steam Tank and then I’m one draw closer to a Gunship next turn.
…
Got Marauder, cool, bust it up
…
Got Gunship, nice
P2T6
StartingHand Workers
STARTING HAND
Gilded Glaxx
Double Time
Double Time
Time Spiral
WORKERS
Neo Plexus
Plasmodium
Tinkerer
Forgotten Fighter
Fading Argonaut
Time Spiral
NextHand
Double Time
Detonate
Sanatorium
Sanatorium
Gilded Glaxx
Tech 0 card(s)
Get Paid - ($10)
Rebuild Tech II
Worker - ($9)
Vir, maxband - ($1)
Nullcraft and Hardened Mox reduce Vandy to 4 HP (perfect for trading with Vir, wink wink)
Float ($1)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite: L7 Vir (4/5)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Battle Suits
- Nullcraft (1/1) Flying, haste
- Hardened Mox (2/1) Indestructible, resist 1
Future:
- Mech (6/7) Untargetable [2 time]
Buildings:
- Base HP: 14
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 11
VIR, wanting to get killed: I SURRENDER!!
Me: Naw, I think I’ll end instead.
GG WP
Game 19 Player 1, Turn 7
P1 [[Demon]/Anarchy/Ninja(http://codexcarddb.com/deck/demonology/anarchy/ninjutsu) vs P1 [Future]/Anarchy/Blood
Starting Hand
Thieving Imp
Calypso Vystari
Metamorphosis
Dark Pact
Pirate Gunship
Events of Turn:
Upkeep:
- Get Gold (10)
- Tech 2 cards in (except turn 1)
All Teched Cards
Pirate Gunship x2
Metamorphosis x2
Steam Tank, Marauder
Calypso Vystari, Dark Pact
Gunpoint Taxman, Dark Pact
Main:
- Vandy hits your base to 8
- Pirate Gunship, hits your base to 1, no more nullcraft (4)
- Dark Pact your base to -1, GGWP!
GG & GL. That actually came closer to working than I expected, so maybe with a bit of refining, success will arise?
P1T1
StartingHand Workers
STARTING HAND
Temporal Research
Fading Argonaut
Plasmodium
Battle Suits
Hardened Mox
WORKERS
Plasmodium
NextHand
Neo Plexus
Tinkerer
Nullcraft
Time Spiral
Forgotten Fighter
Discard
Battle Suits
Temporal Research
Fading Argonaut
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hardened Mox - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite: Hardened Mox (2/1) Indestructible
- Scavenger:
- Technician:
- Lookout:
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Game 20 Player 2, Turn 1
P2 [Demon]/Anarchy/Ninja vs P1 [Future]/Anarchy/Blood
Starting Hand
Thieving Imp
Poisonblade Rogue
Graveyard
Jandra, the Negator
Summon Skeletons
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Thieving Imp, discard #1 of 5 (2)
- Worker (1)
Workers
Poisonblade Rogue
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Thieving Imp (2/2+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- nothing
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Skeleton Javelineer
Sacrifice the Weak
Deteriorate
Skeletal Archery
Pestering Haunt
End of Turn Discard
Summon Skeletons
Jandra, the Negator
Graveyard
My Thoughts
Eerily similar starting hand, literally changed 1 card…
P1T2
Tech StartingHand Workers
TECH
Detonate
Detonate
STARTING HAND
Nullcraft
Tinkerer
Time Spiral
Forgotten Fighter
Neo Plexus
WORKERS
Plasmodium
Forgotten Fighter
NextHand
Temporal Research
Neo Plexus
Fading Argonaut
Time Spiral
Detonate
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Float ($4)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Hardened Mox (1/1) Indestructible, resist 1
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 4
- Workers: 6
Float 4? No Tech 1 or Hero’s Hall or anything?
Dafuq?
Game 20 Player 2, Turn 2
P2 [Demon]/Anarchy/Ninja vs P1 [Future]/Anarchy/Blood
Starting Hand
Skeleton Javelineer
Sacrifice the Weak
Deteriorate
Skeletal Archery
Pestering Haunt
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Gunpoint Taxman
Main:
- Skeleton Javelineer (6)
- Tech 1 (4)
- Worker (3)
Workers
Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Skeleton Javelineer (1/1)
- Technician: Thieving Imp (2/2)
- Lookout:
In Play:
- nothing
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 3
- Workers: 7
End of Turn Hand
Summon Skeletons
Gunpoint Taxman
Pestering Haunt
Deteriorate
Graveyard
End of Turn Discard
My Thoughts
I’m really confused what his game here is… I have to guess he wants to insta-max Vir or bait me into a hero so he can go Zane + sharks? Neither really seems like a great idea… I’m going to just tech up and lay a blocker, and see what happens… I’ll tech a sharks of my own (in case of the Vir thing), but also bring GPT. See where it goes from there.
See? Zany.
P1T3
Tech StartingHand Workers
TECH
Gilded Glaxx
Gilded Glaxx
STARTING HAND
Temporal Research
Neo Plexus
Detonate
Fading Argonaut
Time Spiral
WORKERS
Plasmodium
Forgotten Fighter
Neo Plexus
NextHand
Nullcraft
Tinkerer
Battle Suits
Detonate
Discard
Time Spiral
Temporal Research
Gilded Glaxx
Gilded Glaxx
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Fading Argonaut - ($7)
Captain Zane - ($5)
Zane kills Skeleton Javelineer
Detonate, trash a worker - ($2)
Tech I - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger: Fading Argonaut (2/3) [3 time]
- Technician:
- Lookout: Hardened Mox (1/1) Indestructible, resist 1
In Play:
- Captain Zane (2/1) Haste [1 damage]
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 7
That is indeed an interesting choice…
Game 20 Player 2, Turn 3
P2 [Demon]/Anarchy/Ninja vs P1 [Future]/Anarchy/Blood
Starting Hand
Jandra, the Negator
Surprise Attack
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (6+3float+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Dark Pact, Metamorphosis
Gunpoint Taxman, Dark Pact
Surprise Attack, Gunpoint Taxman
Main:
- Gunpoint Taxman (8)
- Vandy (6)
- Deteriorate Fargo, Imp kills it, you get a gold
- Graveyard (4)
- Worker (3)
- Hero’s Hall (1)
Workers
Summon Skeletons, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Gunpoint Taxman (3/3+1armor)
- Elite:
- Scavenger:
- Technician: Vandy (2/3 lvl 1)
- Lookout:
In Play:
- Graveyard (3hp)
- Thieving Imp (2/1)
Economy Info:
Cards:
- Hand: 3
- Deck: 0
- Disc: 5
Gold:
- Gold: 1
- Workers: 7
End of Turn Hand
End of Turn Discard
Skeleton Javelineer
Deteriorate
Dark Pact
Gunpoint Taxman
Pestering Haunt
My Thoughts
Trashing my workers? That’s the game? Kind of an interesting idea… I think I can manage through that though. I brought Surprise Attack to bust up such shenanigans, if he does hit me with another Detonate I can have Zane roll in and cause some Havoc that way… Though I’m not sure I want to be THAT far behind in workers… Let’s see where he goes
Thanks, without that gold, I wouldn’t have been able to afford both the 2nd Detonate and my Tech II. Shame I don’t have any left over for the Taxman to steal, though…
P1T4
Tech StartingHand Workers
TECH
Sanatorium
Sanatorium
STARTING HAND
Detonate
Tinkerer
Nullcraft
Battle Suits
WORKERS
Plasmodium
Forgotten Fighter
Neo Plexus
Nullcraft
NextHand
Sanatorium
Tinkerer
Battle Suits
Gilded Glaxx
Tech 2 card(s)
Get Paid + Scavanger - ($8)
Worker - ($7)
Detonate, trash a worker - ($4)
Tech II: Anarchy - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Hardened Mox (1/1A) Indestructible, resist 1
- Elite:
- Scavenger:
- Technician: Zane (2/1) [1 damage]
- Lookout:
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Game 20 Player 2, Turn 4
P2 [Demon]/Anarchy/Ninja vs P1 [Future]/Anarchy/Blood
Starting Hand
Jandra, the Negator
Surprise Attack
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Calypso Vystari, Dark Pact
Gunpoint Taxman, Dark Pact
Surprise Attack, Gunpoint Taxman
Main:
- Zane (5)
- GPT kills Mox, takes 1
- Imp trades with Zane, Vandy to midband
- Replay Thieving Imp, you discard #2 of 5 (2)
- Vandy and Zane break your tech 2, your base to 18
- Worker (1)
Workers
Summon Skeletons, Skeletal Archery, Poisonblade Rogue
- Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
In Patrol:
- Squad Leader: Imp (2/2+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy (3/4 lvl 3)
- Gunpoint Taxman (3/2)
- Zane (2/2 lvl 1)
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
End of Turn Hand
Sacrifice the Weak
Dark Pact
Calypso Vystari
Gunpoint Taxman
End of Turn Discard
My Thoughts
Feels like breaking the tech 2 should be a no-brainer here, stay safe and heavy on the board, pressure his cards w/ my Graveyard + Imp. I’m grabbing the other DP and Vystari, with the hope that next turn is Vystari + GPT + attack and get Vandy maxed + tech 2, and then Meta 3 heroes on turn 6. I think I can probably pull it off, but we shall see
I’ll resign this one here, GG. Detonate doesn’t provide value quickly enough to be worth rushing, it seems, especially against a hero-oriented strategy. I’ll try a different opening. You sticking with that build or changing it up?
Oh I actually thought you had good momentum here! I’m surprised you didn’t tech Bloodlust or Kidnapping, seems like you could counter pretty hard doing that while having the inside track on tech 3. GG WP all the same!
This deck is fun but I kinda already knew it would be If you’re running the same deck but different cards, I’ll stay on it.
Otherwise, I’ll roll anew to…
[Truth]/Growth/Necro. The All-token special!
I did once win a game using a Detonate rush, but I don’t think it’s a good fit for this particular build (and it seems unreliable in general). It seems to work out better when both can be played on turn 3. It might have also worked better if I had delayed my Tech II a turn.
I considered Bloodlust and Kidnapping, and I might try mixing them in at some point, but that would probably mean I’d aim for Maximum Anarchy (which Hardened Mox and Gilded Glaxx would happily survive, with 2x Glaxx breaking a building or two in the same turn, ideally).
But yeah, I haven’t given up on this build yet; I’m just trying different approaches in hopes of finding one that works. Start us off when ready.
Arright then, GL HF!
Game 21 Player 1, Turn 1
P1 [Demon]/Anarchy/Ninja vs P2 [Future]/Anarchy/Blood
Starting Hand
Summon Skeletons
Pestering Haunt
Jandra, the Negator
Thieving Imp
Skeletal Archery
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Thieving Imp, discard #5 of 5 (1)
- Worker (0)
Workers
Skeletal Archery
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Thieving Imp (2/2+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- nothing
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Skeleton Javelineer
Poisonblade Rogue
Deteriorate
Graveyard
Sacrifice the Weak
End of Turn Discard
Jandra, the Negator
Pestering Haunt
Summon Skeletons
My Thoughts
Three straight Imp + Jandra starting hands, really weird…
GL HF!
P2T1
StartingHand Workers
STARTING HAND
Neo Plexus
Fading Argonaut
Forgotten Fighter
Tinkerer
Battle Suits
WORKERS
Tinkerer
NextHand
Nullcraft
Plasmodium
Hardened Mox
Discard
Forgotten Fighter
Neo Plexus
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fading Argonaut - ($2)
Battle Suits - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Fading Argonaut (3/3) [3 time]
- Lookout:
In Play:
- Battle Suits
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 3
- Deck: 2
- Disc: 2
Gold:
- Gold: 0
- Workers: 6
Thoughts
Okay, this time I’m going with a 2 stage plan, and stage 1 is to focus heavily on Tech 0-1 Soldiers/Mystics and Chaos Mirror to swap Mox’s attack with something big (and preferably opposing).
Game 21 Player 1, Turn 2
P1 [Demon]/Anarchy/Ninja vs P2 [Future]/Anarchy/Blood
Starting Hand
Skeleton Javelineer
Poisonblade Rogue
Deteriorate
Graveyard
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Shadow Blade, Dark Pact
Main:
- Graveyard (3)
- Vandy (1)
- Worker (0)
Workers
Poisonblade Rogue, Skeletal Archery
- Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite: Thieving Imp (2+1/2)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Vandy (2/3 lvl 1)
- Graveyard (3hp)
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Dark Pact
Shadow Blade
Skeleton Javelineer
Jandra, the Negator
Sacrifice the Weak
End of Turn Discard
My Thoughts
He’s fixing to go card-broke! I’ll happily oblige XD
P2T2
Tech StartingHand Workers
TECH
Assimilate
Assimilate
STARTING HAND
Hardened Mox
Nullcraft
Plasmodium
WORKERS
Tinkerer
Nullcraft
NextHand
Assimilate
Time Spiral
Temporal Research
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Hardened Mox - ($2)
Tech I - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Hardened Mox (2/1A) Indestructible
- Elite:
- Scavenger:
- Technician: Fading Argonaut (3/3) [2 time]
- Lookout:
In Play:
- Battle Suits
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
Sigh… I would like to try the Chaos Mirror plan, but that Graveyard/Imp combo is just too disruptive to leave be. Maybe once I get a Tech II up…