STARTING HAND
Two Step
Nimble Fencer
Discord
Shadow Blade
Bloom
WORKERS
Spark
Fruit Ninja
Brick Thief
Granfalloon Flagbearer
Shadow Blade
NextHand
Dark Pact
Nimble Fencer
Wither
Two Step
Bloom
Tech 2 card(s)
Get Paid - ($9)
Turtle heals Vandy for 1.
Worker - ($8)
Nimble Fencer - ($6)
Vandy to maxband, dooms Fencer and a Brave Knight - ($4)
River - ($2)
Quince makes a Mirror - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Timely Messenger (1/1A)
Elite: Older Brother (3/2)
Scavenger: Nimble Fencer (4/5), doomed
Technician: Helpful Turtle (1/2)
Lookout: Mirror (0/1)
In Play:
Vandy lvl 5 (5/6), +
Quince lvl 1 (1/3)
River lvl 1 (2/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Demonology)
Heroesā Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Thatās a pretty sweet setup Nekoatl has. I mustāve gone through half a dozen plans to clear the patrol, kill some guys, break a tech building, but the truth is none of them make sense. I think setting up Meta is my best shot here.
Meta incoming, I need to build a Tower, whiich means no Tech Lab. Good thing I decided to flesh out my Past tree before branching to other factions. The problem is I donāt have enough gold to really explode here. I have to assume my Tech II is going down, maybe also my Tech I, so my Rememberer(s) wonāt be able to fetch next upkeep, and it might even be worth passing up the opportunity to play this one in order to tech up and present a more imposing threat. If only I hadnāt gotten hyper-focused on deployment and forgotten to tech in an Origin Story, Iād be in great shape right now. Heck, even an Unphase would work. I guess I have to hedge my bets and hope that my draws align with whatever infrastructure survives the carnage.
STARTING HAND
Wither
Nimble Fencer
Dark Pact
Two Step
Bloom
Metamorphosis
Tenderfoot
WORKERS
Spark
Fruit Ninja
Brick Thief
Granfalloon Flagbearer
Shadow Blade
NextHand
Shrine of Forbidden Knowledge
Discord
Timely Messenger
Metamorphosis
Two Step
Tech 2 card(s)
Get Paid - ($10)
Doomed Fencer and technician Knight expire, the latter gets a Second Chance in the backline.
Dark Pact, my base to 16, I draw 2.
Helpful Turtle runs into SQL Knight.
Metamorphosis, Quince and River to maxband - ($4)
Quince scares SQL Knight to your hand, triggers tower detection.
River invisibly breaks tower, your base to 18.
Vandy invisibly breaks tech 3, your base to 16.
Quince makes a Mirror - ($2)
Nimble Fencer, copied by Mirror - ($0)
Tenderfoot, with River discount.
STARTING HAND
Shrine of Forbidden Knowledge
Discord
Metamorphosis
Timely Messenger
Two Step
Wither (discarded by Vandy)
Dark Pact (fetched by Vandy)
WORKERS
Spark
Fruit Ninja
Brick Thief
Granfalloon Flagbearer
Shadow Blade
NextHand
Voidblocker
Helpful Turtle
Bloom
Dark Pact
Appel Stomp
Older Brother
Discard
Tenderfoot
Nimble Fencer
Wither
Dark Pact
Discord
Two Step
Timely Messenger
Metamorphosis
Tech 0 card(s)
Get Paid - ($10)
Scav gold and technician draw - ($11)
Shrine of Forbidden Knowledge - ($8)
My heroes walk past your patrolling units and hit your base down to 1.
Exhaust Vandy and discard to fetch Dark Pact from codex - ($7)
Dark Pact your base for lethal damage.
GG. I got so caught up in making sure I had super-beefy shock troops that could withstand Discord and Shadow Blade that I forgot to tech in an Origin Story.
Dāoh.
Iām kind of bored with this build, though, so if you want to keep going, Iāll switch to something else. Maybe take another shot at [Necromancy]/Growth/Blood.
For what itās worth, I thought your army of sticky soldiers was awesome!
Vandyās ability to set up a win condition on a dime might be the scariest thing about her (among many other scary things). Even with my other heroes being total wimps, Meta is as powerful, and much more reliable, than any other game plan I could be going for. In a way itās even a little frustrating (for the Demon player, obviously itās a lot worse for the opponent).
Iād be happy to keep going, but Iām gonna have limited access to my laptop during the weekend, so I wonāt be able to post new turns regularly.
I agree the Soldiers combo is pretty cool, and actually, that was my main goal with this build. But, itās a pretty bulky setup at $16 & 6 cards, and theyāre really only good for front-line skirmishing, leaving little room to deal with back-line threats.
Lately Iāve been placing more value on cards that can fetch other cards from the codex, in general. Not only can they get exactly the card you need for the situation at hand, but they also improve the average value of your cards by increasing the tech rate.
Not a problem, I donāt mind waiting a few days between posts from time to time. Iāll try [Necromancy]/Growth/Law for a bit; could be interesting. Your turn as P1 whenever youāre ready.
Sounds like a strong deck! Kinda makes me want to swap Truth out for Strength (so does my long overdue realization that most demons make for horrible Mirror copiesā¦), but Iāll give Quince another shot to earn his keep. GL HF
Blooming Ancients + Lichās Bargain is one of the most explosive combos out there, and my deck has no true answers. Iāll try to get an early HH for Discord, then maybe get Dreamscape going before the Ancients start throwing runes around. I also have no answer to MoLaC, but at least Nekoatl doesnāt have any haste to insta-trigger it.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Tenderfoot - ($1)
Vandy hits your tech 1 down to 3.
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Tenderfoot (1/2)
Technician:
Lookout: Timely Messenger (1/1)
In Play:
Vandy lvl 1 (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
Gonna try to set up Macciatus and Dreamscape, possibly with a Hallucination to pop Ancients. Next turn should be Heroesā Hall, midband Vandy, and another unit or two.
Good olā Tech I, soaking damage that would otherwise hit my base. Probably SQL will be hit by Deteriorate, Tenderfoot will kill Javelineer, and Vandy will kill Garth. But if Vandy gets free levels here, I can take them back later with Nether Drain.
Wither would let me kill Garth or break tech 1, but Iād rather just develop my board. Flagbearer does a nice job of protecting Hound from Deteriorate, and is himself protected from StW by the Tenderfoot (whoās protected from Det+Haunt by Flagbearer again - protecting her from Haunt is also why Iām not clearing Jav).
Iāll spend next turn laying down some more pressure, and plan to tech up on T5.
STARTING HAND
Dark Pact
Bloom
Brick Thief
Discord
Timely Messenger
Older Brother
WORKERS
Spark
Fruit Ninja
Helpful Turtle
Brick Thief
NextHand
Macciatus, the Whisperer
Spectral Hound
Wither
Dreamscape
Tech 2 card(s)
Get Paid - ($7)
Scav gold - ($8)
Dark Pact, my base to 18, I draw 2.
River - ($6)
Discord, kills Javelineer, you draw - ($4)
Hound kills Scribe.
Vandy to midband, smacks Garth - ($2)
Timely Messenger - ($1)
Messenger trades with Garth, Vandy to maxband, dooms Tenderfoot.
Tenderfoot breaks tech 1, your base to 18.
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: River lvl 1 (2/3A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy lvl 5 (4/5)
Spectral Hound (3/3A)
Tenderfoot (3/4)
Buildings:
Base HP: 18
Tech I HP: 5
Heroesā Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Maxband Garth so soon seems like a desperate measure, could it be a setup for Death Rites? I could get through the patrol with Discord, but do I go after Garth or the tech 1? Actually, if I draw Messenger I could get both, so letās Dark Pact first.
ā¦
Got the Messenger, letās break everything!
@Nekoatl Edit: forgot to move River from patrol to backline, and put levels and damage on her.
P1T5
Tech StartingHand Workers
TECH
Spectral Flagbearer
Appel Stomp
STARTING HAND
Spectral Hound
Wither
Dreamscape
Macciatus, the Whisperer
WORKERS
Spark
Fruit Ninja
Helpful Turtle
Brick Thief
Wither
NextHand
Bloom
Older Brother
Dark Pact
Discord
Discard
Tenderfoot
Dreamscape
Macciatus, the Whisperer
Spectral Flagbearer
Appel Stomp
Tech 2 card(s)
Get Paid + float - ($9)
Tenderfoot expires.
Worker - ($8)
Tech 2 (Truth) - ($4)
Spectral Hound - ($3)
Vandy kills Bigby, River to midband.
River kills lookout.
Float ($3)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Spectral Hound (3/3)
Technician: Spectral Hound (3/3)
Lookout:
In Play:
Vandy lvl 5 (4/3)
River lvl 3 (2/3)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Truth)
Heroesā Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 5
Gold:
Gold: 3
Workers: 9
Thoughts
Nothing much to do other than tech up and float a bunch of gold. Since I drew Macciatus and Dreamscape prematurely, thereās good odds Iāll just keep teching up next turn. No need to tech Gryphons just yet, though. Workering Wither would leave me with no cards for proccing Dreamscape, so Iāll tech an Appel Stomp and hope River survives.
STARTING HAND
Dark Pact
Bloom
Older Brother
Discord
WORKERS
Spark
Fruit Ninja
Helpful Turtle
Brick Thief
Wither
Bloom
NextHand
Timely Messenger
Macciatus, the Whisperer
Granfalloon Flagbearer
Tech 2 card(s)
Get Paid + float - ($12)
Scav gold - ($13)
Worker - ($12)
Tech 3 - ($7)
Discord, kills both skeletons, you draw - ($5)
Vandy kills Thieving Imp.
Hound and River kill Garth, River to maxband.
Vandy to maxband, pops Hound - ($3)
Quince, arrives with Mirror - ($1)
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Quince lvl 1 (1/3A)
Elite:
Scavenger:
Technician: Mirror (0/1)
Lookout:
In Play:
Vandy lvl 5 (4/5)
River lvl 5 (3/4)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Truth)
Tech III HP: 5
Heroesā Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 11
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Sucks to lose Dark Pact to Imp, but Discord lets me keep the board under control. I debated between setting up Meta and building Surplus, but the extra card has only a slim chance of getting me something good, while the threat of Meta should at the very least force a tower from Nekoatl.