[spoiler]STARTING HAND
Neo Plexus
Battle Suits
Nullcraft
Fading Argonaut
Hardened Mox
WORKERS
Nullcraft
----------[/spoiler]
NextHand
[spoiler]Tinkerer
Plasmodium
Forgotten Fighter
Temporal Research
Time Spiral
----------[/spoiler]
Discard
[spoiler]Fading Argonaut
Battle Suits
Neo Plexus
----------[/spoiler]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hardened Mox - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Hardened Mox (2/1) Indestructible
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 5
Thoughts
The Nullcraft is an easy target for Sacrifice the Weak, only does 1 damage per turn, and can’t effectively act as a patroller, so it’s worker fodder. Building Mox for lasting board presence.
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Skeleton Javelineer - ($3)
Garth - ($1)
Make a skeleton - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton (1/1A)
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton Javelineer (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Garth lvl 1 (1/3)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
The original thinking behind this codex is a little bit out there: it’s about getting expensive maxband heroes for free, using either Blackhand Resurrector or Training Grounds. Midori is in there (rather than Oni or Rook, for instance) mostly for the versatile spells, and for a backup plan of midband-buffing a skeleton army.
My opening split here is kinda meh. Any unit I play could be picked off by either Nullcraft or Battlesuited Mox, so I’ll go with the cheaper Jav. I’ll lead with Garth and skellies, and possibly play an early Skeletal Archery if Nullcraft shows up.
My first techs will likely be BCs or Hoodies, maybe a Reversal if I can stick a Heroes’ Hall.
STARTING HAND
Skeletal Archery
Thieving Imp
Jandra, the Negator
Summon Skeletons
Pestering Haunt
WORKERS
Poisonblade Rogue
Jandra, the Negator
NextHand
Summon Skeletons
Bone Collector
Deteriorate
Hooded Executioner
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Thieving Imp, you discard (random.org: #1) - ($2)
Pestering Haunt
Garth makes a skeleton - ($1)
Tech 1 - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2A)
Elite: Skeleton (2/1)
Scavenger: Skeleton Javelineer (1/1)
Technician: Skeleton (1/1)
Lookout: In Play:
Garth lvl 1 (1/3)
Pestering Haunt (1/1) Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0 Gold:
Gold: 0
Workers: 7
Thoughts
Nekoatl seems to be going for a slow start, so I’m taking the opportunity to flood the board with weenies. I might go for Heroes’ Hall next turn, to set up Midbandori on T4. I’m expecting Argo or Stewardess to hit the board next, which isn’t particularly scary given my position, but I’ll tech one Hoodie just in case.
The skeleton army naturally leads to Necro tech 2, but I might bluff the regular Skeletal Lord plan while actually going for Resurrector, depending on the death rate of my heroes.
STARTING HAND
Summon Skeletons
Hooded Executioner
Bone Collector
Deteriorate
WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
NextHand
Skeletal Archery
Graveyard
Sacrifice the Weak
Discard
Deteriorate
Hooded Executioner
Skeletal Lord
Blackhand Resurrector
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Deteriorate Mox to sideline it
Imp and Garth kill Prynn, you draw, Garth to lvl 3
Bone Collector - ($4)
Tech 2 (Necro) - ($0)
Haunt pings your base for 1 damage
STARTING HAND
Skeletal Archery
Graveyard
Sacrifice the Weak
Death Rites (Garth draw)
WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
Graveyard
NextHand
Deteriorate
Hooded Executioner
Blackhand Resurrector
Skeleton Javelineer
Skeletal Lord
Discard
Pestering Haunt
Skeletal Archery
Death Rites
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Maxband Garth, fetch Necromancer from discard - ($3)
Garth kills Fargo, you draw
Javelineer kills Seer from long range, you get 1 gold
Garth sacs Javelineer, I reshuffle and draw, Necro makes a skeleton
Haunt trades with Plasmodium, Necro makes a skeleton
Old skeleton pings your tech 2 for 1 damage
Midori - ($1)
Garth makes a skeleton - ($0)
[spoiler]Stewardess of the Undone
Temporal Research
Plasmodium
Time Spiral
----------[/spoiler]
Tech 2 card(s)
Get Paid + Scavanger - ($9)
Stewardess of the Undone returns your Imp to hand - ($6)
Mox kills your Elite Skeleton
Seer revomes from Knight - ($5)
Max Geiger - ($3)
Time Spiral removes from Knight - ($2)
Tinkerer - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Stewardess of the Undone (2/3A)
[I]Elite[/I]:
[I]Scavenger[/I]: Knight of the Conclave (4/4) Resist 1
[I]Technician[/I]: Knight of the Conclave (4/4) Resist 1
[I]Lookout[/I]:
[B]In Play:[/B]
Hardened Mox (1/1) Indestructible
Seer (2/1)
Max Geiger (2/3) Sparkshot
Tinkerer (1/2)
Future
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Tech II HP: 4 (Past)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Well, I succeeded in setting up the Stewardess/Rembmer combo, but with that sudden burst of power over there, they would both die. I’ll try using Ready or Not to create a lockdown.
[spoiler]Ready or Not
Rememberer
Fading Argonaut
Seer
Second Chances
----------[/spoiler]
Tech 2 card(s)
Get Paid - ($8)
Prynn Pasternaak - ($6)
Level Prynn, trash Skeletal Lord - ($0)
Knight kills Skeleton
Knight trades with Executioner, Necromancer creates a Skeleton
Max kills Scavanger and Technician, you get $1 and raw 1
Tinkerer kills Lookout
Mox kills Midori
Hooded Executioner
Death Rites
Blackhand Resurrector
Skeleton Javelineer
T-Rex
Tech 0 card(s)
Get Paid - ($10)
Scav gold and technician draw - ($11)
Grave - ($9)
Death Rites - ($5)
Exhaust and sac Resurrector to fetch maxband Midori, Tinkerer is destroyed, Necro makes a skeleton
Old skeleton suicides into Prynn, Knight is destroyed
Necromancer kills Prynn from long range, you draw, Grave to lvl 3, Skeletal Lord returns
Skeleton Javelineer - ($4)
Garth sacs Javelineer, I draw, Necro makes a skeleton
Worker - ($3)
Bone Collector - ($1)
Garth makes a skeleton - ($0)
Garth hits your base for 3 damage
You appear to be giving your Skeletons an extra +1/+1. Did you originally play the other Lord, remove it from your turn, and then forget to reduce the Skeletons’ stats?
Yeah, I should have seen that coming, but with the quirkiness of Midori’s midband ability, especially in conjunction with Calamandra’s, I tend to disregard it when devising strategies. However, how did you manage to summon 3 heroes without a Tech III or Heroes Hall?
It’s my understanding that Blackhand Resurrector’s ability circumvents all the normal restrictions on summoning heroes, including when they died and how many are already in play.
In retrospect, I should have done a number of things differently, but I think it’s too late to dig myself out of this hole, so I’ll resign. GG, WP. Are you up for a rematch?
I feel like Grave deserves some time in the spotlight, after spending almost all of last game on the bench. I might regret that if I need Deteriorate next turn, but I don’t know what I’ll want to do with my measly 2 gold anyway…
STARTING HAND
Hardened Mox
Time Spiral
Neo Plexus
Battle Suits
Nullcraft
WORKERS
Nullcraft
NextHand
Forgotten Fighter
Fading Argonaut
Temporal Research
Plasmodium
Tinkerer
Discard
Time Spiral
Neo Plexus
Battle Suits
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hardened Mox - ($1)
Tech I - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1A) Indestructible
Elite:
Scavenger:
Technician:
Lookout: In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3 Gold:
Gold: 0
Workers: 6
Thoughts
This time, I’ll plan to play Battle Suits as Reclaims bait, go for Rewind instead of Stewardesses, and try to delay my forecasted units until just after the Rewind rather than trying to rush them alongside other units. I’m building Tech I early as bait to reduce the damage my base takes.
STARTING HAND
Jandra, the Negator
Deteriorate
Poisonblade Rogue
Thieving Imp
Pestering Haunt
WORKERS
Summon Skeletons
Poisonblade Rogue
NextHand
Jandra, the Negator
Bone Collector
Deteriorate
Graveyard
Thieving Imp
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Heroes’ Hall - ($0)
Pestering Haunt
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Grave lvl 1 (2/3A)
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton Javelineer (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Pestering Haunt
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
That early tech 1 makes me think Nekoatl might go for an early reshuffle with Temporal Research. But even if he draws into his teched cards, the only ones he could afford are KotC and Seer, which aren’t really fearsome tempo plays at this point. I feel pretty safe setting up a second hero and teching aggressive units for next turn. Unfortunately, Sparring Partner is out in this match-up since Origin Story and Undo render him pretty weak.