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[Casual] Nekoatl vs Dreamfire


#21

"P2T2


Tech StartingHand Workers

TECH
Knight of the Conclave
Knight of the Conclave


STARTING HAND
Forgotten Fighter
Temporal Research
Tinkerer
Fading Argonaut
Plasmodium


WORKERS
Nullcraft
Forgotten Fighter


NextHand

Fading Argonaut
Neo Plexus
Knight of the Conclave
Knight of the Conclave
Tinkerer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Plasmodium - ($3)
Vir Garbarean - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1A) Indestructible
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Vir Garbarean (2/3)
  • :target: Lookout:

In Play:

Future:

  • Plasmodium [3 time]

Buildings:

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

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Playing Vir as a stall tactic, even though I expect him to die. I also want to increase my hand size this turn because I hope to play multiple cards next turn.

"


#22

Edit: forgot to mark my skeleton token.

P1T3


Tech StartingHand Workers

TECH
Reversal
Skeletal Lord


STARTING HAND
Deteriorate
Bone Collector
Jandra, the Negator
Graveyard
Thieving Imp


WORKERS
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator


NextHand

Thieving Imp
Sacrifice the Weak
Skeletal Archery
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth - ($3)
Deteriorate Mox to sideline it
Javelineer pings Vir from long range
Grave finishes Vir, midbands and heals, you draw
Garth makes a skeleton - ($2)
Bone Collector - ($0)
Haunt pings your tech 1 for 1 damage

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Garth lvl 1 (1/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave lvl 3 (3/4)
  • Pestering Haunt (1/1)
  • Skeleton Javelineer (1/1), runeless
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

I’m going down a card and giving an extra one to Nekoatl, but I think it’s worth it for the advantageous board position. I can make up for it with Garth, if I really need to.
I’m going for Necro again since Training Grounds is susceptible to Assimilate, and I seem to be in a position to spam skellies again. Reversal is there in case I see an opening for a tech kill in the next couple of turns.
Next turn I’ll probably tech up behing Basilisk, and tech Resurrector, maybe with another Grave spell.


#23

"P2T3


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Knight of the Conclave
Tinkerer
Neo Plexus
Knight of the Conclave
Fading Argonaut
Temporal Research
Time Spiral
Battle Suits
Seer


WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus


NextHand

Time Spiral
Temporal Research
Seer
Tinkerer
Fading Argonaut


Tech 2 card(s)
Get Paid + float - ($8)
Knight of the Conclave
Knight of the Conclave
Worker - ($7)
Prynn Pasternaak - ($5)
Temporal Research - ($3)
Seer: add to Plasmodium - ($2)
Battle Suits - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (2/1A) Indestructible
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Prynn Pasternaak (1/3) [4 time]
  • :pschip: Technician:
  • :target: Lookout: Seer (3/1) Resist 1

In Play:

  • Battle Suits

Future:

  • Plasmodium [3 time]
  • Knight of the Conclave [3 time]
  • Knight of the Conclave [3 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

The plan is to let Prynn die this turn and resummon her to Rewind when the Forecasts have 1 time counter left.

"


#24

@Nekoatl I edited my skeleton token into my patrol zone, does that change your turn somehow?


#25

Nah, I’m not getting past that Bone Collector at the moment, but thanks for asking.


#26

Edit: forgot to mark my tech2…

P1T4


Tech StartingHand Workers

TECH
Blackhand Resurrector
Death Rites


STARTING HAND
Sacrifice the Weak
Tiny Basilisk
Skeletal Archery
Thieving Imp


WORKERS
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Thieving Imp


NextHand

Reversal
Graveyard
Deteriorate
Skeletal Lord


Discard

Pestering Haunt
Skeletal Archery
Sacrifice the Weak
Blackhand Resurrector
Death Rites


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Necro) - ($2)
Grave sidelines Mox
Bone Collector kills Prynn, makes skeleton #2, Garth to lvl 3, you get 1 gold
Haunt trades with Seer
Garth hits your tech 1 for 1 damage
Tiny Basilisk - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2A)
  • :psfist: [I]Elite[/I]: Skeleton #2 (2/1)
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1)
  • :pschip: [I]Technician[/I]: Skeleton #1 (1/1)
  • :target: [I]Lookout[/I]: Grave lvl 3 (3/2)
    [B]In Play:[/B]
  • Garth lvl 3 (1/3)
  • Bone Collector (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necro)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Teching Death Rites this early is a bit of a risk, but it’s really good value if I can land it. Ideally, I use next turn to maxband Garth and fetch a Necromancer or the 2nd Skelelord, and play Skelelord from hand (or possibly Reversal, if an opportunity presents itself). That will hopefully generate enough pressure to discourage Origin Story on Nekoatl’s T5. I’m kind of expecting that to be his big (i.e. expensive) timed attack turn anyway, with Geiger in to cast Now!.
I could’ve broken tech 1 this turn, but with 3/4 of Nekoatl’s teched cards showing, I’d rather conserve my hand size and make sure my patrol keeps Garth safe.


#27

"P2T4


Tech StartingHand Workers

TECH
Rewind
Rewind


STARTING HAND
Seer
Fading Argonaut
Time Spiral
Tinkerer
Temporal Research


WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus
Temporal Research


NextHand

Rewind
Seer
Seer
Rewind
Time Spiral


Tech 2 card(s)
Get Paid + Scavanger - ($9)
Worker - ($8)
Fading Argonaut - ($6)
Vir Garbarean - ($4)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (2/1A) Indestructible
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Vir Garbarean (2/3) Sparkshot
  • :pschip: Technician: Fading Argonaut (3/3) [3 time]
  • :target: Lookout:

In Play:

  • Battle Suits

Future:

  • Plasmodium [2 time]
  • Knight of the Conclave [2 time]
  • Knight of the Conclave [2 time]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 4
  • Workers: 9
Thoughts

Ditching Research due to awkward usage conditions. If I need draws later, hopefullly I can manage R&D. I’m doubling up on Rewind because I can’t afford to miss this chance on an unlucky discard. I’ll probably worker one of them in the near future. I’m worried that by not building a Tech II this turn, I’m tipping my hand, but I don’t see any way around that. With luck, it’ll go unnoticed and Garth will maxband something into play.

"


#28

P1T5


Tech StartingHand Workers

TECH
Necromancer
T-Rex


STARTING HAND
Skeletal Lord
Reversal
Deteriorate
Graveyard
Pestering Haunt (Garth draw)
Death Rites (Garth draw)


WORKERS
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Graveyard


NextHand

Blackhand Resurrector
Sacrifice the Weak
T-Rex
Skeletal Archery
Skeleton Javelineer


Discard

Deteriorate
Bone Collector
Pestering Haunt
Death Rites
Reversal


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Garth to midband - ($6)
Garth sidelines Mox
Garth to maxband, he heals, fetch Necromancer from discard - ($3)
Garth sacs Javelineer, I draw, Necro makes skeleton #3
Garth sacs skeleton #3, I draw
Skeletal Lord - ($0)
Deteriorate Fargo
Skeleton #2 trades with Fargo, you draw
Bone Collector trades with Vir, makes new skeleton #2, Necro makes new skeleton #3, Grave to lvl 5, you get 1 gold
Grave breaks your tech 1

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2A)
  • :psfist: [I]Elite[/I]: Grave lvl 5 (4/2)
  • :ps_: [I]Scavenger[/I]: Skeleton #1 (2/2)
  • :pschip: [I]Technician[/I]: Skeleton #2 (2/2)
  • :target: [I]Lookout[/I]: Skeleton #3 (2/2)
    [B]In Play:[/B]
  • Garth lvl 7 (3/4)
  • Skeletal Lord (3/3)
  • Necromancer (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Nekoatl is definitely setting up a big next turn with all that floating gold, but hopefully I can put a damper on that by clearing his board and breaking his tech 1.
I would’ve played Reversal, if I didn’t have actually decent odds of drawing a freshly-teched T-Rex using Garth’s midband, and dropping it immediately with Skelelord.

Whiffed it on the 1st try. I can try just one more time, since I could still have enough skeletons to tap T-Rex in.

Whiffed it again, and drew Death Rites a turn early, to boot. I guess that’s what I get for gambling… In that case, I’ll keep TinyB to patrol rather than trading him for an extra skelly. I should still have a few good options next turn, even if my Skelelord gets trashed or I lose all my skellies or w/e. Maxband Grave/Resurrector + Midbandori are a couple that spring to mind.


#29

"P2T5


Tech StartingHand Workers

TECH
Vortoss Emblem
Origin Story


STARTING HAND
Rewind
Time Spiral
Rewind
Seer
Seer
Tinkerer


WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus
Temporal Research
Hardened Mox


NextHand

Fading Argonaut
Rewind
Time Spiral
Seer
Vortoss Emblem


Tech 2 card(s)
Get Paid + float + Scavanger - ($14)
Rebuild Tech I
Prynn Pasternaak - ($12)
Mox can’t attack Basilisk, so it’ll crawl past and kill Grave
Max Prynn - ($8)
Rewind - ($4)
Worker - ($3)
Time Spiral: remove from Plasmodium - ($2)
Plasmodium kills Garth
Tinkerer - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: L7 Prynn Pasternaak (3/5) [4 time]
  • :pschip: Technician: Tinkerer (1/2)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Plasmodium (4/1) Haste

Future:

  • Knight of the Conclave [1 time]
  • Knight of the Conclave [1 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I wasn’t expecting to pull off a full board clear; this gives me some flexibility in my tech choices. I’m not thrilled with my remaining Tech I options, so I’ll go for spells, and since Prynn has 2 methods of unit removal right now, I’ll take an Emblem and a Story.

"


Casual Codexnewb Blood/Balance/Disease vs Nekoati Demon/Growth/Strength
#30

Wow! In retrospect I probably should’ve seen that coming, but I definitely did not. Very well played, and probably game-ending, but I’ll try to hold out a few more turns.

P1T6


Tech StartingHand Workers

TECH
Doom Grasp
Moment’s Peace


STARTING HAND
Skeleton Javelineer
T-Rex
Skeletal Archery
Blackhand Resurrector
Sacrifice the Weak


WORKERS
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Graveyard
Skeletal Archery


NextHand

Deteriorate
Skeletal Lord
Necromancer
T-Rex
Reversal


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tiny Basilisk - ($6)
Blackhand Resurrector - ($4)
Skeleton Javelineer - ($3)
Midori - ($1)

Float ($1)
Discard 4, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton Javelineer (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Midori lvl 1 (2/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Tiny Basilisk (1/2)
    [B]In Play:[/B]
  • Blackhand Resurrector (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Ouch.


#31

I was trying to be as subtle as possible during the setup in hopes of maximizing the effect of Rewind when the time came… defending as passively and repetitively as practical and floating the minimum required gold. I don’t feel like I’ve secured the win yet, but I’ll do my best to protect the advantage.

"P2T6


Tech StartingHand Workers

TECH
Rememberer
Rememberer


STARTING HAND
Fading Argonaut
Undo
Rewind
Time Spiral
Seer


WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus
Temporal Research
Hardened Mox


NextHand

Seer
Plasmodium
Rewind
Origin Story


Tech 2 card(s)
Get Paid - ($10)
Tech II - ($6)
Prynn kills Javelineer
Plasmodium trades with Midori, you get $1
Prynn sends Resurrector back in time 100 years
Tinkerer adds to Prynn
Fading Argonaut - ($4)
Vortoss Emblem: Argonaut
Seer: add to Prynn - ($3)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Seer (3/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Knight of the Conclave (5/4) Resist 1
  • :pschip: Technician: Knight of the Conclave (5/4) Resist 1
  • :target: Lookout:

In Play:

  • Battle Suits
  • Fading Argonaut (3/3) [3 time] {Vortoss Emblem: 3 time}
  • L7 Prynn Pasternaak (3/4) [4 time, 1 dmg] {Blackhand Resurrector}
  • Tinkerer (1/2)

Future:
Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

Now let’s see if I can get some Rememberers to put my Past units into play for free. My priority is defense, though, as Black has nasty tricks for making stuff die. I need to use Emblem to make a flagbearer or risk losing Prynn to Doom Grasp. Tinkerer won’t work because it could be Sacrificed to remove the protection. Knights won’t work because their resist can allow the pauper trick to bypass Flagbearers. Seer and Plasmodium won’t work because Deteriorate could finish them off and expose Prynn. Enemy units won’t work because they can just kamikaze. That leaves only Argonaut as a viable choice. I need to cycle Seers to fuel Prynn’s removal, which leaves Rewind and Spiral. I’d like to worker Rewind and use Spiral to pump Prynn, but dropping below 2 cards means I’ll give up my 2/3 chance of drawing a Rememberer. I’m toying with the idea of deploying a Generator, in which case having more than 10 workers wouldn’t help me, and Time Spiral is bad value compared to Seers, so I’ll hold back.

"


#32

That Vortoss Emblem was a nice touch.

Edit: forgot to replace HH with tower

P1T7


StartingHand Workers

STARTING HAND
T-Rex
Deteriorate
Skeletal Lord
Reversal
Necromancer


WORKERS
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
Graveyard
Skeletal Archery


NextHand

Moment’s Peace
Bone Collector
Doom Grasp
Death Rites
Sacrifice the Weak


Discard

Skeleton Javelineer
Tiny Basilisk
T-Rex
Reversal
Deteriorate


Tech 0 card(s)
Get Paid + float - ($11)
Scav gold - ($12)
Skip worker
Grave - ($10)
Tower instead of Heroes’ Hall - ($7)
Necromancer - ($3)
Skeletal Lord - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeletal Lord (3/3A)
  • :psfist: [I]Elite[/I]: Grave lvl 1 (3/3)
  • :ps_: [I]Scavenger[/I]: Tiny Basilisk (1/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Necromancer (3/3)
    [B]In Play:[/B]
  • Blackhand Resurrector (trapped by Prynn)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

The only way I can see of getting back into this game is playing Moment’s Peace next turn, for a chance to tech up to tier 3 with a Balance tech lab, and then trying for T-Rexes. But even that may not be enough once the Remember engine gets going.


#33

I got lucky to draw that when I did, otherwise I would have been terrified of Doom Grasp. I didn’t quite manage lethal damage, but I think I’ve got the situation under control now.

"P2T7


Tech StartingHand Workers

TECH
Research and Development
Research and Development


STARTING HAND
Seer
Origin Story
Rewind
Plasmodium


WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus
Temporal Research
Hardened Mox
Plasmodium


NextHand

Rewind
Rememberer
Rememberer


Discard

Origin Story
Seer
Rewind
Research and Development
Research and Development


Tech 2 card(s)
Get Paid + float - ($13)
Seer: add to Prynn - ($12)
Tinkerer adds to Prynn
Prynn sends Lord and Necromancer back in time - ($11)
Seer trades with Basilisk, you get $1
Origin Story: Grave - ($8)
Knight breaks Tower, takes an arrow, your base to 16
Knight breaks Tech II, your base to 14
Prynn and Argonaut break Tech I, your base to 12
Max Geiger - ($6)
Level Max, bounce Seer, adds to Prynn - ($2)
Worker - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Seer (3/1)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Fading Argonaut (3/3) [2 time] {Vortoss Emblem: 2 time}
  • L7 Prynn Pasternaak (3/4) [3 time, 1 dmg] {Blackhand Resurrector, Skeletal Lord, Necromancer}
  • Tinkerer (1/2)
  • Knight of the Conclave (5/3) Resist 1 [1 dmg]
  • Knight of the Conclave (5/4) Resist 1
  • L5 Max Geiger (3/4) Sparkshot

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

With the tech buildings down, I’m not concerned about new units posing a threat, so I’ll prepare Research and Development which allows me to solve my hand size issues and postpone all other tech choices. With that in mind, I’ll resume converting unwanted cards to workers.

"


#34

Yeah, there’s no way I’m coming back from that, GG WP!
This isn’t the first time I’ve suffered a surprise boardwipe while going for a Necro plan. I don’t know, I tend to get caught up in my own plans (cheating in a T-Rex with Skeletal Lord, or whatever), and lose sight of what my opponent is up to.
Would you mind if I switch to Necro/Discipline/Peace for the next game? I feel like Midori isn’t pulling his weight…
That is, if you’re up for another game.


#35

I tend to do the same thing, I think in part because I’m often more interested in pulling off some cool combo than actually winning, but playing so many games as Blue against FrozenStorm’s Black seems to have partially broken that habit for me.

I don’t mind the switch; tech I Balance units leave much to be desired as patrollers. I’m actually kind of curious if I can make the forecast/Rewind combo work if my opponent is expecting it. I guess it’s my turn to go first:

"P1T1


StartingHand Workers

STARTING HAND
Hardened Mox
Plasmodium
Fading Argonaut
Neo Plexus
Time Spiral


WORKERS
Neo Plexus


NextHand

Nullcraft
Forgotten Fighter
Tinkerer
Temporal Research
Battle Suits


Discard

Time Spiral
Plasmodium
Fading Argonaut


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hardened Mox - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
    "

#36

P2T1


StartingHand Workers

STARTING HAND
Summon Skeletons
Graveyard
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp


WORKERS
Summon Skeletons


NextHand

Jandra, the Negator
Deteriorate
Pestering Haunt
Sacrifice the Weak
Skeletal Archery


Discard

Graveyard
Thieving Imp
Skeleton Javelineer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Poisonblade Rogue - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Garth lvl 1 (1/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Poisonblade Rogue (2/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Poisonblade Rogue could be an interesting counter to Mox, as long as Nullcraft doesn’t show up next turn. I might want to use spells for cheap next turn, so I’ll lead with Garth this time.


#37

"P1T2


Tech StartingHand Workers

TECH
Knight of the Conclave
Knight of the Conclave


STARTING HAND
Forgotten Fighter
Temporal Research
Nullcraft
Tinkerer
Battle Suits


WORKERS
Neo Plexus
Forgotten Fighter


NextHand

Knight of the Conclave
Fading Argonaut
Knight of the Conclave
Temporal Research
Tinkerer


Tech 2 card(s)
Get Paid - ($5)
Nullcraft - ($3)
Nullcraft kills Rogue, you get $1
Worker - ($2)
Tech I - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1) Flying, haste, immune to Deteriorate

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

Thoughts

I can’t allow that Rogue to poison my Mox, and Nullcraft is the most efficient counter I have right now. I just realized that Gilded Glaxx won’t be removed by Rewind. Knights are still the priority, but I’ll plan to tech some Glaxx soon after.

"


#38

P2T2


Tech StartingHand Workers

TECH
Bone Collector
Overeager Cadet


STARTING HAND
Skeletal Archery
Pestering Haunt
Deteriorate
Jandra, the Negator
Sacrifice the Weak


WORKERS
Summon Skeletons
Jandra, the Negator


NextHand

Overeager Cadet
Sacrifice the Weak
Skeleton Javelineer
Deteriorate


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Garth makes a skeleton - ($2)
Skeletal Archery - ($0)
Pestering Haunt

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


Board Info:
In Patrol:

  • :psblueshield: [I]Squad Leader[/I]: Garth lvl 1 (1/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Skeleton (1/1), anti-air
    In Play:
  • Pestering Haunt (1/1)
  • Skeletal Archery
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 7
Thoughts

Well, the Rogue gambit failed. I knew it was a coin toss, but I do need an answer to Nullcraft now that it’s out. Skeletal Archery is Assimilate-able, but even so it would leave me ahead in gold, since it doesn’t give Nekoatl anything. And either way, playing it thins my deck.
Overeager Cadets could be nice to play post-Rewind, and could let me pour more gold into my heroes.

After the draw: pretty good split after the reshuffle. I can tech up with Cadet and a skelly or two, then drop Bone Collector and a 2nd hero on T4.


#39

Wow, this game is turning out to be so interesting. It’s one surprise after another.

"P1T3


Tech StartingHand Workers

TECH
Vortoss Emblem
Vortoss Emblem


STARTING HAND
Fading Argonaut
Tinkerer
Knight of the Conclave
Temporal Research
Knight of the Conclave
Battle Suits
Plasmodium
Time Spiral


WORKERS
Neo Plexus
Forgotten Fighter
Battle Suits


NextHand

Tinkerer
Temporal Research
Vortoss Emblem
Fading Argonaut
Nullcraft


Tech 2 card(s)
Get Paid + float - ($7)
Nullcraft kills Skeleton
Knight of the Conclave
Knight of the Conclave
Prynn Pasternaak - ($5)
Temporal Research - ($3)
Plasmodium - ($1)
Worker - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Prynn Pasternaak (1/3) [4 time]
  • :pschip: Technician:
  • :target: Lookout:

Future:

  • Knight of the Conclave [3 time]
  • Knight of the Conclave [3 time]
  • Plasmodium [3 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

I was expecting a Tower, but Skeletal Archery? I guess I’ll have to Assimilate it, but in the meantime it’s better to trade than to get sniped. Hmm… if I want to Rewind on schedule, I can’t afford to do much else until then… I have to either postpone the Rewind or the Assimilation. I wish I had considered the impact of P1’s reduced gold income sooner. I guess there’s no harm in waiting until after to Assimilate, and delaying Rewind seems risky. In that case, maybe I should just tech Emblems for the $0? Units with long-range can’t suicide by attacking…

"


#40

P2T3


Tech StartingHand Workers

TECH
Overeager Cadet
Doom Grasp


STARTING HAND
Skeleton Javelineer
Overeager Cadet
Deteriorate
Sacrifice the Weak


WORKERS
Summon Skeletons
Jandra, the Negator
Skeleton Javelineer


NextHand

Graveyard
Bone Collector
Thieving Imp
Poisonblade Rogue


Discard

Deteriorate
Sacrifice the Weak
Overeager Cadet
Doom Grasp


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Necro) - ($2)
Overeager Cadet
Garth makes a skeleton - ($1)
Haunt pings your tech 1

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Garth lvl 1 (1/3)
  • Pestering Haunt (1/1)
  • Skeletal Archery
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 4
    Gold:
  • Gold: 1
  • Workers: 8
Thoughts

The plan (which I only thought of now) is to use Doom Grasp or a Wight to kill Prynn just before the critical Rewind turn. The corollary is that Prynn has to stay on board until then, i.e. I shouldn’t give her a chance to suicide on my patrol. The backup plan is simply having as many heroes and cheap units (especially Cadets) on board when Rewind hits. That’ll give me a chance to recover, since Necro tech 2 is pretty bad when played from behind.
Next turn I’ll probably play Grave and maxband Garth to fetch a Wight, but we’ll see what happens. Wight won’t do me a lot of good if Prynn is already at maxband and ready to trash things left and right. In that case, I might go for BC and Heroes’ Hall instead.