Time Spiral
Tinkerer
Temporal Research
Vortoss Emblem
Seer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Level Prynn - ($0)
Prynn sends Cadet to ancient history
Mox kills Skeleton, you get $1
Prynn kills Garth
Vortoss Emblem: Haunt
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Hardened Mox (1/1)
L7 Prynn Pasternaak (3/4) [2 time, 1 dmg] {Cadet}
Vortoss Emblem [3 time] {Haunt}
Future:
Knight of the Conclave [2 time]
Knight of the Conclave [2 time]
Plasmodium [2 time]
Buildings:
Base HP: 20
Tech I HP: 4
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Prynn survived, which means I canāt let her die and resummon her in time to Rewind on the correct turn without gambling on changing the correct turn to a later one. Better to proacitvely level her to ensure her survival, thenā¦ which is also the more economical approach as I wonāt have to pay $2 to resummon her. However, clearing everything except the Haunt makes Rewind look somewhatā¦ unattractive. Iāll Tech Seers instead of Rewindā¦ in the unlikely event that a lot of unit value hits the board before next turn, hopefully I can pull from the discard using Temporal Research, and if not, I can maybe drag out the threat by adding time counters to the forecast. Either way, Iāll drop an Emblem now to get it out of my cycle and maybe contribute counters towards Research if it somehow remains in play.
My plan A is pretty much shot to hell, but plan B is looking ok. Nekoatl invested a lot of gold in clearing a pretty weak board, and Rewind wonāt do him much good now.
Iām playing Imp over BC because bouncing/trashing him hurts Nekoatl more than it does me. Unfortunately, that forces me to skip worker, because a tower is crucial to getting Prynn down to 1 life, where Haunt can KO her. I guess that means Iām not rushing to tech 3ā¦
Oni goes in SQL because I donāt want to lose the armor point to Prynn, and Iād rather keep Grave as another potential threat to Prynn. Iām quite likely to lose them both, but at least Iām not giving up free levels.
Iām back on the regularly scheduled teching track with Resurrector, and Hoodie is there to help me fight back for the board once the Knights arrive.
Tech 2 card(s)
Get Paid - ($8)
Seer: add to Prynn - ($7)
Vortoss Emblem: Seer
Temporal Research - ($5)
Seer: remove from Plasmodium - ($4)
Plasmodium kills Onimaru
Prynn kills Grave, you get $1
Time Spiral: add to Prynn - ($3)
Tinkerer - ($1)
Prynn sends Imp back in time
Mox kills Haunt
Worker - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Tinkerer (1/2)
Technician: Seer (2/1) {Vortoss Emblem: 3 time}
Lookout:
In Play:
Plasmodium (4/2) Haste [2 dmg]
Hardened Mox (1/1)
L7 Prynn Pasternaak (3/2) [2 time, 3 dmg] {Cadet, Imp}
Seer (2/1)
Future:
Knight of the Conclave [1 time]
Knight of the Conclave [1 time]
Buildings:
Base HP: 20
Tech I HP: 3
Economy Info: Cards:
Hand: 2
Deck: 1
Disc: 2
Gold:
Gold: 0
Workers: 9
Thoughts
Yeah, itās definitely not worth using Rewind on just an Imp and a Haunt. Iām tempted to have Prynn swipe the Imp to stop it from being replayed and to expose the Haunt to my Mox, but thatās riskyā¦ if Prynn ever died, Iād lose a second card for free, and with Argonaut in my deck, thereās no safe Emblem target. Losing Spiral to a disard means thereās a 2/3 chance I canāt postpone all 3 forecasts. Iāll abandon the Rewind idea for now. As for techā¦ I canāt summon another hero this turn, so I guess Iāll go with Glaxx. Heās the ideal Emblem bearer and if I do go for a Rewind later, at least heāll sick around.
You seem to have overlooked my tower on your last turn - Prynn and the Plasmodium should both be at 1 health. On a different note, Iām again impressed by your use of Vortoss Emblem.
P2T5
Tech StartingHand Workers
TECH
Blackhand Resurrector
Martial Mastery
STARTING HAND
Poisonblade Rogue
Bone Collector
Graveyard
Doom Grasp
Blackhand Resurrector
WORKERS
Summon Skeletons
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
NextHand
Deteriorate
Overeager Cadet
Sacrifice the Weak
Hooded Executioner
Tech 2 card(s)
Get Paid - ($8)
Scav gold - ($9)
Worker - ($8)
Garth - ($6)
Garth makes a skeleton - ($5)
Bone Collector - ($3)
Blackhand Resurrector - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton (1/1A)
[I]Elite[/I]:
[I]Scavenger[/I]: Blackhand Resurrector (3/3)
[I]Technician[/I]: Bone Collector (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Garth lvl 1 (1/3)
Skeletal Archery
Overeager Cadet, held by Prynn
Thieving Imp, held by Prynn
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
Damn, Vortoss Emblem is keeping me from offing Prynn. I could get around it if Iād had Deteriorate in hand, but no such luck. Iām just gonna have to keep stalling, though what am I stalling forā¦?
Even with so few cards, Nekoatlās superthin deck means he knows exactly what heās drawing into. Iām teching Martial Mastery to try and match his control over my draws.
Temporal Research has also been shining this game.
P2T6
Tech StartingHand Workers
TECH
Martial Mastery
Hooded Executioner
STARTING HAND
Sacrifice the Weak
Deteriorate
Hooded Executioner
Overeager Cadet
WORKERS
Summon Skeletons
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
NextHand
Martial Mastery
Doom Grasp
Tech 2 card(s)
Get Paid + float - ($10)
Scav gold - ($11)
Skip worker
Deteriorate Seer, you draw
Garth makes a skeleton - ($10)
Sacrifice the Weak, skeleton and Tinkerer die - ($8)
Hooded Executioner, boosted to kill SQL Knight - ($3)
Overeager Cadet
Oni - ($1)
Float ($1)
Discard 0, reshuffle, draw 2
Board Info:
In Patrol:
Squad Leader: Hooded Executioner (3/3A)
Elite: Overeager Cadet (3/2)
Scavenger: Bone Collector (3/3)
Technician: Oni lvl 1 (2/3)
Lookout:
In Play:
Garth lvl 1 (1/3)
Skeletal Archery
Overeager Cadet, held by Prynn
Thieving Imp, held by Prynn
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tower HP: 4
Economy Info: Cards:
Hand: 2
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Ok, now I know he doesnāt have Temporal Research in hand, so his options are limited. He does have a couple of extra runes in the form of Seer and Time Spiral, so thatās one extra trashing. If only Nether Drain wouldnāt have made my guys disappear forever, I couldāve been rid of Prynn by nowā¦
I also know he has a Vortoss Emblem in hand, so I donāt want to put too much faith in Doom Grasp and/or Graveās sword. So do I play and patrol Oni and keep making skellies with Garth, or do I play Grave and hide him in the backline in the hopes of getting a sword kill?
ā¦Iāll keep Grave on the bench for now, at least until Iām sure I can get some use out of him with Martial Mastery, at least.
I regretted workering it in the previous game when I ran low on cards before I got Research & Development online, and I figured a pair of Emblems would help feed it cost-effectively, but I didnāt manage to get 3 draws out of it on the most recent cast.
Overeager Cadet
Lord of Shadows
Lord of Shadows
Martial Mastery
Doom Grasp
Tech 2 card(s)
Get Paid + float - ($10)
Technician draw
Grave - ($8)
Martial Mastery, I discard 1, draw 2 and look at your hand - ($7)
Worker - ($6)
Bone Collector - ($4)
Hooded Executioner - ($2)
Blackhand Resurrector - ($0)
Pestering Haunt
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Grave lvl 1 (2/3A)
Elite:
Scavenger: Hooded Executioner (3/3)
Technician: Blackhand Resurrector (3/3)
Lookout: Bone Collector (3/3)
In Play:
Pestering Haunt (1/1)
Skeletal Archery
Overeager Cadet, held by Prynn
Thieving Imp, held by Prynn
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tower HP: 3
Economy Info: Cards:
Hand: 2
Deck: 3
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
At long last, Nekoatl doesnāt have an extra time rune in hand!
ā¦But he can still Undo the Seer to give Prynn another turn. If he does that though, he can only mount 7 damage next turn, and he actually has to get through my patrol like a sane person That wonāt save him from my Haunt, which means he wonāt do it. So what will he do?
Focusing just on Prynn for now, I see 2 options: trade her with something and bring in a new hero (at maxband, with all the gold he has hoarded), or wait the timer out to deny my next discard/draw. He can mount 9 damage + Undo if he wants to do the latter, which I can stop only by going all in on units. I think itās worth it.
Effectively, Iām forcing him to trade Prynn. Grave goes in SQL to deny free levels to the hero that replaces her. Probably Vir rather than Geiger, since thereās nothing really worth flickering (lucky he didnāt build Heroesā Hall last turn, as flickering the Seer for a rune on Prynn wouldāve been bad).
Other than that, Iām expecting to finally see tech 2, with or without some add-on. It would take him a while to get through his deck, though, especially without Prynn to get super-efficient uses out of Temporal Research.
For my own turn, tech 3 is finally on the table.
Undo
Gilded Glaxx
Gilded Glaxx
Research & Development
Research & Development
Tech 2 card(s)
Get Paid + float - ($12)
Worker ($11)
Undo: Executioner - ($8)
Mox attacks Grave
Vortoss Emblem: Mox
Prynn trades with Grave, Cadet and Imp return, no cards to discard, sorryā¦
Vir Garbarean - ($6)
Level Vir - ($0)
Glaxx trades with Collector
Glaxx trades with Resurrector, you draw 1
Oh, thatās rightā¦ optimism bias at work, sorry. Instead, I attack with the Mox first and worker the Plasm instead of playing it, Emblem the Mox instead of the Seer, and buy all of Virās levels. Updated my post.
Graveyard
Martial Mastery
Lord of Shadows
Deteriorate
Lord of Shadows
Tech 0 card(s)
Get Paid - ($10)
Technician draw
Imp and Cadet return! The world has changed so muchā¦
Skip worker
Garth - ($8)
Garth makes a skeleton - ($7)
Blackhand Resurrector - ($5)
Tech 3 - ($0)
Haunt pings your tech 1
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Skeleton (1/1A)
Elite:
Scavenger: Overeager Cadet (2/2)
Technician: Thieving Imp (2/2)
Lookout:
In Play:
Garth lvl 1 (1/3)
Blackhand Resurrector (3/3)
Pestering Haunt (1/1)
Skeletal Archery
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech III HP: 5
Tower HP: 3
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Definitely going for tech 3 here. I have a respectable patrol in front of it, and decent odds of drawing a Lord of Shadows. Plus Blackhand Resurrector and Garth as additional backline threats.
Leaving Vir alive for a while might actually be good for me, as it keeps Geiger from crashing in, and prevents giving free levels. I also see no reason to kill Seer and give Nekoatl an extra card, or spend a card just to get rid of Vortoss Emblem.
OTOH, Iām reluctant to worker Deteriorate, both because it can be such a clutch spell, and because going down a card slightly decreases my chances of drawing a LoS. I certainly donāt want to worker Sac the Weak or the other Hoodie (and feel pretty dumb for workering the first one over BC), what with the untargetable Mech hitting the board soon. Bottom line is, Iād rather make a skeleton and keep my hand full.
ā¦
After the draw: Lord of Shadows + Graveyard, maybe? And hopefully a maxband hero from Resurrector.
Undo
Gilded Glaxx
Gilded Glaxx
Research & Development
Research & Development
Temporal Research
Rememberer
Rememberer
Undo
Rewind
Tech 2 card(s)
Get Paid - ($10)
Knight of the Conclave
Vir peers into the future
Vir reaches into the future and beckons to a Knight
Vir peers further into the future
Vir tampers with the future - ($9)
Temporal Research - ($7)
Vir peers even further into the future
Tech II - ($3)
Tower - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1A) {Vortoss Emblem: 2 time}
Elite:
Scavenger:
Technician: Seer (2/1)
Lookout:
In Play:
L7 Vir Garbarean (3/5)
Future:
Knight of the Conclave [3 time]
Knight of the Conclave [3 time]
Mech [1 time]
Buildings:
Base HP: 20
Tech I HP: 3
Tech II HP: 5 (Past)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 10
Gold:
Gold: 0
Workers: 10
Thoughts
Now, I wish I had delayed calling for the Mech; I could have drawn an extra card from R&D, though of course there was no way I could have known that.
Deteriorate
Blackhand Resurrector
Lord of Shadows
Martial Mastery
Tech 0 card(s)
Get Paid - ($10)
Skip worker
Lord of Shadows - ($3)
Sac Resurrector, fetch maxband Oni + 3 soldiers
Graveyard - ($1)
Deteriorate Mox to sideline it, Vortoss Emblem goes to discard
Haunt trades with Seer, spends the towerās detection, you draw
Imp invisibly hits tower
Cadet breaks tower, your base to 18
Skeleton hits your tech 1 down to 1 HP (you didnāt mark my Hauntās ping last turn)
Garth hits your base
Garth makes skeleton #2 - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Oni lvl 8 (4/5A)
Elite: Soldier #1 (2/1)
Scavenger: Soldier #2 (1/1)
Technician: Soldier #3 (1/1)
Lookout:
In Play:
Garth lvl 1 (1/3)
Thieving Imp (2/2), invisible
Overeager Cadet (2/1)
Skeleton #1 (1/1), invisible
Lord of Shadows (8/7), invisible
Skeleton #2 (1/1), invisible
Graveyard (3), holding Pestering Haunt
Skeletal Archery
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tech III HP: 5
Tower HP: 3
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
Tower is the first thing that needs to be dealt with, otherwise Prynn returns and just plucks LoS out of existence. I could break tech 2 instead, but thatās less of a loss in gold, and I donāt expect Nekoatl to have tech 2 units in hand yet (and Virās powers donāt work on an empty deck).
Iām choosing maxband Oni over Grave at the moment to fill up my patrol, which feels more urgent than setting up a Sword-kill. Not afraid of Rewind just yet, since Nekoatl is $2 short (unless Iām horribly mistakenā¦).
Iām debating whether I should let Resurrector go to discard rather than Graveyard. Sheāll be available for a Garth fetch if needed, and it ensures the thing doesnāt overflow. Yeah, Imp and Haunt make for better Graveyard residents anyway.
Time to throw in the towel. GG, WP. Starting the clock on turn 3 worked as P2 but was extremely awkward as P1. I was starving for gold most of the game and took way too long to get my Tech II up. If I try this strategy again in the future, Iāll probably tech Glaxxes first, then Knights, then Emblems, then Seers and Rewinds (order depending on circumstances).
When I saw you avoid Rewind, I retooled my strategy and picked Undos instead, but I think that was a mistake. It would have been better to tech the much more efficient Rewinds anyway and just wait until your forces started to snowball to use it. Even bouncing the Knights isnāt really that bad because they can immediately be replayed for free, Seers can be replayed for $1 and give another time counter, so itās actually good to bounce them, and Glaxxes donāt bounce unless Rewind takes the last $4, the Mox can become a worker prior to rolling out tech IIā¦ with this build, Rewind is a lot more flexible than I had originally thought, at least until itās time to roll out tech 2. Lessons learned, and thanks very much for the challenging play.
However, Purple is fairly high complexity (at least when played like this) and Iām feeling somewhat mentally burned out at the moment, so if youād like to play again, Iāll need to switch to something simpler. About a week ago, I came up with Demonology/Growth/Strength which seems very interesting but much more straightforward.
GG! That was a super-interesting game, in my view.
I was hanging on for dear life for most of it, just trying to make something stick to the board. Maxband Prynn is terrifying when backed by Seers and so on for extra runes, Emblem for protection and Temporal Research as a draw engine. Powerful stuff.
I was curious about you staying at tech 1 through almost the whole game. Even just a Heroesā Hall wouldāve made a huge difference, to capitalize on your, what, half-dozen hero kills? But I realize now that you were spending gold like crazy to keep my board clear.
I agree that Undo can be very inefficient, and the back-to-back turns you played it to bounce units that are cheaper than the spell is probably when the momentum shifted.
Iād be interested playing around with this codex some more, since I feel that Assimilate was pretty seriously limiting my options. I do have a tourney game that just started and an ongoing MMM series, though, so it might take me a while to get on top of this.