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[Casual] Nekoatl vs Dreamfire


#41

"P1T4


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Temporal Research
Nullcraft
Tinkerer
Fading Argonaut
Assimilate


WORKERS
Neo Plexus
Forgotten Fighter
Battle Suits
Nullcraft


NextHand

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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: 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:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

Thoughts

Prynn survived, which means I can’t 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, then… which is also the more economical approach as I won’t have to pay $2 to resummon her. However, clearing everything except the Haunt makes Rewind look somewhat… unattractive. I’ll Tech Seers instead of Rewind… 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, I’ll drop an Emblem now to get it out of my cycle and maybe contribute counters towards Research if it somehow remains in play.

"


#42

P2T4


Tech StartingHand Workers

TECH
Blackhand Resurrector
Hooded Executioner


STARTING HAND
Thieving Imp
Bone Collector
Poisonblade Rogue
Graveyard


WORKERS
Summon Skeletons
Jandra, the Negator
Skeleton Javelineer


NextHand

Bone Collector
Blackhand Resurrector
Graveyard
Doom Grasp
Poisonblade Rogue


Tech 2 card(s)
Get Paid + float - ($9)
Scav gold - ($10)
Skip worker
Oni - ($8)
Grave - ($6)
Thieving Imp, random.org says discard #1 - ($3)
Tower - ($0)
Haunt pings your tech 1

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oni lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Grave lvl 1 (2/3)
  • :pschip: Technician: Thieving Imp (2/2)
  • :target: Lookout:
    In Play:
  • Pestering Haunt (1/1), Vortoss Emblem
  • Skeletal Archery
  • Overeager Cadet, held by Prynn
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 8
Thoughts

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 won’t do him much good now.
I’m 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 I’m not rushing to tech 3…
Oni goes in SQL because I don’t want to lose the armor point to Prynn, and I’d rather keep Grave as another potential threat to Prynn. I’m quite likely to lose them both, but at least I’m not giving up free levels.
I’m 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.


#43

"P1T5


Tech StartingHand Workers

TECH
Gilded Glaxx
Gilded Glaxx


STARTING HAND
Time Spiral
Vortoss Emblem
Tinkerer
Temporal Research
Seer
Seer
Fading Argonaut
Time Spiral


WORKERS
Neo Plexus
Forgotten Fighter
Battle Suits
Nullcraft
Fading Argonaut


NextHand

Gilded Glaxx
Temporal Research


Discard

Time Spiral
Vortoss Emblem


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:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Tinkerer (1/2)
  • :pschip: Technician: Seer (2/1) {Vortoss Emblem: 3 time}
  • :target: 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:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Yeah, it’s definitely not worth using Rewind on just an Imp and a Haunt. I’m tempted to have Prynn swipe the Imp to stop it from being replayed and to expose the Haunt to my Mox, but that’s risky… if Prynn ever died, I’d lose a second card for free, and with Argonaut in my deck, there’s no safe Emblem target. Losing Spiral to a disard means there’s a 2/3 chance I can’t postpone all 3 forecasts. I’ll abandon the Rewind idea for now. As for tech… I can’t summon another hero this turn, so I guess I’ll go with Glaxx. He’s the ideal Emblem bearer and if I do go for a Rewind later, at least he’ll sick around.

"


#44

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, I’m 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


Discard

Pestering Haunt
Doom Grasp
Graveyard
Blackhand Resurrector
Martial Mastery


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]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Blackhand Resurrector (3/3)
  • :pschip: [I]Technician[/I]: Bone Collector (3/3)
  • :target: [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]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: 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 I’d had Deteriorate in hand, but no such luck. I’m just gonna have to keep stalling, though what am I stalling for…?
Even with so few cards, Nekoatl’s superthin deck means he knows exactly what he’s drawing into. I’m teching Martial Mastery to try and match his control over my draws.


#45

Sure looks that way, doesn’t it? I added the extra damage.

"P1T6


Tech StartingHand Workers

TECH
Undo
Undo


STARTING HAND
Gilded Glaxx
Temporal Research
Gilded Glaxx
Time Spiral


WORKERS
Neo Plexus
Forgotten Fighter
Battle Suits
Nullcraft
Fading Argonaut


NextHand

Seer
Undo
Vortoss Emblem


Discard

Temporal Research
Plasmodium
Time Spiral


Tech 2 card(s)
Get Paid - ($9)
Tinkerer adds to Prynn
Seer trades with Skeleton
Temporal Research - ($7)
Plasmodium trades with Resurrector
Gilded Glaxx - ($4)
Gilded Glaxx - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Knight of the Conclave (4/4A) Resist 1
  • :psfist: Elite:
  • :ps_: Scavenger: Knight of the Conclave (4/4) Resist 1
  • :pschip: Technician: Seer (2/1) {Vortoss Emblem: 2 time}
  • :target: Lookout: Hardened Mox (1/1) Resist 1

In Play:

  • Gilded Glaxx (3/4)
  • Gilded Glaxx (3/4)
  • L7 Prynn Pasternaak (3/1) [2 time, 4 dmg] {Cadet, Imp}
  • Tinkerer (1/2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 9
    "

#46

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:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3A)
  • :psfist: Elite: Overeager Cadet (3/2)
  • :ps_: Scavenger: Bone Collector (3/3)
  • :pschip: Technician: Oni lvl 1 (2/3)
  • :target: Lookout:

In Play:

  • Garth lvl 1 (1/3)
  • Skeletal Archery
  • Overeager Cadet, held by Prynn
  • Thieving Imp, held by Prynn

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

Ok, now I know he doesn’t 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 that’s one extra trashing. If only Nether Drain wouldn’t have made my guys disappear forever, I could’ve been rid of Prynn by now…
I also know he has a Vortoss Emblem in hand, so I don’t want to put too much faith in Doom Grasp and/or Grave’s 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?
…I’ll keep Grave on the bench for now, at least until I’m sure I can get some use out of him with Martial Mastery, at least.


#47

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 didn’t manage to get 3 draws out of it on the most recent cast.

"P1T7


Tech StartingHand Workers

TECH
Rewind
Rewind


STARTING HAND
Seer
Vortoss Emblem
Undo
Undo


WORKERS
Neo Plexus
Forgotten Fighter
Battle Suits
Nullcraft
Fading Argonaut


NextHand

Undo
Vortoss Emblem
Plasmodium


Tech 2 card(s)
Get Paid + float - ($10)
Undo: Executioner - ($7)
Undo: Collector - ($4)
Glaxx kills Onimaru, you draw 1
Knight trades with Cadet
Glaxx kills Garth
Seer: add to Prynn - ($3)
Mox scratches your tower to 3 HP

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Seer (2/1)
  • :target: Lookout:

In Play:

  • Gilded Glaxx (3/1) [3 dmg]
  • Gilded Glaxx (3/2) [2 dmg]
  • L7 Prynn Pasternaak (3/1) [2 time, 4 dmg] {Cadet, Imp}
  • Hardened Mox (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 9
    "

#48

P2T7


Tech StartingHand Workers

TECH
Lord of Shadows
Lord of Shadows


STARTING HAND
Doom Grasp
Martial Mastery
Hooded Executioner (bounced)
Bone Collector (bounced)
Hooded Executioner (technician draw)
Pestering Haunt (MM draw)
Blackhand Resurrector (MM draw)


WORKERS
Summon Skeletons
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
Hooded Executioner


NextHand

Sacrifice the Weak
Deteriorate


Discard

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:

  • :psblueshield: Squad Leader: Grave lvl 1 (2/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Hooded Executioner (3/3)
  • :pschip: Technician: Blackhand Resurrector (3/3)
  • :target: Lookout: Bone Collector (3/3)

In Play:

  • Pestering Haunt (1/1)
  • Skeletal Archery
  • Overeager Cadet, held by Prynn
  • Thieving Imp, held by Prynn

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 3

Economy Info:
Cards:

  • Hand: 2
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

At long last, Nekoatl doesn’t have an extra time rune in hand!
…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 :stuck_out_tongue: That won’t save him from my Haunt, which means he won’t 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 it’s worth it.
Effectively, I’m 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 there’s nothing really worth flickering (lucky he didn’t build Heroes’ Hall last turn, as flickering the Seer for a rune on Prynn would’ve been bad).
Other than that, I’m 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.


#49

"P1T8


Tech StartingHand Workers

TECH
Research & Development
Research & Development


STARTING HAND
Plasmodium
Vortoss Emblem
Undo


WORKERS
Neo Plexus
Forgotten Fighter
Battle Suits
Nullcraft
Fading Argonaut
Plasmodium


NextHand

Rewind
Knight of the Conclave


Discard

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, sorry…
Vir Garbarean - ($6)
Level Vir - ($0)
Glaxx trades with Collector
Glaxx trades with Resurrector, you draw 1

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Vir Garbarean (3/5A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Seer (2/1)
  • :target: Lookout:

In Play:

  • Hardened Mox (1/1) {Vortoss Emblem: 3 time}

Future:

  • Mech [2 time]

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10
    "

#50

As soon as Prynn dies, Grave midbands and heals. Which is to say, you can’t get free levels for Vir.


#51

Oh, that’s right… 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 Vir’s levels. Updated my post.


#52

P2T8


StartingHand Workers

STARTING HAND
Deteriorate
Sacrifice the Weak
Blackhand Resurrector
Hooded Executioner (bounced)


WORKERS
Summon Skeletons
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
Hooded Executioner


NextHand

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 much…
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:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Overeager Cadet (2/2)
  • :pschip: Technician: Thieving Imp (2/2)
  • :target: Lookout:

In Play:

  • Garth lvl 1 (1/3)
  • Blackhand Resurrector (3/3)
  • Pestering Haunt (1/1)
  • Skeletal Archery

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tech III HP: 5
  • :heart: 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, I’m 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 don’t 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, I’d rather make a skeleton and keep my hand full.

After the draw: Lord of Shadows + Graveyard, maybe? And hopefully a maxband hero from Resurrector.


#53

"P1T9


Tech StartingHand Workers

TECH
Rememberer
Rememberer


STARTING HAND
Rewind
Knight of the Conclave
Rewind
Undo


WORKERS
Neo Plexus
Forgotten Fighter
Battle Suits
Nullcraft
Fading Argonaut
Plasmodium


NextHand

Rewind
Seer
Vortoss Emblem
Tinkerer


Discard

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:

  • :psblueshield: Squad Leader: Hardened Mox (1/1A) {Vortoss Emblem: 2 time}
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Seer (2/1)
  • :target: 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:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Past)
  • :heart: 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.

"


#54

P2T9


StartingHand Workers

STARTING HAND
Graveyard
Martial Mastery
Lord of Shadows
Lord of Shadows
Deteriorate


WORKERS
Summon Skeletons
Jandra, the Negator
Skeleton Javelineer
Poisonblade Rogue
Hooded Executioner


NextHand

Blackhand Resurrector
Hooded Executioner
Doom Grasp
Overeager Cadet


Discard

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 tower’s detection, you draw
Imp invisibly hits tower
Cadet breaks tower, your base to 18
Skeleton hits your tech 1 down to 1 HP (you didn’t mark my Haunt’s ping last turn)
Garth hits your base
Garth makes skeleton #2 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oni lvl 8 (4/5A)
  • :psfist: Elite: Soldier #1 (2/1)
  • :ps_: Scavenger: Soldier #2 (1/1)
  • :pschip: Technician: Soldier #3 (1/1)
  • :target: 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:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tech III HP: 5
  • :heart: 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 that’s less of a loss in gold, and I don’t expect Nekoatl to have tech 2 units in hand yet (and Vir’s powers don’t work on an empty deck).
I’m 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 I’m horribly mistaken…).
I’m debating whether I should let Resurrector go to discard rather than Graveyard. She’ll be available for a Garth fetch if needed, and it ensures the thing doesn’t overflow. Yeah, Imp and Haunt make for better Graveyard residents anyway.


#55

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, I’ll 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 isn’t really that bad because they can immediately be replayed for free, Seers can be replayed for $1 and give another time counter, so it’s actually good to bounce them, and Glaxxes don’t bounce unless Rewind takes the last $4, the Mox can become a worker prior to rolling out tech II… with this build, Rewind is a lot more flexible than I had originally thought, at least until it’s 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 I’m feeling somewhat mentally burned out at the moment, so if you’d like to play again, I’ll 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.


#56

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 Heroes’ Hall would’ve 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.

I’d 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.