Think I’ll concede here - not being able to break Tech 2, and mine still being down, means an inevitable loss. Gg! The Metamorphosis really did it, haven’t seen that used before
"P1T1
StartingHand Workers
STARTING HAND
Time Spiral
Fading Argonaut
Neo Plexus
Temporal Research
Hardened Mox
WORKERS
Time Spiral
NextHand
Battle Suits
Plasmodium
Forgotten Fighter
Nullcraft
Tinkerer
Discard
Neo Plexus
Temporal Research
Fading Argonaut
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Hardened Mox - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Hardened Mox (1/1 indestructible)
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
"
Is this post from a different game?
GG! Metamorphosis really swung this, thought you were ahead up until then and with the Peace engine about to take over. It’s a strong ultimate, and worth playing a Tower in advance if it’s threatened, then at least one Demon has to attack into patrol, and you can also detect one non-patrolling Demon on your turn.
I threw out a Turn 1 in case you wanted to play again And yeah - I shoulda been watching for Metamorphosis for sure. Playing a Tower would’ve been the right thing to do once the threat level became so obvious
Happy to play again, though may be Fri/Sat before I get to post regularly as I’m away for a few days. But noticed your T1 was with black rather than purple starter.
Gotcha. I’ll be out of town Sunday - Weds, so same deal on my end. Feel free to post whenever. And yeah you’re correct on the starter - set to correct deck and restarted
P2 Turn1
StartingHand Workers
STARTING HAND
Skeletal Archery
Summon Skeletons
Thieving Imp
Skeleton Javelineer
Pestering Haunt
WORKERS
Skeletal Archery
NextHand
Graveyard
Deteriorate
Poisonblade Rogue
Jandra, the Negator
Sacrifice the Weak
Discard
Thieving Imp
Skeleton Javelineer
Summon Skeletons
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Vandy - ($2)
Pestering Haunt
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Vandy lvl 1 (2/3 + 1)
- Elite:
- Scavenger:
- Technician:
-
Lookout:
In Play: - Pestering Haunt (1/1)
Buildings: - Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold: - Gold: 2
- Workers: 6
Thoughts
Thought about Imp instead, but he rebuilds to 5 cards by playing Grave, and I don’t see a good reply from my T2 hand.
"P1T2
Tech StartingHand Workers
TECH
Brave Knight
Overeager Cadet
STARTING HAND
Nullcraft
Plasmodium
Tinkerer
Forgotten Fighter
Battle Suits
WORKERS
Time Spiral
Forgotten Fighter
NextHand
Overeager Cadet
Temporal Research
Tinkerer
Fading Argonaut
Brave Knight
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Battle Suits - ($2)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Hardened Mox (2/1 + 1A, indestructible)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Battle Suits
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
"
P2 Turn2
Tech StartingHand Workers
TECH
IPN
IPN
STARTING HAND
Graveyard
Jandra, the Negator
Deteriorate
Poisonblade Rogue
Sacrifice the Weak
WORKERS
Skeletal Archery
Jandra, the Negator
NextHand
Summon Skeletons
Poisonblade Rogue
Sacrifice the Weak
IPN
Thieving Imp
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Graveyard - ($5)
Tower - ($2)
Tech1 - ($0)
Haunt pings Tech1
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Vandy lvl 1 (2/3 + 1)
- Elite:
- Scavenger:
- Technician:
-
Lookout:
In Play: - Pestering Haunt (1/1)
- Graveyard (3)
Buildings: - Base HP: 20
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold: - Gold: 0
- Workers: 7
Thoughts
No unit worth playing from hand, so getting Graveyard out early and Tower to dissuade Nullcraft. Teching 2 x IPNs to absorb his Suited attacking units.
"P1T3
Tech StartingHand Workers
TECH
Boot Camp
Drill Sergeant
STARTING HAND
Temporal Research
Tinkerer
Fading Argonaut
Overeager Cadet
Brave Knight
WORKERS
Time Spiral
Forgotten Fighter
Temporal Research
NextHand
Tinkerer
Nullcraft
Plasmodium
Neo Plexus
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Onimaru - ($3)
Brave Knight - ($0)
Overeager Cadet
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Hardened Mox (2/1 + 1A, indestructible)
- Elite:
- Scavenger: Overeager Cadet (3/2)
- Technician:
- Lookout: Brave Knight (4/3, readiness)
In Play:
- Battle Suits
- Onimaru lvl1 (2/3)
Buildings:
- Base HP: 20
- Tech I HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
"
P2 Turn3
Tech StartingHand Workers
TECH
Crashbarrow
Shoddy Glider
STARTING HAND
Sacrifice the Weak
Poisonblade Rogue
IPN
Summon Skeletons
Thieving Imp
WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
NextHand
Sacrifice the Weak
IPN
Deteriorate
Skeleton Javelineer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
IPN - ($3)
Thieving Imp, discard #3 of 4 - ($0)
Haunt deals 1dmg to Onimaru
Tap Graveyard to resurrect Haunt
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Thieving Imp (2/2 + 1)
- Elite:
- Scavenger:
- Technician: IPN (4/4)
-
Lookout:
In Play: - Pestering Haunt (1/1)
- Graveyard (3)
- Vandy lvl 1 (2/3)
Buildings: - Base HP: 20
- Tech I HP: 5
- Tower HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold: - Gold: 0
- Workers: 8
Thoughts
10 atk for $5, pretty efficient for him with Suits down early. Maybe my mistake not to have played Imp T1, but then I wouldn’t have Tower+Graveyard. IPN is solid defence for now, hopefully protect Graveyard long enough to cycle Crashbarrows/Gliders.
"P1T4
Tech StartingHand Workers
TECH
Drill Sergeant
Flagstone Garrison
STARTING HAND
Nullcraft
Plasmodium
Neo Plexus
Tinkerer
WORKERS
Time Spiral
Forgotten Fighter
Temporal Research
NextHand
Plasmodium
Drill Sergeant
Fading Argonaut
Drill Sergeant
Boot Camp
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Cadet trades w/ SQL
BK kills IPN, goes to hand; you draw
Mox + Onimaru break Tech 1; Oni takes 1 from tower. Your base 18
Neo Plexus - ($4)
Tech 2 Peace - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader: Neo Plexus (3/2 + 1A)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Battle Suits
- Onimaru lvl1 (2/1)
- Hardened Mox (2/1 + 1A, indestructible)
Buildings:
- Base HP: 20
- Tech I HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
"
Brave Knight dies to Imp due to extra hit from Tower. Nullcraft also dies to Tower.
Forgot about tower. Rewound and fixed; just re-played the BK, since he died
Onimaru would be 3/1, after 2 dmg from Vandy and 1 from Tower
Also noticed my technician IPN should be 3/3 not 4/4 (becomes 4/4 after Imp dies).
Ah both those changes are meaningful. Will take a look…
Ok, posted a revision. Very different with IPN being 3/3 instead of 4/4, b/c Overeager Cadet can trade evenly with her w/ those stats. This time Vandy lives, but your Tech 1 is broken and I built Tech 2 Peace
Oh no… after the Imp dies she’s 4/4 again. This is the most trouble I’ve ever had with a turn, geez. Ok, another revision…
Alllll right. Fixed now. Basically same outcome but there’s a Neo Plexus in play instead of the BK, due to 1 gold difference. I look forward to the next revision