Casual petE([Demon]/Blood/Ninja) vs tie([Present]/Peace/Discipline)

Oni in on 1hp due to Tower (on top of 1 dmg previous turn)

ok edited to reflect that

One final thing, think you are discarding 2 not 3 cards at end of turn, for a 4 card next hand.

P2 Turn4


Tech StartingHand Workers

TECH
Dark Pact
Kidnapping


STARTING HAND
Deteriorate
Skeleton Javelineer
IPN
Sacrifice the Weak
Crashbarrow


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer


NextHand

Summon Skeletons
Deteriorate
Shoddy Glider
Crashbarrow
IPN


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Deteriorate Plexus
Vandy kills Plexus
Haunt trades with Oni, Vandy to mid
Tap Graveyard to resurrect Imp, discard #4 of 4 - ($4)
Rebuild Tech1

Float ($4)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Graveyard (3) [IPN, Haunt]
  • Vandy lvl 3 (3/4)
    Buildings:
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0
    Gold:
  • Gold: 4
  • Workers: 9
Thoughts

This matchup looks to be all about timing, can my Blood units get active before his Peace engine is running? So likely lost the game there with Tech2 break, and for sure if he can put down a Garrison this turn.


BK comes back into my hand after death, hence the extra card. Should I discard 5 of 5 or 4 of 5 for Imp?

I’m counting 4 card starting - 1 discard for Imp - 1 for worker - 1 for Plexus + 1 for BK = 2 left to discard

The Imp is what got screwed up in the rewind. Pick two cards out of five and i’ll discard those 2 to be fair

Also traveling for a couple days - might not get a turn in til Weds. Happy new years!

Sure, let’s go for #4 of 5 to discard and #1 back to deck (ending with Hand 4, Deck 6, Disc 1).

Happy New Year !

"P1T5


Tech StartingHand Workers

TECH
Overeager Cadet
Flagstone Garrison


STARTING HAND
Fading Argonaut
Boot Camp
Drill Sergeant
Plasmodium
Drill Sergeant


WORKERS
Time Spiral
Forgotten Fighter
Temporal Research
Boot Camp


NextHand

Flagstone Garrison
Brave Knight


Discard

Drill Sergeant
Neo Plexus
Overeager Cadet
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Mox hits Imp for 2
Drill Sergeant; Mox trashed - ($3)
Fading Argonaut (3/3) - ($1)
Move 1/1 token to Fading Argo

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argo (4/4 + 1A, fading 3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drill Sergeant (4/3)
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8
    "

P2 Turn5


Tech StartingHand Workers

TECH
Crashbarrow
Metamorphosis


STARTING HAND
Shoddy Glider
Summon Skeletons
Crashbarrow
IPN
Deteriorate
Sacrifice the Weak
Dark Pact


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer
Summon Skeletons


NextHand

Deteriorate
Dark Pact
Dark Pact
Kidnapping
IPN


Tech 2 card(s)
Get Paid + float - ($13)
Vandy to max, +2/2 and doom Imp and DS - ($11)
Vandy’s mid tutors Dark Pact to hand, I discard - ($10)
Dark Pact, I draw 2, my Base to 16HP
Deteriorate Fargo
Imp trades with Fargo
STW, DS dies, you draw - ($8)
Tap Graveyard to resurrect IPN - ($5)
Worker - ($4)
Tech2 Blood - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: IPN (5/5 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Graveyard (3) [Haunt, Imp]
  • Vandy lvl 5 (4/5)
    Buildings:
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 10
Thoughts

With a 3 card Deck including Dark Pact and STW, I can guarantee drawing STW by tutoring the second Dark Pact, then clear his board.


Think you are on 9 workers, not 8 as shown.

"P1T6


Tech StartingHand Workers

TECH
Reversal
Flagstone Spy


STARTING HAND
Flagstone Garrison
Brave Knight
Overeager Cadet
Nullcraft
Plasmodium
Drill Sergeant


WORKERS
Time Spiral
Forgotten Fighter
Temporal Research
Boot Camp
Tinkerer


NextHand

Neo Plexus
Fading Argonaut
Overeager Cadet
Flagstone Garrison


Discard

Plasmodium
Drill Sergeant
Reversal
Flagstone Spy
Nullcraft


Tech 2 card(s)
Get Paid + float - ($10)
Draw for Tech
Flagstone Garrison - ($7)
Overeager Cadet; draw
Brave Knight; draw - ($4)
Nullcraft; draw, reshuffle - ($2)
Nullcraft pings Vandy for 1
Grave - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (4/3 + 1A)
  • :psfist: Elite: Overeager Cadet (3/2 + 1Atk)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Flagstone Garrison (3)
  • Grave lvl 1 (2/3)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
    "

Nullcraft dies to Tower if it pings Vandy

thx, forgot to move it to the discard pile

P2 Turn6


StartingHand Workers

STARTING HAND
Kidnapping
IPN
Deteriorate
Dark Pact
Dark Pact
Metamorphosis
Crashbarrow
Shoddy Glider
Crashbarrow


WORKERS
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer
Summon Skeletons


NextHand

Dark Pact
Sacrifice the Weak
Dark Pact
Deteriorate
IPN


Tech 0 card(s)
Get Paid - ($10)
Dark Pact, I draw 2, Base to 14HP
Dark Pact, I draw 2, Base to 12HP
Crashbarrow kills BK, overpower kills Cadet - ($7)
IPN deals 5dmg to Base
Tap Graveyard to resurrect Crashbarrow - ($4)
Crashbarrow #2 from hand - ($1)
2 x Crashbarrows + Vandy break Base

GG !

Gg! Crashbarrow/Graveyard is a nice combo

Yeah, Graveyard helped a lot throughout this game, resurrections of Haunt, Imp and IPN were all useful at the time, even before Tech2 was up.

Happy to continue if you are, with same or different decks.

For future reference, Vandy’s maxband can’t affect tech 2 units.

2 Likes

@Dreamfire Good point, thanks!

Looks like I could have got to the same point legally with:

STW, Imp and Fargo die
Deteriorate DS
Vandy kills DS
Vandy to max, buffs fizzle

1 Like