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:
- Squad Leader: Thieving Imp (2/2 + 1)
- Elite:
- Scavenger:
- Technician:
-
Lookout:
In Play: - Graveyard (3) [IPN, Haunt]
- Vandy lvl 3 (3/4)
Buildings: - Base HP: 18
- Tech I HP: 5
- 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:
- Squad Leader: Fading Argo (4/4 + 1A, fading 3)
- Elite:
- Scavenger:
- Technician: Drill Sergeant (4/3)
- Lookout:
In Play:
- Battle Suits
Buildings:
- Base HP: 20
- Tech I HP: 4
- 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:
- Squad Leader: IPN (5/5 + 1)
- Elite:
- Scavenger:
- Technician:
-
Lookout:
In Play: - Graveyard (3) [Haunt, Imp]
- Vandy lvl 5 (4/5)
Buildings: - Base HP: 16
- Tech I HP: 5
- Tech II HP: 5 (Blood)
- 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:
- Squad Leader: Brave Knight (4/3 + 1A)
- Elite: Overeager Cadet (3/2 + 1Atk)
- Scavenger:
- Technician:
- Lookout:
In Play:
- Battle Suits
- Flagstone Garrison (3)
- Grave lvl 1 (2/3)
Buildings:
- Base HP: 20
- Tech I HP: 4
- 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.
@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