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Casual petE ([Necro]/Balance/Anarchy) vs ARMed_Pirate([Present]/Demonz/Growth)

@ARMed_PIrate GLHF!

P1 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Deteriorate
Jandra, the Negator
Skeleton Javelineer
Pestering Haunt
Sacrifice the Weak


WORKERS
Jandra, the Negator


[/spoiler][/details]

[details=NextHand][spoiler]
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Thieving Imp
Graveyard


[/spoiler][/details]

[details=Discard][spoiler]
Skeleton Javelineer
Deteriorate
Sacrifice the Weak


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Garth - ($1)
Skeleton - ($0)
Pestering Haunt

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Garth lvl 1 (1/3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5

[details=Thoughts][spoiler]


Maybe try a Graveyard game to recycle my good Tech1 units (BCs, Tiny Basilisks)

[/spoiler][/details]

P2T1


StartingHand Workers

STARTING HAND
Plasmodium
Tinkerer
Hardened Mox
Neo Plexus
Fading Argonaut

WORKERS

Plasmodium

NextHand

Time Spiral
Battle Suits
Temporal Research
Nullcraft
Forgotten Fighter

Discard

Tinkerer
Hardened Mox
Neo Plexus

Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Fading Argonaut - ($2)
Summon Argagarg Garg, and Wisp! - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (2/3+a, Fading @3)
  • :psfist: [I]Elite[/I]: Wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]: Argagarg Garg, Lv. 1 (1/3)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]
Anything with black starter and Zane is nasty. Way too much thinking on T1. I should probably be playing Vandy? But I like responding to his army of dudes with a bigger army of dudes. I wanted to put FArgo in Elite, but I don’t want Wisp dying for nothing either. Wall goes in the wall slot. Dink pretends to be 1/1. Arg goes in Scav. in case he drew StW and Det. for T2.

This is, of course, Argagarg Garg Arg Argo Gargo Geig. My first tech will therefore be Argo and Gargo, followed probably by some combo of SotPanda and DinoSize. Maybe move toward Growth III and Guargum? Make it Argagarg Garg Arg Argo Gargo Guargu Geig?
[/spoiler]

[/details]

P1 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Tiny Basilisk
Bone Collector


STARTING HAND
Skeletal Archery
Summon Skeletons
Poisonblade Rogue
Graveyard
Thieving Imp


WORKERS
Jandra, the Negator
Poisonblade Rogue


[/spoiler][/details]

[details=NextHand][spoiler]
Thieving Imp
Skeletal Archery
Deteriorate
Tiny Basilisk
Summon Skeletons


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Skeleton - ($3)
Tech 1 - ($1)

Float ($1)
Discard 4, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
  • Garth lvl 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

[details=Thoughts][spoiler]


Solid open, and unfortunately I don’t have Deteriorate to get rid of Fargo. Could find myself behind on board pretty quickly.

[/spoiler][/details]

P2T2


Tech StartingHand Workers

TECH

Gargoyle
Argonaut


STARTING HAND
Nullcraft
Time Spiral
Temporal Research
Forgotten Fighter
Battle Suits

WORKERS

Plasmodium
Temporal Research

NextHand

Argonaut
Time Spiral
Tinkerer
Hardened Mox
Forgotten Fighter

Tech 2 card(s)
Get Paid - ($6)
FArgo fades to 2 runes
Worker - ($5)
Build Tech I - ($3)
Upgrade uniforms to Battle Suits - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (2+1/3+a, Fading @2)
  • :psfist: [I]Elite[/I]: Wisp (0+1/1)
  • :ps_: [I]Scavenger[/I]: Argagarg Garg, Lv. 1 (1/3)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

[details=Thoughts][spoiler]
With FF and BS, I could take out Garth here, but that just opens up a maximum Zane reprisal. Let’s slow-play it.

I wonder if Skeletal Archery is coming next, or if he’ll wait until my Tech I comes out.

After the draw… Argo and Mox are good, maybe good enough to just drop them both and call it a day. Deteriorate is rough on Mox, but with FArgo and Argo out, he’ll have to pick and choose how he spreads the love. Probably better to just do Argo+Tech II, or Argo+max Arg, though.
[/spoiler]

[/details]

P1 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Potent Basilisk
Fairie Dragon


STARTING HAND
Tiny Basilisk
Thieving Imp
Deteriorate
Skeletal Archery
Summon Skeletons


WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons


[/spoiler][/details]

[details=NextHand][spoiler]
Bone Collector
Sacrifice the Weak
Graveyard
Skeleton Javelineer


[/spoiler][/details]

[details=Discard][spoiler]
Deteriorate
Pestering Haunt
Skeletal Archery
Thieving Imp
Potent Basilisk
Fairie Dragon


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Deteriorate Fargo
Garth to lvl 4 - ($3)
Tiny Basilisk - ($1)
Garth and Haunt kill Fargo
Skeleton trades with Wisp

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2+1, deathtouch)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth lvl 4 (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

[details=Thoughts][spoiler]


He’s a decent lead on board if he maxes Arg for a Water Elemental and plays a decent unit eg Argonaut. Will have some trouble getting even against his good Tech2 options (Present, Growth). Think I’m best heading for Balance Tech2, with Potent Basilisk to get rid of Battle Suits and Fairie Dragon for floating shenanigans. Floating $1 rather than making another Skeleton, so I can max Garth as well as build Tech2 if he hits Garth with Nullcraft.


[/spoiler][/details]

P2T3


Tech StartingHand Workers

TECH

Dinosize
Spirit of the Panda


STARTING HAND
Hardened Mox
Forgotten Fighter
Tinkerer
Argonaut
Time Spiral

WORKERS

Plasmodium
Temporal Research
Time Spiral

NextHand

Fading Argonaut
Dinosize
Neo Plexus
Nullcraft
Gargoyle

Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Recruit Argonaut - ($4)
Arg to max - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3+a, Anti-air)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Argonaut (4/4, Readiness)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Argagarg Garg, Lv. 5 (1/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts]
I was kinda hoping I wouldn’t draw either spell, but this isn’t bad. Gargoyle+Nullcraft+FArgo next turn, followed by SotP on Gargoyle to break tech the following. I guess I should be worried about Netherdrain and Doom Grasp. We’ll see.

[/details]

P1 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Chaos Mirror
Wandering Mimic


STARTING HAND
Bone Collector
Skeleton Javelineer
Graveyard
Sacrifice the Weak


WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Graveyard


[/spoiler][/details]

[details=NextHand][spoiler]
Sacrifice the Weak
Skeletal Archery
Pestering Haunt
Wandering Mimic


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Bone Collector - ($5)
Skeleton - ($4)
Tech2 Balance - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bone Collector (3/3)
  • :pschip: [I]Technician[/I]: Tiny Basilisk (1/2, deathtouch)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth lvl 4 (2/2)
  • Skeleton (1/1)
  • Skeleton (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]


Being rather outmuscled here.

[/spoiler][/details]

P2T4


Tech StartingHand Workers

TECH

Dinosize
Argonaut


STARTING HAND
Neo Plexus
Gargoyle
Nullcraft
Fading Argonaut
Dinosize

WORKERS

Plasmodium
Temporal Research
Time Spiral
Neo Plexus

NextHand

Forgotten Fighter
Tinkerer
Spirit of the Panda

Discard

Dinosize
Dinosize
Argonaut

Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Recruit Gargoyle - ($4)
Recruit Fading Argonaut - ($2)
Recruit Nullcraft - ($0)
Arg exhausts to give Nullcraft +1/+a
Nullcraft kills Basilisk; you draw
Argonaut Readily kills Bone Collector, taking 3; you get $1
Water Elemental kills Garth, taking 2; levels fizzle
Bring on the Mimic to wreck me!

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (3/3+a, Fading @3)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Argonaut (4/1, Readiness)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Argagarg Garg, Lv. 5 (1/5)
  • Water Elemental (3/1, Anti-air)
  • Nullcraft (1/1, Flying, haste, can’t be (de)buffed)
  • Gargoyle (0/2, Indestructible)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]
Decisions, decisions. Eventually I decided that the Basilisk was just as scary as Garth, so I went ahead and got rid of both. I feel like I’m making efficient trades, but we’ll see once Zane and hasted flying ready Mimic shows up.

I’m hoping the max Zane will draw me a card by shoving Argo into Techn.
Teching Argo and Dinosize because I don’t care about Growth Tech II, but it’ll be awhile before I reach Tech III.
[/spoiler]

[/details]

P1 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Pirate Gunship
Moment’s Peace


STARTING HAND
Wandering Mimic
Pestering Haunt
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer


WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Graveyard
Skeleton Javelineer


[/spoiler][/details]

[details=NextHand][spoiler]
Deteriorate
Fairie Dragon
Chaos Mirror
Thieving Imp
Potent Basilisk


[/spoiler][/details]

[details=Discard][spoiler]
Bone Collector
Tiny Basilisk
Skeletal Archery
Pestering Haunt
Sacrifice the Weak
Pirate Gunship
Moment’s Peace


[/spoiler][/details]
Tech 2 card(s)
Get Paid + scav + tech draw - ($9)
Worker - ($8)
Wandering Mimic (haste, flying from Nullcraft) kills Fargo - ($4)
Skeleton trades with Argonaut
Skeleton trades with Elemental

Float ($4)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Wandering Mimic (4/4, flying)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 4
  • Workers: 9

[details=Thoughts][spoiler]


Floating $4, will build Tech3 + Tech Lab Anarchy and go for Gunships if my Tech2 is left standing after his turn.

[/spoiler][/details]

EDIT: Updating thoughts

P2T5


Tech StartingHand Workers

TECH

Polymorph: Squirrel
Twilight Baron


STARTING HAND
Forgotten Fighter
Spirit of the Panda
Tinkerer

WORKERS

Plasmodium
Temporal Research
Time Spiral
Neo Plexus
Tinkerer

NextHand

Fading Argonaut
Argonaut
Hardened Mox

Tech 2 card(s)
Get Paid - ($9)
Scavenger bonus - ($10)
Worker - ($9)
Argagarg casts Spirit of the Panda on Gargoyle - ($5)
Animate Gargoyle - ($4)
Gargoyle breaks your Tech II; your base takes 2; I gain $1 - ($5)
Build Tech II (Growth) - ($1)

Float ($1)
Discard 1, draw 1, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Argagarg Garg, Lv. 5 (1/5+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nullcraft (1/1, Flying, haste, can’t be (de)buffed)
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Gargoyle (5/4, Flying, healing 1, attacks: I gain $1)
  • Spirit of the Panda (attached to Gargoyle)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts][spoiler]
I’m still loading up on Growth spells for Guargum, and because P:Squirrel will nicely deal with Mimics if Arg lives long enough to cast it. Baron seems good with 2x Dinosize in the deck.

After the draw… No spells (might be for the best if Arg dies this turn), but FArgo, Argo, Mox, which isn’t bad.
My Gargoyle is my big threat, and it looks like he’ll have to trade his Mimic to take it out, barring Doom Grasp.

Holy crap. I just realized he’s floating $4. I should expect max Zane+Tech I, or max Garth+spells+Tech I. I hope I don’t have to deal with Lich’s Bargains. That would be tedious. I’d have to push for Dinosized Gargoyle for the quick win, and I don’t think the timing will work out so hot.
[/spoiler]

[/details]

P1 Turn6


[details=Tech StartingHand Workers][spoiler]
TECH
Moment’s Peace
Pirate Gunship


STARTING HAND
Deteriorate
Potent Basilisk
Fairie Dragon
Thieving Imp
Chaos Mirror


WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Graveyard
Skeleton Javelineer
Deteriorate


[/spoiler][/details]

[details=NextHand][spoiler]
Skeletal Archery
Bone Collector
Pirate Gunship
Fairie Dragon
Wandering Mimic


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
Zane to max, shove Nullcraft to lookout, killing with 1dmg - ($5)
Mimic trades with Gargoyle
Thieving Imp, discard #1 of 3 - ($2)
Zane deals 3dmg to Argagarg after armour
Tech2 rebuilds

Float ($2)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane lvl 6 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10

[details=Thoughts][spoiler]


Teching a second Moment’s Peace and Gunship.

[/spoiler][/details]

P2T6


Tech StartingHand Workers

TECH

Guargum, Eternal Sentinal
Guargum, Eternal Sentinal


STARTING HAND
Hardened Mox
Fading Argonaut
Argonaut

WORKERS

Plasmodium
Temporal Research
Time Spiral
Neo Plexus
Tinkerer

NextHand

Dinosize
Twilight Baron

Discard

Nullcraft
Gargoyle
Spirit of the Panda
Fading Argonaut
Guargum, Eternal Sentinal
Guargum, Eternal Sentinal

Tech 2 card(s)
Get Paid + float - ($11)
Discard card #1
Skip worker
Build Tech III - ($6)
Recruit Argonaut - ($3)
Recruit Hardened Mox - ($0)

Float ($0)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox (2/1+a, Indestructible)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Argonaut (4/4, Readiness)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Argagarg Garg, Lv. 5 (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 4
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]
I have no idea how this will turn out.
A hero would have better value than Mox (and not deplete my hand), but since I’m not planning on playing any Tech II units, Mox should be around forever.

I’m not sure what I’ll play from my next hand. Maybe Baron? Dinosize Mox? Both? Nothing, and bring in max Vandy?
[/spoiler]

[/details]

P1 Turn7


[details=StartingHand Workers][spoiler]
STARTING HAND
Wandering Mimic
Pirate Gunship
Bone Collector
Skeletal Archery
Fairie Dragon


WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Graveyard
Skeleton Javelineer
Deteriorate


[/spoiler][/details]

[details=NextHand][spoiler]
Moment’s Peace
Pirate Gunship
Tiny Basilisk
Pestering Haunt
Moment’s Peace


[/spoiler][/details]

[details=Discard][spoiler]
Fairie Dragon
Pirate Gunship
Skeletal Archery


[/spoiler][/details]
Tech 0 card(s)
Get Paid + float - ($12)
Bone Collector - ($10)
Wandering Mimic - ($6)
Tech3 - ($1)
Tech Lab Anarchy - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Thieving Imp (2/2 + 1)
  • :psfist: [I]Elite[/I]: Bone Collector (4/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wandering Mimic (4/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane lvl 6 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]


I should have the advantage in a Tech3 race with better unit, Moment’s Peace and larger hand, but let’s see…

[/spoiler][/details]

EDIT: Redone

P2T7


Tech StartingHand Workers

TECH

Stampede
Polymorph: Squirrel


STARTING HAND
Dinosize
Twilight Baron

WORKERS

Plasmodium
Temporal Research
Time Spiral
Neo Plexus
Tinkerer

NextHand

Polymorph: Squirrel
Forgotten Fighter
Argonaut
Dinosize

Discard

Nullcraft
Gargoyle
Spirit of the Panda
Fading Argonaut
Guargum, Eternal Sentinal
Guargum, Eternal Sentinal
Twilight Baron
Dinosize
Stampede
Polymorph: Squirrel

Tech 2 card(s)
Get Paid - ($10)
Skip worker
Argonaut kills Imp, taking 2
Arg exhausts to give Mox +1/+a
Mox kills BC
Summon maximum Max Geiger, flickering Mox - ($4)
Build Tech Lab: Demonology - ($3)

Float ($3)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox (2/1+a, Indestructible)
  • :psfist: [I]Elite[/I]: Max Geiger, Lv. 5 (3+1/4, Sparkshot)
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]: Argonaut (4/2, Readiness)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Argagarg Garg, Lv. 5 (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Demonology)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 10
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10

[details=Thoughts]
The Tech Lab is a bluff. Maybe he’ll break it instead of Tech III at some point. Not that the Z-man would be bad here, but I’m all in on green spells.

[/details]

Vandy’s maxband can buff/doom Tech 0 or 1 units, so can’t target the Mimic

1 Like

@petE
Sorry about that. Turn has been edited above.

I must have been tired last night. My defense is a little less beefy, but I still think this is much better: still 3 defenders, still have two of them that force trades with Mimic/Zane. Mimic’s not doomed (silly me for trying), but also not 6/6, my Argo won’t auto-die, and I can afford to get my Tech lab out and still save $.

Did you tech the Gunships early enough to draw them this turn?

Yes, teched Gunships starting T5 – the lazy temptation with Anarchy to go for the Gunship rush rather than work for the win with tech 1/2s.

P1 Turn8


[details=StartingHand Workers][spoiler]
STARTING HAND
Moment’s Peace
Tiny Basilisk
Pestering Haunt
Moment’s Peace
Pirate Gunship


WORKERS
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Graveyard
Skeleton Javelineer
Deteriorate


[/spoiler][/details]

[details=NextHand][spoiler]
Pestering Haunt
Bone Collector
Chaos Mirror
Potent Basilisk
Sacrifice the Weak


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($10)
Garth - ($8)
Tiny Basilisk - ($6)
Pirate Gunship, breaks Tech3, obliterates Argonaut - ($0)
Mimic (flying) kills Geiger, Garth to lvl 3

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Zane lvl 6 (4/3 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Tiny Basilisk (1/2 + 1, deathtouch)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pirate Gunship (7/6, flying)
  • Wandering Mimic (4/4, flying)
  • Garth lvl 3 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]



[/spoiler][/details]

This would have gone a lot better if I hadn’t built that Tech Lab last turn. :b
I’m pretty sure this is still game, but maybe I can draw it out a bit.

P2T8


StartingHand Workers

STARTING HAND
Forgotten Fighter
Argonaut
Polymorph: Squirrel
Dinosize
Argonaut

WORKERS

Plasmodium
Temporal Research
Time Spiral
Neo Plexus
Tinkerer

NextHand

Polymorph: Squirrel
Twilight Baron
Spirit of the Panda
Fading Argonaut

Discard

Dinosize
Polymorph: Squirrel
Forgotten Fighter
Argonaut
Argonaut

Tech 0 card(s)
Get Paid + float - ($13)
Draw from Technician
Rebuild Tech III
Arg casts Dinosize on Mox - ($9)
Arg casts an expensive Polymorph: Squirrel on Gunship - ($4)
Arg casts an expensive Forgotten Fighter, bouncing Basilisk - ($1)
Mox kills Zane; levels fizzle because I’m $1 short of a hero
Arg kills Gunsquirrel, taking 1
Skip worker

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :exhaust: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Argagarg Garg, Lv. 5 (1/1)
  • Hardened Mox (2/1, Indestructible)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Demonology)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

[details=Thoughts]
Hah!

[/details]

P1 Turn9


[details=Tech StartingHand Workers][spoiler]
TECH
Disguised Monkey

STARTING HAND
Sacrifice the Weak
Chaos Mirror
Potent Basilisk
Pestering Haunt
Bone Collector
Skeletal Archery


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


[/spoiler][/details]

[details=NextHand][spoiler]
Moment’s Peace
Pirate Gunship
Fairie Dragon
Thieving Imp
Moment’s Peace


[/spoiler][/details]

[details=Discard][spoiler]
Pirate Gunship
Bone Collector
Sacrifice the Weak
Chaos Mirror


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($10)
Garth kills Argagarg, to lvl 5
Garth makes and sacs a Skeleton to draw - ($9)
Garth to max, summon Disgused Monkey from discard - ($7)
Monkey and Mimic break Tech3, Base to 16HP
Potent Basilisk (you discard Battle Suits) - ($3)
Tiny Basilisk - ($1)
Pestering Haunt
Worker - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Potent Basilisk (3/5 + 1, deathtouch)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tiny Basilisk (1/2, deathtouch)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Wandering Mimic (4/4)
  • Garth lvl 7 (3/4)
  • Disguised Monkey (3/3)
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

[details=Thoughts][spoiler]


No Gunship draw, but coming up next hand

[/spoiler][/details]

Edit: removed flying from Mimic stars

Yeah, I’ll call it there. The FArgo and TBaron in my hand won’t do much, even backed by Vandy or Geiger, and the Arg spells’ll do nothing without Arg and Guarg. (;

I didn’t anticipate how quickly I’d get to Tech III, and should have teched Guargum a turn or two earlier than I did, but I still think he would have just been obliterated by Gunship. Your pacing was quite good.

Good game!

Reading through your thoughts: some good predictions, and it looks like I kept things feeling a bit challenging for you for most of the match. I’m glad!
Once you went Balance, I totally forgot about Gunships (and Monkeys!) to my great detriment. (:
A Present/Geiger rush was probably in order; the problem with running theme decks. (;