Not the best starting hand, have a choice of either Nullcraft or Plasmodium for my opening. Plasmodium leaves me open for a very quick blowout from Vandy + 1 drop, as sac the weak can deal with fargo + Deterioate deals with mox. Nullcraft gives me slightly earlier defence and allows me to pick of weaker units, which I think is preferable rather then trying to get the tempo push T3/4 (which black is very adept at turning around)
Bit of a weird first hand, won’t have my spells next turn. I feel like I’m essentially deciding between StW, Graveyard and Archery. Archery seems a good way to thin the deck and deal with the pesky Nullcraft, it will invite Stewardess but that was probably happening anyway. Next turn will almost certainly bring Jav, beyond that probably Imp or Midband Vandy and tech up. Probably bring BC and Dark Pact, standard stuff
Hmm, early Skeleton Archery… That limits his early aggresion by a lot, But I do need to be worried about mass skeletons. Doubling up on stewardess of the undone does gives me more options against that, but I am worried about later on having a less powerful deck at at that point, and the less flexibility does hurt.
Standard tech plan should be good to start, if we get very worried we can always switch to Future, as Xenostalkers do a lot of work against Skeletonal Lords + Skeletons.
Squad Leader: Skeleton Javelineer (1/1+1armor anti-air long range)
Elite:
Scavenger: Thieving Imp (2/2)
Technician:
Lookout:
In Play:
Vandy (2/3 lvl 1)
Skeletal Archery
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Bone Collector
Dark Pact
Deteriorate
Sacrifice the Weak
End of Turn Discard
My Thoughts
I’m kind of really confused with the decision to patrol Nullcraft instead of pot-shot my base; doesn’t want it StW’d without getting a card back? Seems strange. I’ve already committed 2g to the nullcraft with Archery, why would I StW it?
Anyways though, can’t do much about the Fargo atm, so I think I stick to the Jav + Imp + T1, BC + DP plan. Perhaps next turn I combine that with some usage of Vandy Midband, or more likely just use her in-combat and HH.
100% a Stewardess is coming (unless I hit it with Imp, decent change I spose?), but returning Jav or Imp isn’t so bad for me and they keep Vandy decently safe.
…
Nice draw, double techs
STARTING HAND
Stewardess of the Undone
Neo Plexus
Gilded Glaxx
Plasmodium
WORKERS
Tinkerer
Temporal Research
Plasmodium
NextHand
Hardened Mox
Time Spiral
Forgotten Fighter
Discard
Gilded Glaxx
Neo Plexus
Tricycloid
Hyperion
Tech 2 card(s)
Get Paid - ($6)
Geiger - ($4)
Worker - ($3)
Stewardess bounce Skeleton Jav - ($0)
Fargo kills Imp
Nullcraft deals 1 to Vandy
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Stewardess of the Undone (3/3 + A)
Elite:
Scavenger:
Technician: Geiger (2/3, lvl 1)
Lookout:
In Play:
Battle Suits
Fading Argonaut (3/1, Fading 2)
Nullcraft (1/1, Flying, Haste)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 7
Thoughts
Well, lets beat his board back, discard doesnt hurt too much as we can use vir/geiger to recover if need be, and we can still hit out tech 2 units on time. would be nicer to use fargo to take out the jav and bounce the imp, but thats too much pain for my hand to handle.
Hero choice, Vir is better if I think he gonna be hitting the discard hard, Geiger is better if i really want to push tempo… Really pushing tempo sounds good, I can always recover hand size with Hyperions later…
Jav (returned, discarded)
Bone Collector
Dark Pact
Deteriorate
Sacrifice the Weak
Jandra + Haunt (DP)
Events of Turn:
Upkeep:
Get Gold (7+1scav)
Tech 2 cards in (except turn 1)
All Teched Cards
Soul Stone, Bone Collector
Bone Collector, Dark Pact
Main:
Deteriorate Fargo, it dies
Dark Pact, draw 2 base to 18
Bone Collector (6)
Midband Vandy (4)
Tap Vandy, dc 1 and fetch Soul Stone from my Codex (3)
Soul Stone BC (1)
Worker (0)
Workers
Jandra, the Negator, Poisonblade Rogue, Graveyard
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
In Patrol:
Squad Leader: Bone Collector (4/4+1armor, soul stone attached)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (3/4 lvl 3)
Skeletal Archery
Economy Info:
Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Summon Skeletons
Thieving Imp
Skeleton Javelineer
Soul Stone
End of Turn Discard
My Thoughts
That was as expected. He’s committed to Geiger for the time being, so I don’t feel at all shy about going for Soul Stones with Prynn not immediately in the picture. I think that will bode well for me. Next turn probably maxband Vandy and Hero’s Hall, plowing in the meantime.
…
Okay a bit of a weird draw, might do summon skele might do imp, depends on what he does I spose. Could be I go Jav and soul stone the BC again, if it’s in danger of falling off. Spose it’s possible i’d want to fetch a Shadow Blade as well
Summon Skeletons
Thieving Imp
Skeleton Javelineer
Soul Stone
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
All Teched Cards
Gorgon, Cursed Crow
Soul Stone, Bone Collector
Bone Collector, Dark Pact
Main:
Thieving Imp, discard 3 of 4 (5)
BC kills Stewardess, survives on 1hp, I get a skele
Vandy kills Geiger, maxbands, dooms Imp and Nullcraft, you get a card
Tech 2 Disease (1)
Worker (0)
Workers
Skeleton Javelineer, Jandra, the Negator, Poisonblade Rogue, Graveyard
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 DISEASE
In Patrol:
Squad Leader:
Elite: Thieving Imp (4+1/4 doomed)
Scavenger: Skeleton (1/1)
Technician:
Lookout:
In Play:
Vandy (4/5 lvl 3)
Bone Collector (4/1, soul stone attached)
Skeletal Archery
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Pestering Haunt
Bone Collector
Sacrifice the Weak
Dark Pact
End of Turn Discard
Gorgon
Cursed Crow
Soul Stone
Summon Skeletons
My Thoughts
Hmm, so he was probably stacking the deck eh? But for present, and with no attempt to keep Geiger safe to do the best present things. Well I know I’m dead to Hyperion + Stewardess, and that best case scenario is Vandy gets ripped by Nullcraft. OS also a possibility. So I better tech up for a backup plan. I guess if he manages to get Tri + Hyperion, that’ll be a bummer, and he could break the tech 2… Oh well, if he does that I spose I’ll just shut down as many units as possible and get the hero’s hall.
Well, this turn took a lot of umming and ahhing over what I would have teched in your shoes T3, my brain says to play a tower to head off the meta I assume is sitting in your hand, when my gut says this play, but we shall see…
P1T5
Tech StartingHand Workers
TECH
Now!
Chronofixer
STARTING HAND
Tricycloid
Hardened Mox
Gilded Glaxx
Time Spiral
Now!
WORKERS
Tinkerer
Temporal Research
Plasmodium
Forgotten Fighter
Hardened Mox
NextHand
Hyperion
Neo Plexus
Temporal Distortion
Discard
Time Spiral
Stewardess of the Undone (3/3 + A)
Now!
Now!
Chronofixer
Tech 2 card(s)
Get Paid + float - ($10)
Discard + Tech draw
Worker - ($9)
Tricycloid - ($4)
Tricyleoid pings Bonecollecor, Soulstone falls off
Doomed Nullcraft kills Bone collector
Tri pings your skeleton
Gilded Glax - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Gilded Glaxx (4/4 + A)
Elite:
Scavenger:
Technician: Tricycloid (4/4, 1 time rune)
Lookout:
In Play:
Battle Suits
Nullcraft (3/2, Flying, Haste, Dies on your upkeep)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 5
Gold:
Gold: 1
Workers: 9
Thoughts
Tricycloid allows us to (almost) clear the opponents board and establish one of our own. Thats leaves us with 2 options with out last 4 gold.
Play a tower, this covers us if he has a Meta in hand, allowing us to have a chance to kill Vandy/Garth next turn, and last it out.
Play the glax. This gives us a lot more swinging power next turn (esp if he drops a Gorgon) and threatens a lot. If he tutors for Meta, we should win the base race (glax -> Gorgon, Hyperion, Tric hit for 9, TD for Omegracron for 9 -> leathal next turn, if he patrol a hero then we kill it and set up a tower for defence.
I know people normally only tech 1 meta, so they always the option to tutor for it, given he didnt reshuffle last turn, I have a feeling the tech 2 was in prep for the meta/marth garth this turn. Turn 3 board state looked good for a meta tech, and Stonestone works well with meta…
My brain says Tower, but my gut say glax, so glax it is, and Ill regret it later…
Pestering Haunt
Bone Collector
Sacrifice the Weak
Dark Pact
Events of Turn:
Upkeep:
Get Gold (9+1scav)
Tech 2 cards in (except turn 1)
All Teched Cards
Cursed Ghoul, Gorgon
Gorgon, Cursed Crow
Soul Stone, Bone Collector
Bone Collector, Dark Pact
Main:
Garth (8)
Vandy fetches metamorphosis and plays it, Garth Maxbands and fetches a Cursed Ghoul, it gives -1/1 to Glaxx (1)
Skeleton (0)
Workers
Skeleton Javelineer, Jandra, the Negator, Poisonblade Rogue, Graveyard
Patrol as below
Discard 3 Draw 1 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 DISEASE
In Patrol:
Squad Leader:
Elite: Cursed Ghoul (4+1/5)
Scavenger:
Technician:
Lookout: Skeleton (1/1)
In Play:
Vandy (6/7 lvl 5 invisible readiness)
Garth (5/6 lvl 7 invisible readiness)
Skeletal Archery
Economy Info:
Cards:
Hand: 5
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Deteriorate
Dark Pact
Gorgon
Bone Collector
Summon Skeletons
End of Turn Discard
My Thoughts
Interesting. He could have killed Vandy with Nullcraft + tri spitfire, but elected not to…
Well, I see no reason not to go for Meta. He can’t attack either of my heroes with no tower, and I don’t really need to worker right now so I’ll just make a skeleton for good measure.
…
Good RS draw, if I can get a soul stone to put on a Gorgon even better!
Deteriorate
Dark Pact
Gorgon
Bone Collector
Summon Skeletons
Bone Collector + Cursed Crow (dp)
Events of Turn:
Upkeep:
Get Gold (9)
Tech 2 cards in (except turn 1)
All Teched Cards
Plague Lord, Death and Decay
Cursed Ghoul, Gorgon
Gorgon, Cursed Crow
Soul Stone, Bone Collector
Bone Collector, Dark Pact
Main:
Dark Pact, base to 16 I draw 2
Deteriorate Tri, Vandy smashes him and survives on 1hp, tower has spotted something
Garth breaks your tech 2 safely, your base to 18
Cursed Crow (6)
Gorgon (3)
Bone Collector (1)
Make a skeleton (0)
Workers
Skeleton Javelineer, Jandra, the Negator, Poisonblade Rogue, Graveyard
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Tech2 HP: 5 DISEASE
In Patrol:
Squad Leader: Bone Collector (3/3+1armor)
Elite:
Scavenger: Gorgon (2/4 deathtouch)
Technician: Skeleton (1/1)
Lookout: Cursed Crow (3/3)
In Play:
Vandy (6/1 lvl 5 invisible readiness)
Garth (5/6 lvl 7 invisible readiness)
Skeletal Archery
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 7
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Metamorphosis
Thieving Imp
Pestering Haunt
Soul Stone
End of Turn Discard
Cursed Ghoul
Dark Pact
Death and Decay
Plague Lord
Deteriorate
Summon Skeletons
Bone Collector
My Thoughts
Hmm, it’s a nice effort by him to try and ensure I lose a Meta hero. Not going for that though. Deteriorate it. As much as his “all-in” misplay worries me about punching my own base too much, I think I can keep the tech 2 reasonably locked down now, at least long enough to set up lethal of my own.
…
Nice DP draw, with crow I can definitely keep some lock down.
Metamorphosis
Thieving Imp
Pestering Haunt
Soul Stone
Gorgon (gorgon death)
Events of Turn:
Upkeep:
Get Gold (9)
Tech 2 cards in (except turn 1)
All Teched Cards
Death and Decay, Hooded Executioner
Plague Lord, Death and Decay
Cursed Ghoul, Gorgon
Gorgon, Cursed Crow
Soul Stone, Bone Collector
Bone Collector, Dark Pact
Main:
Soul Stone Cursed Crow, it breaks your tower, your base to 16 (7)
Gorgon trades with Glaxx, I draw 1
Bone Collector kills Geiger, takes 2, levels fizzle, you draw 1
Vandy sneakily breaks your tech 2, your base to 14
Garth breaks your tech 1, your base to 12
Gorgon (4)
Hero’s Hall (2)
Make a skeleton (1)
Worker (0)
Workers
Metamorphosis, Skeleton Javelineer, Jandra, the Negator, Poisonblade Rogue, Graveyard
Patrol as below
Discard 2 Draw 2 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Tech2 HP: 5 DISEASE
Heros Hall HP: 4
In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger: Skeleton (1/1)
Technician: Skeleton (1/1)
Lookout: Gorgon (2/4 deathtouch)
In Play:
Vandy (6/1 lvl 5 invisible readiness)
Garth (5/6 lvl 7 invisible readiness)
Cursed Crow (4/3, soul stone attached)
Bone Collector (3/1)
Skeletal Archery
Economy Info:
Cards:
Hand: 4
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 10
End of Turn Hand
Sacrifice the Weak
Soul Stone
Plague Lord
Thieving Imp