GG WP! I certainly wasn’t even thinking about lethal, glad it wasn’t close enough! I spose with a Now! or another TD, you mighta had it, that woulda been scary!
I have “the dream” for Vandy + Haunt + Jav, but I don’t actually think that’s the most effective against Purple. Fargo and Nullcraft are actually pretty effective against them, and Purple doesn’t play much around heroes early anyway. I think hitting his cards is more effective, so I’m going to do this and see how it goes.
Summon Skeletons
Sacrifice the Weak
Deteriorate
Poisonblade Rogue
Graveyard
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Bone Collector x2
Main:
Graveyard (3)
Imp smacks your base to 18
Tech 1 (2)
Worker (1)
Workers
Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Thieving Imp (2/2)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Sacrifice the Weak
Skeletal Archery
Summon Skeletons
Skeleton Javelineer
Bone Collector
End of Turn Discard
My Thoughts
Hmm this has me a bit flabbergasted… It’d be nice to go Vandy or Garth + Haunt here, but obviously not in my hand…
The Plasmo is going to be a bother. Graveyard seems a decent play to suicide Imp and get some further card pressure on! Pair that with like Jav + Vandy or Garth + Skele, seems a decent choice. In the name of being non-committal then, two BCs instead of the usual Dark Pact.
…
Well I spose I could skip the hero next turn and do BC + Jav, too
Two plans here. Either drop hand massively, and immediatly tech Hyperion + Tricyleoid for tech 2 next turn and tech 2 units the turn after. Or go full forecast spam. Dropping vir here so I can start fixing my draws as I assume he gonna keep hitting my hand size with that imp graveyard combo.
Neither is optimal, but I havnt tried forecast spam against black, so lets give that a go, might be useful for the upcoming tourney.
Dropping vir to help fix my draws, as that imp is going to go to town on my hand.
Sacrifice the Weak
Skeletal Archery
Summon Skeletons
Skeleton Javelineer
Bone Collector
Events of Turn:
Upkeep:
Get Gold (6+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Sickness, Dark Pact
Bone Collector x2
Main:
Imp suicides into Vir, deals 1 after armor
Replay Imp from Graveyard, you discard #2 of 3 (4)
Bone Collector (2)
Skeleton Javelineer (1)
Worker (0)
Workers
Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician: Thieving Imp (2/2)
Lookout:
In Play:
Bone Collector (3/3)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Deteriorate
Pestering Haunt
Bone Collector
Dark Pact
End of Turn Discard
My Thoughts
BC + Jav seems the best option, not give away free levels when almost certainly the call was Seers or Assimilate from him. Possibly could be a tech rush. Going to tech Sickness, as it seems a good choice against all the likely techs from him. Almost want to get another, but think Dark Pact is a better backup plan. Next turn probably teching up + hero, we’ll see. Could do HH + BC + Hero also, or replay imp again to just totally deny his card pool
…
Dark Pact, interesting rs draw. Gives us the most options for sure!
That it is, but this is what happens when you discard my only good play T1 and now Im curious if this works against black going second…
P2T3
Tech StartingHand Workers
TECH
Seer
Seer
STARTING HAND
Nullcraft
Temporal Research
Hardened Mox
Nullcraft
Time Spiral
Knight of the Conclave
WORKERS
Tinkerer
Forgotten Fighter
Nullcraft
NextHand
Neo Plexus
Time Spiral
Tech 2 card(s)
Get Paid - ($7)
Vir Peeks and swaps - ($6)
Knight of the Conclave
Vir trades with Imp
Prynn - ($4)
Temporal Research, Draw 3 - ($2)
Knight of the Conclave
Worker - ($1)
Time Spiral, Plasmodium Arrives! - ($0)
Fargo kills Skeleton Jav
Plasmodium kills Graveyard
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Prynn (1/3, lvl 1, Fading 4)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Plasmodium (4/4, Haste)
Battle Suits
Knight of the Conclave #1 (5/4, Resist 1, Forecast 3)
Knight of the Conclave #2 (5/4, Resist 1, Forecast 3)
Deteriorate
Pestering Haunt
Bone Collector
Dark Pact
Sickness (techn)
Events of Turn:
Upkeep:
Get Gold (7+1scav)
Draw 1 techn
Tech 2 cards in (except turn 1)
All Teched Cards
Death and Decay, Voidblocker
Sickness, Dark Pact
Bone Collector x2
Main:
Orpal + lvl 2 (5)
Sickness to Fargo and Prynn (3)
Bone Collector kills Prynn, Orpal midbands, I get a skeleton
Deteriorate Fargo, it dies
Sacrifice Skeleton to put -1/1 on Plasmo, now a 3/3
Bone Collector Saddler (old one is now Grant) (1)
Worker (0)
Workers
Pestering Haunt, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 1 Draw 2 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Orpal (2/4+1armor, lvl 4)
Elite:
Scavenger:
Technician: Bone Collector (3/3)
Lookout:
In Play:
Bone Collector (3/3)
Economy Info:
Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Sacrifice the Weak
Summon Skeletons
Death and Decay
End of Turn Discard
My Thoughts
Nice technician! I can make a big play with Orpal + Sickness, so definitely doing that. I’ll tech towards a Demon t3 victory with Voidblocker, but through in DnD for good measure. Gives me options.
Next turn tech up and either play skeletons or maxband Orpal.
…
DAMMIT Why did that draw happen??? Only 25% to draw what I teched, 12.5 to draw this specifically… What a bummer. Would have much preferred Imp or Sickness or Graveyard or even Deteriorate… Oh well, definitely teching up now… Maybe tower also? Or float? We’ll see… Actually will probably end up maxing Orpal just for the heal and threat
Sacrifice the Weak
Summon Skeletons
Death and Decay
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards in (except turn 1)
All Teched Cards
Cursed Crow, Cursed Ghoul
Death and Decay, Voidblocker
Sickness, Dark Pact
Bone Collector x2
Main:
Orpal slaps Plasmo, takes 3 but makes Plasmo a 2/2
Maxband Orpal to heal (6)
BC Grant kills Plasmo, takes 2, I get a skeleton
Sacrifice the skeleton to give Plexus -1/1
BC Saddler kills Plexus, I get a skeleton, you get a card
Tech 2 Disease (2)
Worker (1)
Workers
Pestering Haunt, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 DISEASE
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Skeleton (1/1)
In Play:
Orpal (2/5 lvl 6)
Bone Collector Saddler (3/1)
Bone Collector Jones (3/1)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 4
Gold:
Gold: 1
Workers: 9
End of Turn Hand
Dark Pact
Thieving Imp
Skeleton Javelineer
Sickness
End of Turn Discard
Cursed Crow
Cursed Ghoul
Death and Decay
Sacrifice the Weak
My Thoughts
Well, fuck… Looking a LOT like this DnD would have come in handy… If there’s a Void Star in the next hand, I’m definitely in trouble, as I have zippo for anti-air. I spose I should have teched 2x DnD…
So now what do we do… I’ve already workered Archery. I could swap to disease so I can pull up a Cursed Crow… Yeah, I guess let’s do that. I can tech lab demonz later if needed, otherwise just worker the Voidblocker…
Dark Pact
Thieving Imp
Skeleton Javelineer
Sickness
Events of Turn:
Upkeep:
Get Gold (9+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Death and Decay, Gorgon
Cursed Crow, Cursed Ghoul
Death and Decay, Voidblocker
Sickness, Dark Pact
Bone Collector x2
Main:
Vandy (8)
Dark Pact, base to 18 draw 2
Sickness, Prynn and Lookout Seer die. Triggers Orpal maxband, spread -1/1 to other seer (dies, you get a card) and SQL, paying resist 2 along the way (4)
Bone Collector Grant and Skeleton trade with SQL Knight, I get a skeleton
Sacrifice that skeleton to go -1/1 on Scav Knight (3)
BC Saddler trades with Scav, you get a gold, I get a skeleton
Orpal kills Prynn, Vandy midbands
Hero’s Hall (1)
Worker (0)
Workers
Pestering Haunt, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator
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
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger:
Technician: Vandy (3/4 lvl 3)
Lookout:
In Play:
Orpal (2/5 lvl 6)
Economy Info:
Cards:
Hand: 5
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
End of Turn Hand
Deteriorate
Graveyard
Cursed Ghoul
Death and Decay
Sickness
End of Turn Discard
My Thoughts
Yeap… DnD here would have swept the board with relative impunity here… oh well. Sometimes, them’s the breaks Sickness can still do some good work, along with Orpal abilities. Let’s hope he doesn’t draw a Now + Void Star Combo, as long as that doesn’t happen we’ll just DnD next turn (hopefully)
…
Well, draw’s good as long as we avoid the deadlyness!
That’ll be GG. Origin story a turn too late, needed prynn to live last turn. Nice sickness T4, was not expecting that. Maybe should have gone for Teching Hyperion + Tric game plan. With my super low hand size going into T3, I could build tech 2 T3, then draw + play them T4. Imp hitting mox T1 hurt a lot though as that was my only real card T1 to play. I think I should also have skipped the second Seer/worker T5 and played the void Star…
GG WP! As you can see looking back, my end of turn 4 drawing of DnD really cheesed me. I really ought to have teched both, I teched Voidblocker hedging that you’d go Present in all likelihood, and anticipating i’d be in the 75% bucket of NOT drawing either card on the RS.
I’m not sure Mox is such a good choice against black… Too easy to neutralize with Orpal. I think the Plasmo was a good move, makes me much more reticent to play around heroes which gives you a lot more space to operate. The KotCs were neat in combating low hand size, but a little too slow; I think Stewardess, Argo or Glaxx would have been a better bet, along with early teching up to Present (or Future)
I think I’m gonna be the first person to say that Im glad your gonna be running without disease in the tournament, even with the added pain of Discord + Fencers. Mox is more easily neaturialised by orpal, but I can normally make people over commit to the removal, and punish it, don’t think that will work against you looking at our past games, means Im gonna need to play much tighter. I agree the KotC were slow, was an experiment, defo needs the larger handsize for that to work.
P1T1
StartingHand Workers
STARTING HAND
Tinkerer
Fading Argonaut
Neo Plexus
Time Spiral
Battle Suits
WORKERS
Tinkerer
NextHand
Hardened Mox
Temporal Research
Nullcraft
Forgotten Fighter
Plasmodium
Tough choice between Fargo + Battlesuits for my play. Battlesuits leads into Nullcraft + hero (would take this play if I had Neo/Fargo next hand).
Fargo allows more presure but is weaker to Sac the weak (leaving him with hero + me with nothing). Scav takes some of the sting out, but not a lot.
Assuming worst case senarios, Orpal + Sac the weak + haunt. Battlesuits mean I stuggle to regain tempo. He shown a weakness to Air units in the past few games, so I think full on skytoss should work. Assuming tech 2 future then, I want Glax/Argos for my first tech 1s, and I have even less tempo options without stewardess. so Fargo it is.
Deteriorate
Sacrifice the Weak
Skeleton Javelineer
My Thoughts
Bit of a bummer starting hand, I could go Garth + Jav + Skele and gamble no Nullcraft, but I kinda like Graveyard better. Still, would be nice to be able to go Archery + Jav next turn… oh well
STARTING HAND
Hardened Mox
Forgotten Fighter
Temporal Research
Plasmodium
Nullcraft
WORKERS
Tinkerer
Plasmodium
NextHand
Argonaut
Time Spiral
Battle Suits
Neo Plexus
Temporal Research
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Mox - ($2)
Tech 1 - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1 +A, )
Elite:
Scavenger: Fading Argonaut (2/3, Fading 2)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
Fargo is going to die this turn, either he gets sac the weaked, or I play nullcraft and he gets deteroirated and killed by vandy. I can’t win this early game war, so Im just gonna try and keep him off me til I get tech 2 down.