Yeap, here’s where that turn 1 hand comes back to bite me a bit…
Game 3 Player 2, Turn 2
P1 Purple vs P2 Black
Starting Hand
Skeletal Archery
Jandra, the Negator
Thieving Imp
Summon Skeletons
Pestering Haunt
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
-
Thieving Imp, discard #2 of 5 (3)
- Pestering Haunt
- Tech 1 (2)
- Worker (1)
Workers
Jandra, the Negator, Poisonblade Rogue
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Thieving Imp (2/2+1armor)
-
Elite:
-
Scavenger:
-
Technician: Vandy (2/3 lvl 1)
-
Lookout:
In Play:
- Graveyard (3hp)
- Pestering Haunt (1/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Sacrifice the Weak
Skeletal Archery
Summon Skeletons
Sickness
End of Turn Discard
My Thoughts
I’m going right ahead to give him the kill on Vandy, he definitely wants it. Tech sickness as it will simultaneously deal with Mox and the Hero he gives levels to, Fargo will fade away, and I can replay Imp from Grave or Hand, depending on how he moves it. Haunt sticks around for moral support. Pretty straight-forward, think it keeps me in relatively good shape. Present T2 might be an issue, but we can grab a Dozer if needed.
…
Okay, hope he takes the bait, cuz I got nothing useful for Vandy next turn!
P1T3
Tech StartingHand Workers
TECH
Void Star
Void Star
STARTING HAND
Neo Plexus
Temporal Research
Time Spiral
Battle Suits
Argonaut
WORKERS
Tinkerer
Plasmodium
Temporal Research
NextHand
Forgotten Fighter
Gilded Glaxx
Nullcraft
Discard
Time Spiral
Neo Plexus
Void Star
Void Star
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Battlesuits - ($4)
Argo - ($1)
Fargo kills Imp
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Hardened Mox (2/1 +A, )
-
Elite:
-
Scavenger:
-
Technician: Argonaut (4/4, Readiness)
-
Lookout:
In Play:
- Battle Suits
- Fading Argonaut (3/1, Fading 1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
@Frozenstorm, turn fixed, accidently put my imp discard in the worker column, fixed now.
P1T4
Tech StartingHand Workers
TECH
Hive
Hive
STARTING HAND
Gilded Glaxx
Forgotten Fighter
Nullcraft
WORKERS
Tinkerer
Plasmodium
Temporal Research
Gilded Glaxx
NextHand
Hive
Time Spiral
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 (Future) - ($3)
Nullcraft - ($1)
Argo kills Imp
Mox + Nullcraft kill Vandy
Float ($1)
Discard 0, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Argonaut (4/2, Readiness)
-
Lookout:
In Play:
- Battle Suits
- Hardened Mox (2/1 +A, )
- Nullcraft (1/1, Flying Haste)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Future)
Economy Info:
Cards:
Gold:
It feels weird that I seem to have more cards when playing as red then as purple against you…
Ahh well, who needs cards when you have flying vehicles of destruction?
P1T5
Tech StartingHand Workers
TECH
Temporal Distortion
Now!
STARTING HAND
Time Spiral
Hive
Forgotten Fighter
WORKERS
Tinkerer
Plasmodium
Temporal Research
Gilded Glaxx
Forgotten Fighter
NextHand
Void Star
Hive
Discard
Time Spiral
Argonaut (4/2, Readiness)
Temporal Distortion
Now!
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Mox hits Garth for 1 damage
Hive - ($2)
Prynn - ($0)
Nullcraft kills Skeleton
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: Stinger #1 (1/1, Flying)
-
Elite:
-
Scavenger: Stinger #2 (1/1, Flying)
-
Technician: Prynn (1/3, lvl 1, Fading 4)
-
Lookout: Hive (0/6, Resist 1 + 1)
In Play:
- Battle Suits
- Nullcraft (1/1, Flying Haste)
- Stinger #3 (1/1, Flying)
- Stinger #4 (1/1, Flying)
- Stinger #5 (1/1, Flying)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Future)
Economy Info:
Cards:
Gold:
XD Burn the cards! Though fat lot of good it did me, I was hoping to avoid something like Hive or Void Star
Game 3 Player 2, Turn 5
P1 Purple vs P2 Black
Starting Hand
Blackhand Dozer
Summon Skeletons
Sacrifice the Weak
Shrine of Forbidden Knowledge
Events of Turn:
Upkeep:
- Get Gold (9+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Blackhand Dozer, Zarramonde, the Obliterator
Zarramonde, the Obliterator, Gargoyle
Blackhand Dozer, Shrine of Forbidden Knowledge
Sickness, Bone Collector
Main:
- Bone Collector kills Prynn, I get a skeleton, you get a card, Garth to level 3
- Maxband Garth, pull up a Blackhand Dozer (6)
- Garth and Imp break your tech 2, your base to 18
- Revive Haunt from grave
- Worker (5)
- Tech 3 (0)
Workers
Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 Draw 4 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 DEMONZ
- Tech3 HP: 5
In Patrol:
-
Squad Leader: Blackhand Dozer (7/6+1armor)
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician:
-
Lookout:
In Play:
- Garth (3/4 lvl 7)
- Thieving Imp (2/2)
- Bone Collector (3/2)
- Pestering Haunt (1/1)
- Graveyard (3hp, holding Haunt)
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Zarramonde, the Obliterator
Sickness
Gargoyle
Shrine of Forbidden Knowledge
End of Turn Discard
My Thoughts
There’s the hive, but actually this is okay. I’m going to build the tech 3 anyway, to give him something to think about attacking. With his tech 2 down and a Dozer to worry about, he has a real choice to make about what to kill. If he uses that 6 attack to just mess up BC and and Imp, well go ahead and meet Zarra If he does break the tech 3, no biggie, I’ll tech another Zarra and I’m drawing into Sickness and Gargoyle, that’ll get the Hive monkey off my back
So today we figure out if air superiority is indeed everything, or if demons care not for my flying insects.
P1T6
Tech StartingHand Workers
TECH
Vortoss Emblem
Temporal Distortion
STARTING HAND
Hive
Void Star
Void Star
WORKERS
Tinkerer
Plasmodium
Temporal Research
Gilded Glaxx
Forgotten Fighter
Hive
NextHand
Now!
Void Star
Neo Plexus
Tech 2 card(s)
Get Paid - ($9)
Rebuild Tech 2
Vir - ($7)
Vir swaps - ($6)
Stingers 1-4 kill Garth, vir to lvl 3
Nullcraft + Stinger #5 kill your bonecollector
Fargo - ($4)
Tower - ($1)
Worker - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Fading Argonaut (3/3 + A, Fading 3)
-
Elite:
-
Scavenger:
-
Technician: Vir (2/3, lvl 3)
-
Lookout: Hive (0/6, Resist 1 + 1)
In Play:
- Battle Suits
- Nullcraft (1/1, Flying Haste)
- Stinger #1 (1/1, Flying)
- Stinger #2 (1/1, Flying)
- Stinger #3 (1/1, Flying)
- Stinger #4 (1/1, Flying)
- Stinger #5 (1/1, Flying)
Buildings:
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Future)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Doesn’t SoFK only let you ignore units? There’s a hero standing in the way there!
3 Likes
Oh you’re right, hmm… In that case, I guess I’ll brave an origin story possibility, have Dozer kill Vir and hit tech 2 for 4, have haunt finish it, and have imp patrol technician along with Skeleton and orpal
Well no Origin story… But why would that bother you? you can always replay orpal from that?
P1T7
StartingHand Workers
STARTING HAND
Void Star
Neo Plexus
Now!
Time Spiral
WORKERS
Tinkerer
Plasmodium
Temporal Research
Gilded Glaxx
Forgotten Fighter
Hive
Time Spiral
NextHand
Temporal Distortion
Argonaut (4/2, Readiness)
Temporal Distortion
Discard
Now!
Void Star
Tech 0 card(s)
Get Paid - ($10)
Rebuild Tech 2
Geiger - ($8)
Neo - ($6)
Now! Neo - ($5)
Neo + Nullcraft kill Opral, Geiger to mid
Stingers kill Imp
Max Geiger, flicker Nullcract - ($3)
Nullcraft kills skele
Fargo kills Graveyard
Remake 2 stingers - ($1)
worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Geiger (3/4, lvl 5)
-
Elite:
-
Scavenger: Stinger #1 (1/1, Flying)
-
Technician: Stinger #2 (1/1, Flying)
-
Lookout: Hive (0/6, Resist 1 + 1)
In Play:
- Battle Suits
- Nullcraft (1/1, Flying Haste)
- Neo Plexus (2/1) -
- Fading Argonaut (3/3 , Fading 2)
- Stinger #3 (1/1, Flying)
- Stinger #4 (1/1, Flying)
Buildings:
-
Base HP: 16
-
Tech I HP: 5
-
Tech II HP: 5 (Future)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
I didn’t want the tech 3 to die
Game 3 Player 2, Turn 7
P1 Purple vs P2 Black
Starting Hand
Zarramonde, the Obliterator
Sacrifice the Weak
Blackhand Dozer
Deteriorate
Doom grasp (techn)
Events of Turn:
Upkeep:
- Get Gold (11+2 float+1scav)
- My base takes 1
- Draw 1 techn
- Tech 2 cards in
All Teched Cards
Doom grasp, Shadow Blade
Doom Grasp, Gargoyle
Blackhand Dozer, Zarramonde, the Obliterator
Zarramonde, the Obliterator, Gargoyle
Blackhand Dozer, Shrine of Forbidden Knowledge
Sickness, Bone Collector
Main:
- Haunt pings your base to 15
- Vandy (12)
- Dozer kills Geiger and overpowers your base to 13, dies with nothing to sacrifice, Vandy to level 3
-
Zarramonde, the Obliterator, kill hive paying resist 2, stingers drop, you get a card and a gold (0)
- Deteriorate neo plexus
Workers
Gargoyle, Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 Draw 3 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Tech2 HP: 5 DEMONZ
- Tech3 HP: 5
In Patrol:
-
Squad Leader: Zarramonde (11/11 untargetable obliterate 4)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Vandy (3/4 lvl 3 resist 2)
In Play:
- Shrine of Forbidden Knowledge (5hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Gargoyle
Sickness
Zarramonde, the Obliterator
Thieving Imp
Graveyard
Bone Collector
End of Turn Discard
My Thoughts
Hmm, he cleared me out pretty well. But I think with Vandy and Zarra, I can end things within a couple turns
Lets see how long I can hold out then…
P1T8
Tech StartingHand Workers
TECH
Ready or Not
Ready or Not
STARTING HAND
Temporal Distortion
Argonaut (4/2, Readiness)
Temporal Distortion
Vortoss Emblem
WORKERS
Tinkerer
Plasmodium
Temporal Research
Gilded Glaxx
Forgotten Fighter
Hive
Time Spiral
NextHand
Temporal Distortion
Argonaut (4/2, Readiness)
Void Star
Void Star
Neo Plexus (2/1) -
Tech 2 card(s)
Get Paid - ($11)
Scav + Tech - ($12)
Worker - ($11)
Max Vir - ($3)
Prynn - ($1)
Vortoss Emblem on Fargo
Float ($1)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Vir (3/5, lvl 7)
-
Elite:
-
Scavenger: Nullcraft (1/1, Flying Haste)
-
Technician: Fading Argonaut (3/3 , Fading 1, Flagbearer)
-
Lookout:
In Play:
- Battle Suits
- Mech
- Vortoss Emblem (Fading 3)
- Prynn (1/3, lvl 1, Fading 4)
Buildings:
-
Base HP: 13
-
Tech I HP: 5
-
Tech II HP: 5 (Future)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
I estimate 1 more turn after this, maybe
Game 3 Player 2, Turn 8
P1 Purple vs P2 Black
Starting Hand
Gargoyle
Sickness
Zarramonde, the Obliterator
Thieving Imp
Graveyard
Bone Collector
Events of Turn:
Upkeep:
- Get Gold (11)
- My base takes 1
- No techs
All Teched Cards
Doom grasp, Shadow Blade
Doom Grasp, Gargoyle
Blackhand Dozer, Zarramonde, the Obliterator
Zarramonde, the Obliterator, Gargoyle
Blackhand Dozer, Shrine of Forbidden Knowledge
Sickness, Bone Collector
Main:
- Garth (9)
- Orpal (7)
- Zarra kills Vir, Nullcraft and Fargo get obliterated, you get a card and a gold, Garth to level 3
- Vandy kills Prynn, maxbands, nothing to doom
- Gargoyle (4)
-
Thieving Imp, discard #4 of 6 (1)
- Make a skeleton (0)
Workers
Gargoyle, Summon Skeletons, Skeleton Javelineer, Skeletal Archery, Jandra, the Negator, Poisonblade Rogue
-
-
Patrol as below
- Discard 3 Draw 6
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 DEMONZ
- Tech3 HP: 5
In Patrol:
-
Squad Leader: Thieving Imp (2/2+1armor)
-
Elite:
-
Scavenger: Garth (1/3 lvl 3)
-
Technician: Orpal (1/3 lvl 1)
-
Lookout: Skeleton (1/1)
In Play:
- Vandy (4/5 lvl 5)
- Zarramonde, the Obliterator (11/7 untargetable obliterate 4)
- Gargoyle (0/2)
- Shrine of Forbidden Knowledge (5hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Blackhand Dozer
Sacrifice the Weak
Doom Grasp
Blackhand Dozer
Doom Grasp
Deteriorate
End of Turn Discard
Bone Collector
Graveyard
Zarramonde, the Obliterator
Sickness
My Thoughts
Two heroes down, if he drew like Now + Void Star he’ll be able to ice Zarra but then that’s his whole turn and I can just make it happen with my other stuff, I think.
sorry, been a bit busy this last week, will post turn later today (mainly consists of playing Ready or Not and a Void Star to try and live another turn, but an in hand meta undoes all of that…)
1 Like
P1T9
StartingHand Workers
STARTING HAND
Void Star
Temporal Distortion
Argonaut (4/2, Readiness)
Void Star
Neo Plexus (2/1) -
Ready or Not
WORKERS
Tinkerer
Plasmodium
Temporal Research
Gilded Glaxx
Forgotten Fighter
Hive
Time Spiral
NextHand
Now!
Temporal Distortion
Temporal Distortion
Hive (0/6, Resist 1 + 1)
Ready or Not
Tech 0 card(s)
Get Paid + float - ($12)
Worker - ($11)
Geiger - ($9)
Ready or Not! Zarra doesn’t untap… - ($5)
Void Star - ($0)
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Void Star (5/4, Flying Overpower_
-
Elite:
-
Scavenger:
-
Technician: Geiger (2/3, lvl 1)
-
Lookout:
In Play:
- Battle Suits
- Mech (6/7, forecast 1)
Buildings:
-
Base HP: 13
-
Tech I HP: 5
-
Tech II HP: 5 (Future)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
GG. I have nothing, hmm, seems like I need to find a quickier way of dealing with graveyard shenanagens. thoughts?