[CAWS18] thehug0naut [Feral]/Present/Blood vs Nekoatl [Discipline]/Past/Law

GL HF!

P1T1


StartingHand Workers

STARTING HAND
Rampant Growth
Spore Shambler
Merfolk Prospector
Forest’s Favor
Tiger Cub -> Worker


WORKERS

Tiger Cub


NextHand

Verdant Tree
Playful Panda
Young Treant
Ironbark Treant
Rich Earth


Discard

Rampant Growth
Forest’s Favor
Spore Shambler


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Calamandra Moss - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss 2/3
  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

This is an interesting deck I’m facing, Stewardess, Prynn, Undo, Rewind and Judgement Day gives him a tremendous level of anti-unit play, with Undo/Rewind beating Immortals and Origin Story/Snapback to make Heroes unreliable. Discipline offers him stupidly good value with Grave, Sparring Partner and Training Grounds. Training Grounds in particular lets him threaten those big board wipes for only 6 gold a pop. He’s also packing the second best Tech III in the game with Ebbflow Archon. Yeesh. Overall feels like blood might be the best game plan at Tech II, but I’ve got to factor in Community Service when I tech in a pile of scary hasted things. Chronofixer may be my silver bullet for Training Grounds, but first I have to get to Tech II.

Frustrating that Rampant Growth and Forest’s Favour are in my first hand, but he doesn’t know that so let’s give him zero hand information by playing “the standard”. Hoping he doesn’t risk a lone Midband Grave, though many people discount a green player trading in Merfolk Prospector for some reason.

@Nekoatl’s turn!

GL HF.

P2T1


StartingHand Workers

STARTING HAND
Fox Primus
Smoker
Fox Viper
Savior Monk
Grappling Hook


WORKERS
Fox Primus


NextHand

Sensei’s Advice
Morningstar Flagbearer
Snapback
Safe Attacking
Aged Sensei


Discard

Fox Viper
Grappling Hook
Savior Monk


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Smoker - ($3)

Float ($3)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Smoker (1/1) Stealth
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 6

Thoughts

Of all the builds in this tournament, this is the one I’d least want to roll P2 versus. Oh well, I’ll try to make the best of it.

P1T2


Tech StartingHand Workers

TECH

Centaur
Crash Bomber


STARTING HAND
Ironbark Treant
Rich Earth -> Worker
Verdant Tree
Playful Panda
Young Treant


WORKERS

Tiger Cub
Rich Earth


NextHand

Forest’s Favor
Playful Panda
Young Treant
Centaur
Verdant Tree


Tech 2 card(s)
Get Paid - ($5)
Prospect for 1 gold - ($6)
Worker - ($5)
Tech I - ($3)
Calamandra kills Smoker, takes 1, 1 gold for you
Ironbark Treant - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Calamandra Moss 2/2
  • Ironbark Treant 3/2
  • Merfolk Prospector 1/1

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Just as hoped I am not facing down Grave, but he’s building a shit ton of gold to fuck me up with. Teching units that work well with Drakk maxband. Need to decide pretty soon what I go for Tech II but until then I want to keep my options open.

@Nekoatl’s turn!

P2T2


Tech StartingHand Workers

TECH
Martial Mastery
Stewardess of the Undone


STARTING HAND
Morningstar Flagbearer
Sensei’s Advice
Safe Attacking
Snapback
Aged Sensei


WORKERS
Fox Primus
Morningstar Flagbearer


NextHand

Savior Monk
Grappling Hook
Sensei’s Advice
Snapback
Safe Attacking


Tech 2 card(s)
Get Paid + float + Scavenger - ($10)
Worker - ($9)
Tech I - ($7)
Tower - ($4)
Aged Sensei - ($3)
Bigby Hayes - ($1)

Float ($1)
Stash 1, Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Bigby Hayes (2/3)
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

Merry Christmas to you and yours! I thought I’d festivise our game with a tree :wink:

P1T3


Tech StartingHand Workers

TECH

Chronofixer
Chronofixer


STARTING HAND
Centaur
Forest’s Favor
Playful Panda -> Worker
Verdant Tree
Young Treant
Rampant Growth (Young Treant)


WORKERS

Tiger Cub
Rich Earth
Playful Panda


NextHand

Crash Bomber
Chronofixer
Centaur
Spore Shambler
Chronofixer


Tech 2 card(s)
Get Paid - ($6)
Prospect for 1 gold - ($7)
Worker - ($6)
Young Treant, 1 card for me - ($4)
Midband Calamandra - ($2)
Calamandra kills Sensei, takes 2
Verdant Tree - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2A [Can’t Attack]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Ironbark Treant 1/2AA

In Play:

  • L3 Calamandra Moss 3/2 [Units have Resist 1]
  • Merfolk Prospector 1/1
  • Verdant Tree -/3 [Healing 1]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I expect Bigby is only really here to be a blocker, and all of his really scary counterplay comes from his other hero options or at least maxband Bigby. So I reckon my strongest play is to Verdant rush my Tech II and get a Chronofixer into play to preemptively halt any hero based shenigans. He would probably be expecting me to be rushing Blood for Crashbarrows instead, so he may bounce the Prospector if he has a Stewardess teched in. If I can lock him out of his mass removal options I reckon I can win with Present/Blood Tech II beatdown.

@Nekoatl’s turn!

1 Like

And a fine tree it is, with a lovely Christmas green color.

P2T3


Tech StartingHand Workers

TECH
Insurance Agent
Rambasa Twin


STARTING HAND
Snapback
Savior Monk
Sensei’s Advice
Safe Attacking
Grappling Hook


WORKERS
Fox Primus
Morningstar Flagbearer
Safe Attacking


NextHand

Smoker
Fox Viper
Stewardess of the Undone
Martial Mastery
Snapback


Discard

Aged Sensei
Sensei’s Advice
Grappling Hook
Insurance Agent
Rambasa Twin


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Savior Monk - ($5)
Tech II: Law - ($1)

Float ($1)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: L1 Bigby Hayes (2/3)
  • :pschip: Technician: Savior Monk (2/2) Healing 1
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8
1 Like

P1T4


Tech StartingHand Workers

TECH

Hyperion
Crashbarrow

STARTING HAND

Spore Shambler
Crash Bomber
Centaur -> Worker
Chronofixer
Chronofixer


WORKERS

Tiger Cub
Rich Earth
Playful Panda
Centaur


NextHand

Rampant Growth
Spore Shambler
Ironbark Treant
Forest’s Favour
Crashbarrow


Tech 2 card(s)
Get Paid - ($7)
Heal 1HP
Prospect for 1 gold - ($8)
Worker - ($7)
Exhaust Tree
Tech II Present, builds instantly - ($3)
Chronofixer - ($1)
Tech Lab Blood - ($0)
Ironbark trades with Bigby, 1 gold for you, Calamandra maxbands

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2A [Can’t Attack]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss 4/5 [Units have Resist 1]
  • Chronofixer 1/1 [Untargetable, Opposing heroes can’t level up]
  • Merfolk Prospector 1/1
  • Verdant Tree -/3 [Healing 1]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

The best way to hit him hard is to have both Blood and Present to throw at him. The combo of Hyperion and Crashbarrow gives me phenomenal damage output without trashing my hand completely so let’s chuck those in.

@Nekoatl’s turn!

P2T4


Tech StartingHand Workers

TECH
Insurance Agent
Judgment Day


STARTING HAND
Snapback
Stewardess of the Undone
Martial Mastery
Smoker
Fox Viper


WORKERS
Fox Primus
Morningstar Flagbearer
Safe Attacking
Fox Viper


NextHand

Snapback
Rambasa Twin
Sensei’s Advice
Smoker


Tech 2 card(s)
Get Paid + float + Scavenger - ($10)
Worker - ($9)
Grave Stormborne - ($7)
Snapback, trade Calamandra for Drakk - ($4)
Stewardess of the Undone, remove Young Treant - ($1)
Savior Monk kills Chronofixer

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Stewardess of the Undone (2/3)
  • :target: Lookout:

In Play:

  • L1 Grave Stormborne (2/3) Sparkshot
  • Savior Monk (2/1) Healing 1 [1 damage]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

P1T5


Tech StartingHand Workers

TECH

Temporal Distortion
Tricycloid


STARTING HANDForest’s Favour -> Worker
Rampant Growth
Ironbark Treant
Spore Shambler
Crashbarrow
Young Treant (Stewardess)
Hyperion (Young Treant)


WORKERS

Tiger Cub
Rich Earth
Playful Panda
Centaur
Forest’s Favour


NextHand

Crash Bomber
Tricycloid
Chronofixer
Spore Shambler
Chronofixer


Discard

Crashbarrow


Tech 2 card(s)
Get Paid - ($8)
Prospect for 1 gold - ($9)
Worker - ($8)
Young Treant, 1 card for me - ($6)
Crashbarrow - ($3)
Expensive Rampant Growth on Crashbarrow - ($0)
Crashbarrow smashes Stewardess, takes 1 after armour, Overpower 5 damage to break Tech II, your base to 18, 1 card for you

Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Crashbarrow dies after draw


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Young Treant 0/2A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: L1 Drakk Ramhorn 1/3
  • :target: Lookout:

In Play:

  • Merfolk Prospector 1/1
  • Verdant Tree -/3 [Healing 1]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 1

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

So here I thought I’d try playing the Young Treant to see if I hit the 1/3 chance of a replacement Chronofixer. I didn’t get it, but I’m definitely on to something given the push he made to get rid of my first one. I was always going to be playing the Crashbarrow but I had to decide to either hit Grave or his Tech II with Overpower. Given I mostly fear Injunction or Community Service with Present/Blood units being threatened, I went for a way to trap him on Grave and (hopefully) minimise the damage he can do (barring Snapback and Reversal in hand. We’ll see soon enough if my hunch is right or not. At least I won’t be facing Juggernauts or my own stolen units next turn. Forest’s Favour because keeping some Tech 0 units around for Injunction turns is probably a good plan.

@Nekoatl’s turn!

P2T5


Tech StartingHand Workers

TECH
Rememberer
Seer


STARTING HAND
Rambasa Twin
Snapback
Smoker
Sensei’s Advice
Martial Mastery
Judgment Day
Aged Sensei


WORKERS
Fox Primus
Morningstar Flagbearer
Safe Attacking
Fox Viper
Smoker


NextHand

Grappling Hook
Judgment Day
Insurance Agent
Insurance Agent


Tech 2 card(s)
Get Paid + float - ($10)
Rebuild Tech II
Martial Mastery - ($9)
Worker - ($8)
Rambasa Twin - ($4)
Midband Grave - ($2)
Sensei’s Advice to Savior Monk - ($1)
Grave kills Young Treant
Savior Monk kills Drakk
Tech Lab: Past - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L5 Grave Stormborne (3/4A) Sparkshot, Readiness
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin (3/2)
  • :pschip: Technician: Rambasa Twin (3/2)
  • :target: Lookout:

In Play:

  • Savior Monk (2/2) Healing 1

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tech Lab HP: 4 (Past)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

P1T6


Tech StartingHand Workers

TECH

Kidnapping
Temporal Distortion


STARTING HAND
Crash Bomber
Chronofixer
Spore Shambler
Tricycloid
Chronofixer
Rampant Growth (Technician)


WORKERS

Tiger Cub
Rich Earth
Playful Panda
Centaur
Forest’s Favour


NextHand

Hyperion
Temporal Distortion
Spore Shambler
Ironbark Treant
Temporal Distortion


Tech 2 card(s)
Technician Draw
Get Paid - ($9)
Tricycloid - ($4)
Shoot Grave twice
Calamandra - ($2)
Rampant Growth Prospector - ($0)
Prospector trades with Grave, Calamandra midbands

Float ($0)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid 4/4A [1]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: L3 Calamandra Moss 3/4 [Resist 1, Units have Resist 1]

In Play:

  • Verdant Tree -/3 [Healing 1]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Well sadly he did have a plan for Grave. At least he’s gone now, but I couldn’t get rid of him and get Chronofixer into play, so big wipes and maxbands are on the table. If he gets Tech III up I have to break it every turn or lose so there’s also that threat. Doesn’t feel very hopeful now

@Nekoatl’s turn!

P2T6


Tech StartingHand Workers

TECH
Jurisdiction
Yesterday’s Golgort


STARTING HAND
Insurance Agent
Insurance Agent
Grappling Hook
Judgment Day
Snapback
Seer


WORKERS
Fox Primus
Morningstar Flagbearer
Safe Attacking
Fox Viper
Smoker


NextHand

Aged Sensei
Seer
Stewardess of the Undone
Rememberer
Martial Mastery


Discard

Jurisdiction
Yesterday’s Golgort
Snapback
Savior Monk
Judgment Day
Grappling Hook


Tech 2 card(s)
Get Paid - ($10)
Insurance Agent x2, insuring a Rambasa Twin - ($8)
Insured Rambasa Twin attacks Tricycloid - ($16)
Savior Monk trades with Tricycloid
Bigby Hayes - ($14)
Very expensive Snapback, summon Drakk - ($9)
Rambasa Twin kills Drakk
Tech III - ($4)

Float ($4)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Bigby Hayes (2/4A)
  • :psfist: Elite:
  • :ps_: Scavenger: Insurance Agent (2/2)
  • :pschip: Technician: Insurance Agent (2/2)
  • :target: Lookout:

In Play:

  • Rambasa Twin (3/1) [1 damage]

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Past)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 4
  • Workers: 10
1 Like

P1T7


Tech StartingHand Workers

TECH

Kidnapping
Now!


STARTING HAND
Hyperion
Ironbark Treant
Temporal Distortion
Spore Shambler
Temporal Distortion
Chronofixer (Hyperion)


WORKERS

Tiger Cub
Rich Earth
Playful Panda
Centaur
Forest’s Favour


NextHand

Young Treant
Rampant Growth
Crash Bomber
Kidnapping
Merfolk Prospector


Discard

Temporal Distortion
Hyperion
Ironbark Treant
Chronofixer
Spore Shambler
Temporal Distortion
Kidnapping
Now!
Tricyclocid


Tech 2 card(s)
Get Paid - ($9)
Hyperion - ($4)
Hyperion hits Bigby to 1HP, takes 3, 1 card for me
Geiger - ($2)
Temporal Distortion Hyperion, Tricycloid into play - ($0)
Tricycloid guns down Bigby and Rambasa, Geiger midbands

Float ($0)
Discard 5, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid 4/4A [1]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Geiger 2/4 [Resist 1, Sparkshot]

In Play:

  • Verdant Tree -/3 [Healing 1]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

WELP. Looks like GG incoming but I shall try and hold him off as best I can

@Nekoatl’s turn!

P2T7


Tech StartingHand Workers

TECH
Ebbflow Archon
Ebbflow Archon


STARTING HAND
Seer
Rememberer
Stewardess of the Undone
Aged Sensei
Martial Mastery
Sensei’s Advice
Jurisdiction
Savior Monk
Judgment Day
Stewardess of the Undone
Grappling Hook
Snapback


WORKERS
Fox Primus
Morningstar Flagbearer
Safe Attacking
Fox Viper
Smoker


NextHand

Jurisdiction
Grappling Hook
Snapback
Sensei’s Advice
Judgment Day


Tech 2 card(s)
Get Paid + float - ($14)
Rememberer - ($9)
Seer, remove from Rememberer, remember Ebbflow Archon - ($8)
Ebbflow Archon returns Seer to hand
Seer, remove from Rememberer, remember Ebbflow Archon - ($7)
Ebbflow Archon returns Insurance Agent to hand
Insurance Agent, insuring Rememberer - ($6)
Ebbflow Archon returns Seer to hand
Seer, remove from Rememberer, collect insurance, remember itself - ($10)
Ebbflow Archon returns Seer to hand
Seer, remove from Rememberer, remember Yesterday’s Golgort - ($9)
Grave Stormborne - ($7)
Martial Mastery, triggers reshuffle - ($6)
Ebbflow Archon returns Insurance Agent to hand
Insurance Agent, insuring Ebbflow Archon - ($5)
Prynn Pasternaak - ($3)
Ebbflow Archon returns Seer to hand
Seer, add to Prynn - ($2)
Ebbflow Archon returns Seer to hand, collect insurance - ($10)
Seer, add to Prynn - ($9)
Ebbflow Archon returns Seer to hand
Seer, remove from Rememberer, remember Ebbflow Archon - ($8)
Ebbflow Archon returns Insurance Agent to hand
Insurance Agent, insuring Rememberer - ($7)
Ebbflow Archon returns Seer to hand
Seer, remove from Rememberer, collect insurance, remember itself - ($11)
Ebbflow Archon returns Insurance Agent to hand
Insurance Agent, insuring Ebbflow Archon - ($10)
Ebbflow Archon returns Seer to hand
Seer, add to Prynn - ($9)
Ebbflow Archon returns Seer to hand
Seer, add to Prynn - ($8)
Ebbflow Archon returns Seer to hand, collect insurance - ($16)
Seer, add to Prynn - ($15)
Ebbflow Archon returns Seer to hand
Seer, remove from Rememberer, remember Ebbflow Archon - ($14)
Maxband Prynn, trash Tricycloid - ($8)
Ebbflow Archon returns Insurance Agent to hand
Insurance Agent, insuring Ebbflow Archon - ($7)
Ebbflow Archon returns Seer to hand
Seer, add to Prynn - ($6)
Ebbflow Archon returns Seer to hand
Seer, add to Prynn - ($5)
Ebbflow Archon returns Seer to hand
Seer, add to Prynn - ($4)
Ebbflow Archon returns Seer to hand
Seer, add to Prynn - ($3)
Ebbflow Archon returns Seer to hand, collect insurance - ($11)
Seer, add to Prynn - ($10)
Ebbflow Archon returns Seer to hand
Seer, remove from Rememberer, remember Ebbflow Archon - ($9)
Ebbflow Archon returns Insurance Agent to hand
Insurance Agent, insuring Rememberer - ($8)
Ebbflow Archon returns Seer to hand
Seer, remove from Rememberer, collect insurance, remember itself - ($12)
Expensive Snapback, summon Drakk - ($8)
Sensei’s Advice, buff lazy Insurance Agent - ($7)
Insurance Agent kills Drakk
Ebbflow Archon returns both Insurance Agents to hand
Insurance Agent, insuring Ebbflow Archon - ($6)
Insurance Agent, insuring Ebbflow Archon - ($5)
Ebbflow Archon returns Seer to hand
Seer, add to Prynn - ($4)
Ebbflow Archon returns Seer to hand, collect insurance - ($20)
Seer, add to Prynn - ($19)
Maxband Grave - ($15)
Ebbflow Archon returns Seer to hand
Seer, remove from Rememberer, remember Ebbflow Archon - ($14)
Stewardess of the Undone - ($11)
Aged Sensei - ($10)
Savior Monk - ($8)

Float ($8)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ebbflow Archon (6/6A) [6 time]
  • :psfist: Elite: Ebbflow Archon (6/5) [7 time]
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L7 Grave Stormborne (4/5) Sparkshot, Readiness [Sword]
  • L7 Prynn Pasternaak (3/5) [14 time]
  • Rememberer (3/3) [2 time]
  • Yesterday’s Golgort (6/4) [2 time]
  • Insurance Agent (2/2)
  • Insurance Agent (2/2)
  • Seer (2/1)
  • Savior Monk (2/2) Healing
  • Stewardess of the Undone (2/3)
  • Aged Sensei (1/1)

Trashed:

  • Tricycloid

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Past)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 8
  • Workers: 10

Thoughts

Losing everything except my Insurance Agents limits my aggression, but if I use only 1 Agent to fuel my economy initially, I can buff the other and do 3 damage to something. It’s more awkward, but it might be worth it. (Okay, preventing that Kidnapping was worth it, and luckily there doesn’t appear to be anything else in his hand that can stop me.)

5 Likes

Is that legal?

What happened here?

If you have just one Rememberer and you remove the last time rune, you CAN return her to play with her own ability. In this situation, the “dies from fading” effect and the “remember” ability trigger simultaneously, so as the active player you can choose the order. — Sirlin, 03/11/16 (Codex Card Database | Rememberer)

When replaying a unit that’s already in play, I spend a time rune from an Ebbflow Archon. If that causes an insured Archon to die, I get a nice payout. #insurancefraud (More precisely, I returned the Seer to hand, played it, returned it again killing the Archon, and played it again).

2 Likes

The confusing thing is that you do not say when you are using ebbflow archon’s power.
It took me quite a while to crack your code.

Rememberer - ($9)
Seer, remove from Rememberer, remember Ebbflow Archon 2x - ($7)
Insurance Agent, insuring Rememberer - ($6)
Seer, remove from Rememberer, remember itself - ($10)
Seer, remove from Rememberer, remember Yesterday’s Golgort - ($9)

Becomes:
Rememberer - ($9)
Seer, remove from Rememberer, remember Ebbflow Archon ($8)
Ebbflow loses a time rune to bouce Seer back to hand.
Seer, remove from Rememberer, remember Ebbflow Archon ($7)
Insurance Agent, insuring Rememberer - ($6)
Ebbflow loses a time rune to bouce Seer back to hand.
Seer, remove from Rememberer, remember itself - ($10)
Ebbflow loses a time rune to bouce Seer back to hand.
Seer, remove from Rememberer, remember Yesterday’s Golgort - ($9)
etc etc.

4 Likes

Sorry about that… I got into the habit of condensing it quite a bit while trying not to run out of spreadsheet lines, yet even so I ended up having to finish my turn in Notepad this time for the sake of keeping one of my Insurance Agents in play and waiting to attack.

4 Likes

I followed it, and Im reasonably confident you did not make any mistakes. You can make each line of the spreadsheet longer than the actual line. You could condense several lines into 1 while still actually saying all the words so we can keep up. It happens to a lesser extent with Growth and Peace Runes, but go figure the Past is complicated…

1 Like

Good point, but now that I’ve gotten the hang of finishing a turn in Notepad, I may just list each line individually next time (though I’m a little worried about how long that post might end up being). I learned the first time I used this strategy that trying to manage a turn with many similar-looking and very long lines is difficult to do without making mistakes.

(Edited my post to be more explicit, hopefully that helps people reading it.)

1 Like