Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hire a Brick Thief who steals a brick out of your base. - ($2)
Summon Jaina Stormborne. - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Brick Thief 2/1
Technician:
Lookout:
In Play:
Jaina Stormborne (1) 2/3
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Hmmmm, Mox in lookout means I can’t Wither it without skipping a worker but I don’t think I want to do that right now. We can Wither it later and be fine, I think. For right now, I think we have to believe that some combination of Battlesuits/Nullcraft/Fading Argonaut are on their way. On the plus side, playing any two of them prevents him from building Tech I. I think I’ll patrol in Scavenger to bait him into giving me gold. That seems fine.
Looks like he has a ton of direct damage, picked Jaina as hero, and has good odds of picking a Tech 2 that tosses +1/+1 tokens around. Soo… Vortoss Emblems & Gilded Glaxx! Those are the best counters I can think of, and then we’ll try to roll into Past Tech 2 to bring out the STG and slow everything to a crawl on his side. Now to survive that long…
STARTING HAND
Helpful Turtle
Tenderfoot
Older Brother
Granfalloon Flagbearer
Bloom
WORKERS
Fruit Ninja
Older Brother
Next Hand
Lobber
Spark
Wither
Tenderfoot
Tech 2 card(s)
Get Paid + Scavenger - ($7)
Worker - ($6)
Build Tech I. - ($4)
Hire a Helpful Turtle. - ($2)
Jaina Blooms herself. - ($0)
Jaina attacks your Tech I for 3.
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Helpful Turtle 1/2A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Jaina Stormborne (1) 3/4
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Okay, that’s a pretty non-aggressive beginning. I think we can play the Turtle and Bloom Jaina for some pressure. He can’t get through the turtle without using Nullcraft + Mox and that doesn’t leave him with much of anything else. I’ll grab Lobbers first so that I can sneak in the damage to his Tech I if need be.
Letting Jaina through might’ve been a huge mistake - was counting on 2 dmg, not 3. Tech I will blow up at some point, hopefully not at an inopportune time
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Hire a Lobber who sidelines the Mox before dying. - ($5)
Jaina Withers the Gilded Glaxx. - ($3)
Jaina kills the Gilded Glaxx.
Midband Jaina and heal her. - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Helpful Turtle 1/2
Lookout:
In Play:
Jaina Stormborne (4) 4/4
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
Hmmmmmm, the Emblem prevents me from taking out the Mox, but I think that’s okay. For the moment, they’ve got a pretty undeveloped board so I think we can just leave it be and murder the Glaxx for a card. The Turtle now needs to be attacked by Mox + Prynn/Nullcraft. If they do that, they can tech up before me, but that’s not the worst. Then again, Tech II Present is so explosive that maybe it is. I think I should put the turtle into Technician and try to repair my handsize. Unless they suicide Prynn to bring out Geiger and Now! something, I think Jaina is likely to survive.
STARTING HAND
Time Spiral
Nullcraft
Tinkerer
Origin Story
Neo Plexus
WORKERS
Temporal Research
Forgotten Fighter
Plasmodium
Neo Plexus
NextHand
Origin Story
Undo
Vortoss Emblem
Seer
Fading Argonaut
Tech 2 card(s)
Get Paid + float - ($8)
Draw card for Technician
Origin Story: return Jaina to command zone - ($5)
Mox kills Turtle
Worker - ($4)
Tech 2 Past - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Prynn (1/3 + 1A, fading 3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Hardened Mox (2/1 + 1A)
Buildings:
Base HP: 19
Tech I HP: 2
Tech II HP: 5 (Past)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Was banking on my opponent levling up Jaina, and that worked out great. So far the Prynn counter plan is humming along. Tech I will blow up soon but by then I hope to have Tech 2 rolling. Hardest part is choosing which counters to Tech - Assimilate or Undo? I chose Undo b/c Slow-Time-Generator is going to make the Garrison difficult to play, and Undo/Vortoss will play well together. Vortoss to prevent token movement, Undo to bounce Drill Sergeants with lots of tokens
STARTING HAND
Timely Messenger
Lobber
Granfalloon Flagbearer
Brick Thief
WORKERS
Fruit Ninja
Older Brother
Spark
Granfalloon Flagbearer
Next Hand
Overeager Cadet
Bloom
Flagstone Garrison
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Build Tech II - Peace. - ($3)
Hire a Brick Thief who steals a brick out of your Tech I. - ($1)
Hire a Lobber who exhausts to destroy your Tech I and deal 2 damage to your base. - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Brick Thief 2/1
Lookout:
In Play:
Lobber 2/2
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
I definitely did not foresee Origin Story or Past as a Tech plan. That does mean we have to prevent Tech III since that will destroy me. For the moment, I don’t mind destroying his Tech I since I can and I’m not really worried about the response yet. I don’t know that it would make much of a difference for me to wound his Tech II yet. By the time I can destroy it, my engine should be online.
Assuming I draw Rememberer and Time Spiral on next turn - Rememberer & Tech 3. Time Spiral to pull a Golgort out of discard. If Rememberer lives another turn, Ebbflow Archon comes from tech. If not, draw (hopefully) the Ebbflow Archon I’m adding this turn. Taking a bit of a risk on the draw and gold, but seemed worth it to maintain reasonable board position. Now! is a bit risky but would be great if I pulled Archon
WORKERS
Fruit Ninja
Older Brother
Spark
Granfalloon Flagbearer
Bloom
Next Hand
Wrecking Ball
Wither
Lobber
Tenderfoot
Tech 2 card(s)
Get Paid - ($9)
Build a Flagstone Garrison. - ($6)
Hire an Overeager Cadet and draw a card.
Hire a Lobber and draw a card. - ($5)
Hire a Timely Messenger and draw a card. - ($4)
Hire a Helpful Turtle and draw a card. - ($2)
Hire an Overeager Cadet and draw a card.
Worker. - ($1)
Lobber and Timely Messenger trade with the Fading Argonaut.
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Overeager Cadet 1 2/2A
Elite:
Scavenger: Overeager Cadet 2 2/2
Technician: Helpful Turtle 1/2
Lookout:
In Play:
Flagstone Garrison
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Okay, the Engine is almost fully complete. I’ve let him draw a card and I’m just fully hoping that he doesn’t already have Assimilate and steals the Garrison. If he does, I can probably weather the storm, but it would be hard.
STARTING HAND
Time Spiral
Rememberer
Tinkerer
Nullcraft
Gilded Glaxx
WORKERS
Temporal Research
Forgotten Fighter
Plasmodium
Neo Plexus
Origin Story
NextHand
Ebbflow Archon
Tinkerer
Time Spiral
Tech 2 card(s)
Get Paid + float - ($11)
Draw for Technician
Nullcraft - ($9)
Nullcraft hits Cadet SQL for 1
Mox kills Cadet SQL
Prynn kills Helpful Turtle, gains time rune
Rememberer; Mox is trashed - ($4)
Time Spiral, lose a token on Rememberer; Yesterday's Golgort into play - ($3)
Gilded Glaxx - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Gilded Glaxx (4/4 + 1A)
Elite:
Scavenger: Yesterday's Golgort (6/4, fading 2)
Technician:
Lookout:
In Play:
Battle Suits
Prynn lvl 4 (2/3, fading 3)
Rememberer (4/3, fading 2)
Nullcraft (1/1 flying haste)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Past)
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
I mis-calculated the gold by one. LOL. Fail indeed! Oh well - onward and upward, eh? I could have worker’d and Tech 3’d this turn, but board position would’ve been rocky and odds of pulling Ebbflow were only so-so. Turns out I pulled it anyway, but nbd; this next turn if Rememberer survives, I’ll pull another Golgort and refresh the Rememberer, and add Tech 3.
Tech 2 card(s)
Get Paid + float - ($11)
Build another Flagstone Garrison. - ($8)
Hire a Lobber and draw 2 cards. - ($7)
Summon Troq Bashar. - ($5)
Hire another Lobber and draw 2 cards. - ($4)
Troq heaves 2 Wrecking Balls at your Tech II, dealing 4 damage to it.
Overeager Cadet suicides against the Glaxx, dealing 1 damage to it through the armor.
Hire a Brick Thief, reshuffle, and draw 2 cards. Brick Thief steals the final brick from your Tech II, destroying it and dealing 2 damage to your base. - ($2)
Hire an Overeager Cadet and draw 2 cards.
Hire another Overeager Cadet and draw 2 more cards.
Troq heaves 2 more Wrecking Balls at your Tech I this time, dealing 4 damage to it.
Lobber 2 exhausts to destroy your Tech I and deal 2 damage to your base.
Hire a Timely Messenger and draw the final card in my deck. - ($1)
Worker. - ($0)
Lobber 1 and Timely Messenger trade with the Gilded Glaxx.
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Overeager Cadet 1 2/2A
Elite:
Scavenger: Brick Thief 2/1
Technician: Overeager Cadet 2 2/2
Lookout:
In Play:
Flagstone Garrison
Flagstone Garrison
Lobber 2 2/2
Troq (1) 2/3
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Excellent. We’re locked and loaded and in a pretty good position. He doesn’t have enough board that I’m worried about much of anything and I can now cycle through so much of my deck that I can keep destroying his buildings basically no matter what.
I teched 2 copies of the spell and I then I used them both before my reshuffle and when I reshuffled due to garrison draws, I was able to find and use them again. Does that clarify? I guess technically I’m not casting them at the same time, I’m just abbreviating the steps into one since I would cast one immediately followed by the other.
I think I’ll concede - won’t be possible to come back at this point. GG! I should have assimilated the garrison but wasn’t quite sure what your deck was supposed to do. Didn’t realize that was so core to the game plan as opposed to other possible routes