That would be fun. However, Reteller’s ability triggers the first two times a unit is removed that turn, regardless of when the Reteller arrived. In the same way, if you play a unit, then maxband Drakk, he can’t give haste to the next unit you play. You could use Second Chances in a staggered way, but unless the opponent’s going heavily into upgrade removal that’ll only happen once.
Aw shucks, its a few less but still over 50 with a reshuffle in there i believe
I’m not sure Hyperions need the buff You’d also be running into the 20-gold limit at that point.
P2T6
Starting hand: 4
Spore Shambler
Shoddy Glider
Playful Panda
Crashbarrow
Technician draw: 1
Moment’s Peace
Thoughts
Phew, no Tech IIs. Time to break dwardd’s stuff, hasting the Spore Shambler lets me overpower into Onimaru with the Crashbarrow, then pass a rune to the Shoddy Glider to destroy the Tech II. Leaving Geiger out again while he has nothing big to Distort. Tempted to go for War Drums here, but there’s got to be an Origin Story coming, right? I think my deck’s mostly fine as is. I’ve ended up using Drakk, but I don’t want to spread my spell selection across all three heroes if I can avoid it. I’ll put in a Bugblatter, it should help speed things up if dwardd tries to slow me down with chaff.
Teched cards: 1
T2: Moment’s Peace, Tiny Basilisk
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: Entangling Vines, Moment’s Peace
T6: Captured Bugblatter
Get paid - ($10)
Drakk kills Lookout Soldier, takes 1 damage
Maxband Drakk, here we gooo - ($8)
Spore Shambler, Drakk gives it haste - ($5)
Spore Shambler kills Scavenger Soldier, you get a gold, takes 1 damage
Crashbarrow - ($2)
Crashbarrow kills Technician Soldier, you draw, overpowers to kill Onimaru, levels fizzle, takes 1 damage
Shoddy Glider - ($1)
Spore Shambler passes a + rune to Shoddy Glider - ($0)
Shoddy Glider destroys your Tech II, your base to 17
Discard 2, draw 1, reshuffle, draw 3
Shoddy Glider lands on Crashbarrow, debris flies everywhere
Drakk L6 3/4 (1 to your base on death, units get frenzy 1, first unit played from hand gets haste)
Spore Shambler 1/1 (1 damage, +)
Rich Earth (my workers cost no gold)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
Hand: 4
Verdant Tree
Crashbarrow
Rampant Growth
Entangling Vines
Deck: 6
Moment’s Peace
Shoddy Glider
Tiny Basilisk
Captured Bugblatter
Playful Panda
Moment’s Peace
Discard: 2
Crashbarrow
Shoddy Glider
Card count check (opponent-viewable)
Expected: 10 + 9 teched = 19
2 on board
4 in hand
6 in deck
2 in discard
5 in workers
Total: 19
Gold: 0
Workers: 10
5 x start
T1: Young Treant
T2: Merfolk Prospector
T3: Tiger Cub
T4: Forest’s Favor
T5: Ironbark Treant
when will your supply of wheel-barrows run out?!
also my base was meant to be on 20 before your turn, I had lowered it in a previous plan and forgot to return it
P1T7
Tech StartingHand Workers
TECH
Temporal Distortion
Shimmer Ray
STARTING HAND
seer(2/1)
Hyperion
Tricycloid
Nullcraft(1/1)flying
Argonaut(3/4+a)readiness
Tinkerer
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
Battle Suits
Fading Argonaut(2/3)
Tinkerer
NextHand
Immortal
Hyperion
Vortoss Emblem
Plasmodium(4/2)haste
Discard
Nullcraft(1/1)flying
Hyperion
Tricycloid
Temporal Distortion
Shimmer Ray
Tech 2 card(s)
Get Paid + scav, start rebuilding tech building - ($10)
Worker - ($9)
Hire Prynn - ($7)
Hire Nullcraft to kill Drakk with Max, prynn gains 2 lvls, base now to 17 - ($5)
1 lvl to prynn - ($4)
Argonaut - ($1)
Seer - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: seer(2/1)
- Elite:
- Scavenger: L4 Prynn(2/4)fading ****
- Technician: Argonaut(3/4+a)readiness
- Lookout:
In Play:
*
Buildings:
- Base HP: 17
- Tech I HP: 5
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 4
- Deck: 5
- Disc: 5
Gold:
- Gold: 0
- Workers: 10
Thoughts
finally an easy worker that won’t annoy me later (if there is a later in this game), there aren’t many more defensive t1 only turns coming
Not this turn, that’s for sure.
P2T7
Starting hand: 4
Verdant Tree
Crashbarrow
Rampant Growth
Entangling Vines
Thoughts
I’m surprised Prynn is in patrol, given dwarddd’s likely to be up to his usual shenanigans and trying to banish his own Hyperions, but maybe he thought I’d get through anyway.
I think Entangling the Argonaut is the right call here, then Rook in Elite can “safely” make Hyperions trade, two-for-one since dwarddd can’t afford Battle Suits too. Pretty nice, since Geiger and Prynn aren’t around to flicker them. I want to tech in the other Vines in case of an Immortal, though.
Teched cards: 1
T2: Moment’s Peace, Tiny Basilisk
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: Entangling Vines, Moment’s Peace
T6: Captured Bugblatter
T7: Entangling Vines
Get paid - ($10)
Garus Rook - ($8)
Crashbarrow - ($5)
Crashbarrow trades with Seer and Prynn, you get a gold, Rook hits level 3
Entangling Vines, Argonaut is entangled and cannot attack or patrol - ($2)
Midband Rook - ($0)
Spore Shambler hits your Tech II to 4 HP
Discard 2, draw 4
Elite: Rook L5 1+3/5 (can ignore lone patrollers)
Spore Shambler 1/1 (1 damage, +)
Entangling Vines (attached to Argonaut)
Rich Earth (my workers cost no gold)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
Hand: 4
Captured Bugblatter
Shoddy Glider
Moment’s Peace
Tiny Basilisk
Deck: 2
Moment’s Peace
Playful Panda
Discard: 6
Crashbarrow
Shoddy Glider
Entangling Vines
Crashbarrow
Verdant Tree
Rampant Growth
Card count check (opponent-viewable)
Expected: 10 + 10 teched = 20
3 on board
4 in hand
2 in deck
6 in discard
5 in workers
Total: 20
Gold: 0
Workers: 10
5 x start
T1: Young Treant
T2: Merfolk Prospector
T3: Tiger Cub
T4: Forest’s Favor
T5: Ironbark Treant
hopefully that was your only entangling vines…
P1T8
Tech StartingHand Workers
TECH
Vortoss Emblem
STARTING HAND
Plasmodium(4/2)haste
Vortoss Emblem
Immortal
Hyperion
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
Battle Suits
Fading Argonaut(2/3)
Tinkerer
NextHand
Elite Training
Temporal Research
Now!
Overeager Cadet(2/2)
Discard
Nullcraft(1/1)flying
Hyperion
Tricycloid
Temporal Distortion
Shimmer Ray
Seer(2/1)
Plasmodium(4/2)haste
Vortoss Emblem
Vortoss Emblem
Tech 1 card(s)
Get Paid + scav - ($11)
Hire immortal - ($5)
Hire Hyperion - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Immortal(5/5+a)
- Elite:
- Scavenger: Hyperion(4/5)
- Technician:
- Lookout:
In Play:
- entangled: Argonaut(3/4)readiness
Buildings:
- Base HP: 17
- Tech I HP: 5
- Tech II HP: 4 (Present)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 9
Gold:
- Gold: 0
- Workers: 10
Thoughts
eugh this vortoss emblem seems impossible to play (or rather i keep letting prynn die just as i want to play it) now that immortal is actually out imma need a second one cos it is v important; hopefully I have enough danger on the board that he doesn’t feel comfortable just flying a boosted glider (either rune or drakk) into my tech 2 and I think I can just about stop a lone crashbarrow from killing t2
P2T8
Starting hand: 4
Captured Bugblatter
Shoddy Glider
Moment’s Peace
Tiny Basilisk
Thoughts
Immortal as expected, hopefully two turns of Moment’s Peace should let me cycle to my other copy of Vines in time. If I hit the base instead of the Tech II, I’d hit it down to 11 if I bring the Bugblatter out. Is that something I want to do? I think I’d rather hit the Tech II, that gets the base down to 13 so not too bad still. I’ll be down on cards, but I might not be playing many next turn if I can get Midori in the air.
Teched cards: 0
T2: Moment’s Peace, Tiny Basilisk
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: Entangling Vines, Moment’s Peace
T6: Captured Bugblatter
T7: Entangling Vines
Get paid - ($10)
Master Midori - ($8)
Moment’s Peace, your units can’t attack, mine can’t patrol - ($6)
Captured Bugblatter - ($3)
Shoddy Glider - ($2)
Spore Shambler exhausts to pass a + rune to Shoddy Glider, dies, your base to 16
Shoddy Glider destroys your Tech II, your base to 14
Discard 1, draw 2, reshuffle, draw 1
Shoddy Glider crashes, your base to 13
Technician: Rook L5 3/5 (can ignore lone patrollers)
Lookout: Midori L1 2/3 (resist 0+1)
Captured Bugblatter 4/2 (unit deaths damage your base)
Entangling Vines (attached to Argonaut)
Rich Earth (my workers cost no gold)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
Hand: 3
Moment’s Peace
Playful Panda
Rampant Growth
Deck: 8
Crashbarrow
Shoddy Glider
Entangling Vines
Crashbarrow
Verdant Tree
Moment’s Peace
Spore Shambler
Tiny Basilisk
Discard: 1
Shoddy Glider
Card count check (opponent-viewable)
Expected: 10 + 10 teched = 20
3 on board
3 in hand
8 in deck
1 in discard
5 in workers
Total: 20
Gold: 2
Workers: 10
5 x start
T1: Young Treant
T2: Merfolk Prospector
T3: Tiger Cub
T4: Forest’s Favor
T5: Ironbark Treant
P1T9
Tech StartingHand Workers
TECH
Origin Story
Temporal Distortion
STARTING HAND
Now!
Temporal Research
Elite Training
Overeager Cadet(2/2)
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
Battle Suits
Fading Argonaut(2/3)
Tinkerer
NextHand
Neo Plexus(2/2+a)
Now!
Temporal Distortion
Origin Story
Overeager Cadet(2/2)
Tech 2 card(s)
Get Paid, start rebuilding tech 2 - ($10)
Hire Max and maxband, flicker Argonaut - ($4)
Now! Max - ($3)
Max kills Midori, takes 3
Float ($3)
Discard 3, draw 1, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Immortal(5/5+a)
- Elite:
- Scavenger: Argonaut(3/4)readiness
- Technician: Hyperion(4/5)
- Lookout:
In Play:
- L5 Max Geiger(3/1)sparkshot
Buildings:
- Base HP: 13
- Tech I HP: 5
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 11
- Disc: 0
Gold:
- Gold: 3
- Workers: 10
Thoughts
hes used two gliders since last shuffle so unless he drew the 1 out if his deck with this shuffle he has none, (i really need a glider counter fast), prynn could void a bug blatter but she doesnt have enough attack to kill midori after being now!ed so looks like big ol onimaru it is, means if i draw an emblem i would hv to suicide a hero to get prynn out but im ok with that, might just patrol max on the frontlines, actually Really want to temporal distortion so will patrol Oni
denied. Tech II is down, so you cannot have 2 heroes online
edited turn, thanks for spotting that
P2T9
Starting hand: 3
Moment’s Peace
Playful Panda
Rampant Growth
Thoughts
Ugh, I was worried about Tricycloid and didn’t even think about Now! on a hero. This could quickly go downhill.
Teched cards: 0
T2: Moment’s Peace, Tiny Basilisk
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Shoddy Glider
T5: Entangling Vines, Moment’s Peace
T6: Captured Bugblatter
T7: Entangling Vines
Get paid + float - ($12)
Maxband Rook - ($9)
Playful Panda, Wisp arrives - ($7)
Drakk Ramhorn - ($5)
Maxband Drakk - ($0)
Discard 2, draw 4
Squad Leader: Drakk L6 3/4 (1 to your base on death, units get frenzy 1, first unit played from hand gets haste)
Scavenger: Rook L8 4/6 (can ignore lone patrollers, two lives)
Technician: Wisp 0/1
Playful Panda 2/2
Captured Bugblatter 4/2 (unit deaths damage your base)
Rich Earth (my workers cost no gold)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
Hand: 4
Crashbarrow
Verdant Tree
Tiny Basilisk
Moment’s Peace
Deck: 4
Shoddy Glider
Entangling Vines
Crashbarrow
Spore Shambler
Discard: 4
Shoddy Glider
Entangling Vines
Moment’s Peace
Rampant Growth
Card count check (opponent-viewable)
Expected: 10 + 10 teched = 20
3 on board
4 in hand
4 in deck
4 in discard
5 in workers
Total: 20
Gold: 0
Workers: 10
5 x start
T1: Young Treant
T2: Merfolk Prospector
T3: Tiger Cub
T4: Forest’s Favor
T5: Ironbark Treant
I almost feel bad because by the looks of it you didnt get a great reshuffle draw whereas i couldnt hv gotten much nicer… sorry? But still, GG and well played, you had me real scared for the most of this game
P1T10
StartingHand Workers
STARTING HAND
Neo Plexus(2/2+a)
Now!
Origin Story
Overeager Cadet(2/2)
Temporal Distortion
Nullcraft(1/1)flying
Temporal Research
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
Battle Suits
Fading Argonaut(2/3)
Tinkerer
NextHand
Temporal Distortion
Hyperion
Vortoss Emblem
Plasmodium(4/2)haste
Tricycloid
Discard
Temporal Distortion
Now!
Origin Story
Nullcraft(1/1)flying
Neo Plexus(2/2+a)
Overeager Cadet(2/2)
Temporal Research
Tech 0 card(s)
Get Paid + float - ($13)
hire Prynn - ($11)
origin story rook - ($8)
immortal kills drakk, takes 4, lvls to prynn, my base to 12
Argonaut kills wisp, my base to 11
Hyperion hits base to 16, i draw
Temporal distortion hyperion into tricycloid - ($6)
Now! Tricycloid - ($5)
Tricycloid hits base to 10
Remove 3 runes to lower base to 7
Rehire Hyperion - ($0)
Hyperion deals 4 to your base, i draw
Max kamakazis into your base, dealing the last 3 damage
Float ($0)
Discard 4, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- L3Prynn(1/3) fading 4
- Tricycloid (3/2)
- Argonaut(3/3)readiness
- Immortal(5/1)
- Hyperion(4/4)
Buildings:
- Base HP: 11
- Tech I HP: 5
- Tech II HP: 5 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 7
Gold:
- Gold: 0
- Workers: 10
Thoughts
i dont think there was a more perfect draw I couldve got, was orignally kinda miffed i hadnt drawn a t2 but who needs them when u hv time on ur side
Haha, nah that’s cool, I was relying on Midori to chain Moment’s Peace, but was expecting a Tricycloid instead of Now! on a hero so didn’t put Rook in Squad Leader on turn 8 like I should have done, it was probably going to be downhill from there even without the Origin Story. Well played. @FrozenStorm
I was seeing if I could get a strategy going that didn’t rely on Drakk’s spells, I’m not sure yet whether it’s worth pursuing.
What is the etiquette on reading opponents thoughts post match during a tournament? Because the way I understand the triple elimination bit there is every chance we might play against each other again but I am quite interested to see what you were thinking through this match
And even that is kinda funny because i was teching vortoss emblem to counter kidnap but never managed to play it well (was really hoping to put it on the entangled argonaut, i thought it would be fun making u only able to kidnap a useless unit)
Reading thoughts after the game is absolutely fine. Very useful for improving, in my opinion. They might try a different strategy next time, so you can’t just counter their previous thoughts to win, but it can give you a better idea of strengths and weaknesses in the matchup.
Vortoss Emblem would have been very useful the way I usually play this, going heavily into Drakk, so that definitely wasn’t a bad call.
Had you gone for balance I was definitely going to go past (in part based off your old assessment) looks like you wouldve been happy with that this time round! And looks like based on your previous thoughts you didnt think blood would do well against present but i get that the moment’s peace was meant to sort that out… still interesting to see the comparison (and i for one am thankful for the how in depth your thoughta often are)
Interesting to see how my evaluations have changed over a year, thanks for pulling that out. I used to favour Strength more, because hasted Barbarbarians was the original plan for the deck, but I’ve used it less recently because its methods to reach the backline are awkward.