STARTING HAND
Summon Skeletons
Graveyard
Thieving Imp
Gunpoint Taxman
Deteriorate
WORKERS
Skeletal Archery
Jandra, the Negator
Summon Skeletons
NextHand
Poisonblade Rogue
Sacrifice the Weak
Dark Pact
Discard
Sk Jav
Pestering Haunt (1/1)
Deteriorate
graveyard
Potent Basilisk
dark pact
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
deteriorate neo
gunpoint taxman - ($3)
thieving imp, you discard #2 of 4 - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: GPT (3/3+A) anti air
Elite:
Scavenger:
Technician:
Lookout: thieving imp (2/2)
In Play:
Vandy, lvl 1, (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 7
Thoughts
hmmm, ill hodl off on graveyard due to early assimilate. drop imp since he went down on cards. force a hero from him. teching potent basilisk and dark pact since im not sure of his plan.
Temporal research + Argonaut + battle suits leaves me without gold for a worker. Nevertheless feels right, I guess. I wonder if he already teched nature reclaims? Probably not, so I might have the opportunity to profit a bit from battle suits
…so i didn’t draw Argonaut - that’s a bummer… what to do now?
yeah, i played imp, forgetting that you could TR your hand back to full size. lol.
[b]P1T4[/b]
Tech StartingHand Workers
TECH
Metamorphosis
Metamorphosis
STARTING HAND
Poisonblade Rogue
Sacrifice the Weak
Dark Pact
graveyard
Sk Jav
WORKERS
Skeletal Archery
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
NextHand
Pestering Haunt (1/1)
Metamorphosis
Potent Basilisk
Metamorphosis
dark pact
Discard
Dark Pact
thieving imp (2/2)
Sacrifice the Weak
Sk Jav
graveyard
Tech 2 card(s)
Get Paid - ($7)
vandy - ($5)
dark pact, base to 18, reshuffle, draw 2
Worker - ($4)
imp runs into fargo
zane, trades with fargo, prynn to lvl 3 - ($2)
taxman kills prynn, vandy to lvl 3
max vandy, boost/doom nullcraft (not a buff) and taxman - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Vandy, lvl 5, (4/5+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
GPT (5/4) anti air, doomed
Buildings:
Base HP: 18
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
hmmmm, i think ill rush meta right now. with prynn dead, might be my only chance.
STARTING HAND
Metamorphosis
Pestering Haunt (1/1)
Metamorphosis
dark pact
Potent Basilisk
WORKERS
Skeletal Archery
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue
NextHand
dark pact
Deteriorate
Sk Jav
Gunpoint Taxman
Potent Basilisk
Tech 2 card(s)
Get Paid - ($8)
taxman and nullcraft die from being doomed
midori - ($6)
metamorphosis - ($0)
vandy (6/7) invisibly hits your base to 13
summon pestering haunt
Hm… Probably won’t come back, but I don’t want to give up just yet
"P2T5
Tech StartingHand Workers
TECH
Seer
Origin Story
STARTING HAND
Tinkerer
Plasmodium
Time Spiral
Seer
WORKERS
Forgotten Fighter
Hardened Mox
Neo Plexus (2/1)
NextHand
Time Spiral
Void Star
Fading Argonaut (3/3a) - fading **
Seer
Tech 2 card(s)
Get Paid - ($8)
Summon vir - ($6)
Two Argonauts heroically crash into Midori, vir to lvl 3
Hire seer - ($5)
Build tower - ($2)
Hire tinkerer - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Tinkerer (1/2a)
Elite:
Scavenger: Seer (3/1)
Technician: Vir Garbarean, L3 (2/3)
Lookout:
In Play:
Battle Suits
Buildings:
Base HP: 13
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
need 3 patrollers because of zane don’t like skipping worker again
Surprise Attack
graveyard
Dark Pact
Sacrifice the Weak
Metamorphosis
Discard
dark pact
Pestering Haunt (1/1)
Deteriorate
Metamorphosis
Potent Basilisk
Sk Jav
Gunpoint Taxman
Surprise Attack
Gunpoint Taxman
Tech 2 card(s)
Get Paid - ($8)
dark pact, my base to 16, draw 2
haunt pings your base to 12, dies from tower
deteriorate seer, you get a gold
zane - ($6)
metamorphosis, zane maxbands and becomes a demon too - ($0)
zane maxband, shove tinkerer to scav
zane attacks, caught by tower, hits kills tinkerer, we both get a gold - ($1)
vandy invisible breaks your tower, your base to 10
worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy, lvl 5, (6/7)++ invisible, readiness
Zane, lvl 6, (6/4)++invisible, readiness
Buildings:
Base HP: 16
Tech I HP: 5
Heroes’ Hall HP: 1
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 9
Gold:
Gold: 0
Workers: 9
Thoughts
tempted to go for the base, but i think tower break is safer.
STARTING HAND
Time Spiral
Plasmodium
Neo Plexus
Fading Argonaut
Temporal Research
WORKERS
Hardened Mox
Time Spiral
NextHand
Battle Suits
Seer
Neo Plexus
Temporal Research
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
hire Fargo - ($3)
Nullcraft deals another to your base
Tech I - ($2)
Plasmodium - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Fading Argonaut (2/3) ***
Lookout:
In Play:
Nullcraft (1/1) - no (de)buff
Plasmodium (4/4) - forecast ***
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
not sure if Stewardess would be such a good tech here… i really prefer Argonauts that stay valuable longer. that Plasmodium is kind of a substitute because i don’t dare playing a hero
not even. this game can change in a single turn. sometimes all you can do is patrol well and wait for your moment. i mean, i don’t quit feel like im in the best spot here…
[b]P2T3[/b]
Tech StartingHand Workers
TECH
Wandering Mimic
Wandering Mimic
STARTING HAND
Deteriorate
Pestering Haunt
Summon Skeletons
Graveyard
Thieving Imp
WORKERS
Skeletal Archery
Jandra, the Negator
Thieving Imp
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
deteriorate seer to death
skeleton javlineer throws spear to safely kill fargo, you draw
tech 2 balance - ($4)
tower - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite: Vandy, lvl 1, (3/2)
Scavenger:
Technician:
Lookout:
In Play:
Skeleton Javelineer (1/1)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
hmmm, not doing very well with that wiff. need to just clear his stiff while i can and wall up. at least i can force a vandy trade with his plasmo by building a tower. teching double mimic’s. id like to use that haste/flying from nullcraft.