[Custom] Nekoatl Finesse/Peace/Truth vs FrozenStorm Demonology/Necromancy/Finesse

Let’s hope you’re not beautifully split on that Art of War…

Custom format: Mix & Match Variable size starters

Game 5 Player 2, Turn 4

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

Gargoyle
Deteriorate
Thieving Imp
Soul Stone

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Doom Grasp, Two-Step
Nimble Fencer, Soul Stone
Gargoyle x2


Main:

  • Deteriorate scav skeleton, you get a gold
  • Thieving Imp, discard #2 of 5 (5)
  • Make a Skeleton (4)
  • Worker (3)
Workers

Gargoyle, Wither, Pestering Haunt, Sacrifice the Weak

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Garth (1/3 lvl 1)
  • :exhaust: Technician:
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Skeleton (1/1)
  • Skeleton Javelineer (1/1)
  • Thieving Imp (2/2)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 3
  • Workers: 9

End of Turn Hand

Nimble Fencer
Bloom
Gargoyle

End of Turn Discard
My Thoughts

Yuck, AoW. Teching a Doom Grasp, hope Garth survives to use it, but he’s just using his to buy time.


One of the two biggest disadvantages I’ve found to having a larger starting deck is that even with 2 copies of a lockdown spell and optimum luck, it can’t be cast every turn. You get to keep your Tech I… for the moment.

P1T5


Tech StartingHand Workers

TECH
Dreamscape
Macciatus, The Whisperer


STARTING HAND
Brave Knight
Brave Knight
Timely Messenger
Bloom
Wither


WORKERS
Granfalloon Flagbearer
Porkhand Magistrate
Spectral Aven
Arrest
Bloom


NextHand

Brick Thief
Helpful Turtle
Spark
Building Inspector


Discard

The Art of War
Manufactured Truth
The Art of War
Traffic Director
Eyes of the Chancellor
Eyes of the Chancellor
Brave Knight
Timely Messenger
Wither
Dreamscape
Macciatus, The Whisperer


Tech 2 card(s)
Get Paid + float + Scavenger - ($11)
Worker - ($10)
Brave Knight - ($7)
Tech II: Truth - ($3)
Tower - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Soldier (1/1) Sparkshot
  • :pschip: Technician: Soldier (1/1) Sparkshot
  • :target: Lookout:

In Play:

  • L8 General Onimaru (4/5) Frenzy 1, readiness

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 11

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Would have liked to drop both Knights here… lousy Imp… I was hoping it got teched already.
Guess I’ll use that gold build a Tower, as I don’t expect to need a Tech Lab until after my next cycle, at the earliest. Attacking doesn’t really seem worth it right now, but maybe I can bait him into overcommitting to take down Onimaru. Of course, doing so means exposing my Tech I, but I think the odds of it being prioritized over Oni, my Tower, and my Tech II are rather slim.

One turn is all I need. I missed Javelineer still on my board last turn, btw

Custom format: Mix & Match Variable size starters

Game 5 Player 2, Turn 5

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

Nimble Fencer
Bloom
Gargoyle

Events of Turn:


Upkeep:

  • Get Gold (9+3float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Cloud Sprite, Two-Step
Doom Grasp, Two-Step
Nimble Fencer, Soul Stone
Gargoyle x2


Main:

  • Tech 2 Finesse (8)
  • Gargoyle (5)
  • Nimble Fencer, suicides into Brave Knight (3)
  • Thieving Imp kills Brave Knight back to your hand
  • Garth kills scav soldier, you get a gold
  • Skeleton trades with technician Soldier, you get a card
  • Replay Imp from Graveyard, discard #5 of 6 re-randomed after BK and technician draw (0)
Workers

Gargoyle, Wither, Pestering Haunt, Sacrifice the Weak

  • :pspurpleshield: Patrol as below
  • Discard 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Tenderfoot (1/2)
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Garth (1/1 lvl 1)
  • Gargoyle (0/2 indestructable)
  • Graveyard (3hp, holding Nimble Fencer)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Deteriorate
Soul Stone
Cloud Sprite

End of Turn Discard
My Thoughts

Hmm, truth rush? Interesting. I think if I tech another Two-Step, I can put a stop to that reasonably easily. This is my worst position for sure, but I think I can manage.

Hmm, bit of an odd RS draw. Not going to be much to do if he breaks my tech 2!


Well, apparently one turn is not all you have. Do your worst!

P1T6


Tech StartingHand Workers

TECH
Liberty Gryphon
Liberty Gryphon


STARTING HAND
Spark
Brick Thief
Building Inspector
Helpful Turtle
Tenderfoot


WORKERS
Granfalloon Flagbearer
Porkhand Magistrate
Spectral Aven
Arrest
Bloom
Spark


NextHand

Timely Messenger
Liberty Gryphon
Reputable Newsman
Brick Thief


Tech 2 card(s)
Get Paid + Scavenger - ($10)
Brave Knight - ($7)
Worker - ($6)
Tech III - ($1)
Tenderfoot - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician: L8 General Onimaru (4/5) Frenzy 1, readiness
  • :target: Lookout:

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 13
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

I did end up needing the second turn, with the draw I had lol

Custom format: Mix & Match Variable size starters

Game 5 Player 2, Turn 6

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

Deteriorate
Soul Stone
Cloud Sprite

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Grounded Guide, Cloud Sprite
Cloud Sprite, Two-Step
Doom Grasp, Two-Step
Nimble Fencer, Soul Stone
Gargoyle x2


Main:

  • Garth to midband (6)
  • Make a skeleton, sacrifice to draw 1 (5)
  • River (3)
  • Two Step Gargoyle and Tenderfoot (1)
  • Imp and skeleton smack up BK to 1hp, deteriorate gives him a real death
  • Activate Gargoyle, destroy your tech 3, your base to 18 (0)
  • Garth kills your tenderfoot, you get a gold
Workers

Gargoyle, Wither, Pestering Haunt, Sacrifice the Weak

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (3/4+1armor two step)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton Javelineer (1/1)
  • :exhaust: Technician: River (2/3 lvl 1)
  • :target: Lookout:

In Play:

  • Garth (2/2 lvl 4)
  • Gargoyle (5/3 flying two step)
  • Graveyard (3hp, holding Nimble Fencer, Thieving Imp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Doom Grasp
Two Step
Bloom
Cloud Sprite

End of Turn Discard
My Thoughts

There’s the tech 3 with a decent draw, unlikely he has Gryphons but I need to respect it. I think if I midband garth and make a skeleton, all but Bloom will give me enough to get the job done (Doom grasp does it by maxbanding Garth? or maybe not, I’d be 1g short of maxbanding AND activating garg…) okay, so 50/50 I hit, if I miss I drop Cloud Sprite and block with Garg? Sure, okay… Teching the other Cloud Sprite (we want total air superiority) and Grounded Guide, for fetching with maxband

Hit on two-step, let’s do that and work with what we get next.


P1T7


Tech StartingHand Workers

TECH
Reteller of Truths
Reteller of Truths


STARTING HAND
Reputable Newsman
Liberty Gryphon
Timely Messenger
Brick Thief


WORKERS
Granfalloon Flagbearer
Porkhand Magistrate
Spectral Aven
Arrest
Bloom
Spark


NextHand

Liberty Gryphon
The Art of War
Building Inspector
Macciatus, The Whisperer
Traffic Director


Discard

Tenderfoot
Brave Knight
Brick Thief
Liberty Gryphon
Timely Messenger
Reteller of Truths
Reteller of Truths


Tech 2 card(s)
Get Paid + Scavenger - ($11)
Rebuild Tech III
Onimaru kills Tenderfoot
Reputable Newsman: $2 - ($9)
River Montoya - ($7)

Float ($7)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L8 General Onimaru (4/1A) Frenzy 1, readiness [4 damage]
  • :psfist: Elite:
  • :ps_: Scavenger: L1 River Montoya (2/3)
  • :pschip: Technician: Reputable Newsman (0/3) $2 blocked
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 7

Gold:

  • Gold: 7
  • Workers: 10

Custom format: Mix & Match Variable size starters

Game 5 Player 2, Turn 7

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

Deteriorate
Soul Stone
Cloud Sprite

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Grounded Guide, Dark Pact
Grounded Guide, Cloud Sprite
Cloud Sprite, Two-Step
Doom Grasp, Two-Step
Nimble Fencer, Soul Stone
Gargoyle x2


Main:

  • Nimble Fencer from the Grave, finishes Oni, Garth to level 6 (7)
  • Maxband Garth, bringing a grounded guide from the grave (6)
  • Garth kills Newsman, you get a card
  • Cloud Sprite (4)
  • Two Step Sprite and Gargoyle (2)
  • Activate Gargoyle, once more trash your tech 3, your base to 16 (1)
  • Make a worker (0)
Workers

Doom Grasp, Gargoyle, Wither, Pestering Haunt, Sacrifice the Weak

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Grounded Guide (4/4+1armor)
  • :psfist: Elite: River (2+1/3 lvl 1)
  • :pspig: Scavenger: Skeleton Javelineer (2/1)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Garth (3/3 lvl 7)
  • Gargoyle (6/2 flying two step)
  • Cloud Sprite (6/4)
  • Graveyard (3hp, holding Nimble Fencer, Thieving Imp and Tenderfoot)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Deteriorate
Cloud Sprite
Grounded Guide

End of Turn Discard

Two Step
Dark Pact
Bloom

My Thoughts

Woohoo! Finally I get to kick some butt (which really I mean kill Onimaru). I should be fairly safely home from here, I think. No haste to worry about from him besides Timely Messenger, maybe a discord coming, but in all likelyhood probably I can just end the game off my other Grounded Guide next turn.


P1T8


Tech StartingHand Workers

TECH
Spectral Roc
Spectral Roc


STARTING HAND
Building Inspector
Liberty Gryphon
Traffic Director
Macciatus, The Whisperer
The Art of War
Dreamscape


WORKERS
Granfalloon Flagbearer
Porkhand Magistrate
Spectral Aven
Arrest
Bloom
Spark


NextHand

Helpful Turtle
Eyes of the Chancellor
Eyes of the Chancellor
Manufactured Truth
Brave Knight


Discard

Tenderfoot
Brave Knight
Brick Thief
Liberty Gryphon
Timely Messenger
Reteller of Truths
Reteller of Truths
Reputable Newsman
Liberty Gryphon
The Art of War
Dreamscape
Spectral Roc
Spectral Roc


Tech 2 card(s)
Get Paid + float - ($17)
Rebuild Tech III
Macciatus, The Whisperer - ($15)
Traffic Director - ($14)
Building Inspector - ($13)
Sirus Quince - ($11)
Mirror Illusion - ($9)

Float ($9)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 River Montoya (2/3A)
  • :psfist: Elite: Traffic Director (2/1) Untargetable
  • :ps_: Scavenger: Macciatus, The Whisperer (3/3)
  • :pschip: Technician: L1 Sirus Quince (1/3)
  • :target: Lookout: Building Inspector (1/1) Resist 1

In Play:

  • Mirror Illusion (1/2)
  • Mirror Illusion (1/2)

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)
  • :heart: Tech III HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 13

Gold:

  • Gold: 9
  • Workers: 10

GG WP, I’ll start the last game tonight or tomorrow!

Custom format: Mix & Match Variable size starters

Game 5 Player 2, Turn 8

P2 Nightmare Custom vs P1 Blue Custom

Starting Hand

Deteriorate
Cloud Sprite
Grounded Guide

Events of Turn:


Upkeep:

  • Get Gold (10)
  • no techs
All Teched Cards

Grounded Guide, Dark Pact
Grounded Guide, Cloud Sprite
Cloud Sprite, Two-Step
Doom Grasp, Two-Step
Nimble Fencer, Soul Stone
Gargoyle x2


Main:

  • Grounded Guide B (6)
  • Grounded Guide A kills your River, my River to level 3
  • Resurrect Fencer from the grave (4)
  • River kills TD, takes 3
  • Garth kills Quince, River maxbands
  • Skeleton Javelineer trades with Macciatus, goes to my graveyard
  • **Deteriorate Building Inspector (3)
  • Gargoyle, Fencer, and Cloud Sprite destroy your base, GG WP (2)
3 Likes

Custom format: Mix & Match Variable size starters

Game 6 Player 1, Turn 1

P1 Nightmare Custom vs P2 Blue Custom

Starting Hand

Pestering Haunt
Skeleton Javelineer
Bloom
Thieving Imp
Tenderfoot

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Vandy (2)
  • Tenderfoot (1)
  • Pestering Haunt
  • Worker (0)
Workers

Skeleton Javelineer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3+1armor lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Tenderfoot (1/2)

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 2

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Deteriorate
Sacrifice the Weak
Wither
Graveyard

End of Turn Discard
My Thoughts

5/5 and now I got a nasssty P1 hand and P2 setup hand (Wither and Deteriorate? I can shake Oni down pretty hard with that if he dares to bring him)


P2T1


StartingHand Workers

STARTING HAND
Brick Thief
Helpful Turtle
Porkhand Magistrate
Wither
Timely Messenger


WORKERS
Wither


NextHand

Arrest
Manufactured Truth
Traffic Director
Spectral Aven
Spark


Discard

Porkhand Magistrate
Helpful Turtle
Brick Thief


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Timely Messenger - ($3)

Float ($3)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Timely Messenger (1/1) Haste
  • :pschip: Technician:
  • :target: Lookout:

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 3

Gold:

  • Gold: 3
  • Workers: 6

Interesting choice, though probably a good move given the alternatives. This was my best T1/T2 split yet of the 6 games we’ve played

Custom format: Mix & Match Variable size starters

Game 6 Player 1, Turn 2

P1 Nightmare Custom vs P2 Blue Custom

Starting Hand

Deteriorate
Sacrifice the Weak
Wither
Graveyard

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Dark Pact, Harmony


Main:

  • Deteriorate Messenger, you get a gold
  • Vandy, Tenderfoot and Haunt trash your base to 16
  • Graveyard (3)
  • Hero’s Hall (1)
  • Worker (0)
Workers

Sacrifice the Weak, Skeleton Javelineer

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Tenderfoot (1/2)
  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Bloom
Wither
Harmony
Deteriorate

End of Turn Discard
My Thoughts

Probably a good move by him to just take the L on the base damage and save up for Oni max or w/e it is he ends up wanting to do. Next turn I Dark Pact or Harmony, maybe Garth + Skele if I whiff or feel overly threatened.

Naw this looks okay, I’ll be able to deteriorate something, ram Haunt into something else, and get a dancer in the process, plus tech 1. Probably teching Fencer + a spell, Shadow Blade or Discord or Two Step


This matchup has felt very familiar to me after all of our Black vs. Blue games, so I’ve pulled some pages from that playbook.

P2T2


Tech StartingHand Workers

TECH
Brave Knight
Brave Knight


STARTING HAND
Arrest
Traffic Director
Manufactured Truth
Spectral Aven
Spark


WORKERS
Wither
Spark


NextHand

Building Inspector
Reputable Newsman
Bloom
Granfalloon Flagbearer
Tenderfoot


Discard

Porkhand Magistrate
Helpful Turtle
Brick Thief
Timely Messenger
Spectral Aven
Traffic Director
Manufactured Truth
Arrest
Brave Knight
Brave Knight


Tech 2 card(s)
Get Paid + float + Scavenger - ($10)
Worker - ($9)
General Onimaru, maxband - ($0)

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Soldier (1/1A) Sparkshot
  • :psfist: Elite:
  • :ps_: Scavenger: Soldier (1/1) Sparkshot
  • :pschip: Technician:
  • :target: Lookout: Soldier (1/1) Sparkshot, resist 1

In Play:

  • L8 General Onimaru (4/5) Frenzy 1, readiness

Buildings:

  • :heart: Base HP: 16

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 10

Gold:

  • Gold: 0
  • Workers: 7
1 Like

Custom format: Mix & Match Variable size starters

Game 6 Player 1, Turn 3

P1 Nightmare Custom vs P2 Blue Custom

Starting Hand

Bloom
Wither
Harmony
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Nimble Fencer, Dark Pact
Dark Pact, Harmony


Main:

  • River (4)
  • Harmony (2)
  • Deteriorate SQL, I get a Dancer
  • Haunt trades with Lookout, revives from the graveyard
  • Tech 1 (1)
  • Worker (0)
Workers

Bloom, Sacrifice the Weak, Skeleton Javelineer

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 2 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Dancer (0/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Tenderfoot (1/2)

In Play:

  • Vandy (2/3 lvl 1)
  • River (2/3 lvl 1)
  • Pestering Haunt (1/1)
  • Harmony
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Thieving Imp
Dark Pact
Deteriorate

End of Turn Discard
My Thoughts

I’m vulnerable to Arrest + something else by doing it, but I’m laying the harmony anyway. Should be fine, I’ll tech another Dark Pact just in case he breaks in and kills Vandy. Fencer will be the complement.


P2T3


Tech StartingHand Workers

TECH
Discord
Discord


STARTING HAND
Granfalloon Flagbearer
Building Inspector
Tenderfoot
Reputable Newsman
Bloom


WORKERS
Wither
Spark
Bloom


NextHand

Brave Knight
Tenderfoot
Granfalloon Flagbearer
Traffic Director
Manufactured Truth


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Onimaru kills Dancer
Reputable Newsman: $2 blocked - ($4)
Tech I - ($3)
Heroes’ Hall - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L8 General Onimaru (4/5A) Frenzy 1, readiness
  • :psfist: Elite:
  • :ps_: Scavenger: Soldier (1/1) Sparkshot
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Reputable Newsman (0/3) $2 blocked

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

This is the part in a chess game where I’d finish my turn then offer my hand across the table. Rough matchup for you my dude

Custom format: Mix & Match Variable size starters

Game 6 Player 1, Turn 4

P1 Nightmare Custom vs P2 Blue Custom

Starting Hand

Bloom
Wither
Harmony
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Star-Crossed Starlet x2
Nimble Fencer, Dark Pact
Dark Pact, Harmony


Main:

  • Dark Pact, draw 2 base to 18, I get a dancer
  • Dark Pact, draw 1 rs draw 1, base to 16, I get a dancer
  • Nimble Fencer (5)
  • Star-Crossed Starlet, slams Oni goes to graveyard (3)
  • Starlet resurrects and dunks Oni, back to graveyard again, Vandy to level 3 (1)
  • Deteriorate Soldier, you get a gold I get a dancer
  • Vandy kills Newsman
  • River, Tenderfoot and Fencer break your tech 1, your base to 14
  • Haunt hits your base to 13
  • Worker (0)
Workers

Theiving Imp, Bloom, Sacrifice the Weak, Skeleton Javelineer

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 2 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Dancer (0/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Dancer (0/1)
  • :exhaust: Technician:
  • :target: Lookout: Dancer (0/1)

In Play:

  • Vandy (3/4 lvl 1)
  • River (2/3 lvl 1)
  • Tenderfoot (1/2)
  • Nimble Fencer (2/3)
  • Pestering Haunt (1/1)
  • Harmony
  • Graveyard (3hp, holding Star-Crossed Starlet)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Dark Pact
Star-Crossed Starlet
Wither

End of Turn Discard
My Thoughts

GET DUNKED! Keeping Vandy alive here means I can double tech Starlets and draw them guaranteed for a total wipe of his board. This game is over already.


2 Likes

If I had drawn one of my Discords, I’d have played it out, but yeah, I’ll resign it here, GG. Discussion time!

So, yeah, this matchup felt really similar to a standard Blue vs. Black game, though somewhat less frustrating, as the Neutral cards gave some tools to help break through on occasion.

Big deck disadvantages: harder to spam a spell turn after turn, slower to course correct / adapt to opponent’s strategies due to the longer cycle time, seeing cards come up less frequently can tempt to play cards at suboptimal times (recommend resisting that temptation).

Having more Tech 0 cards and basic spells overall didn’t feel like a disadvantage, though it did take a bit of getting used to (picking stronger / more expensive tech cards seemed to help, in general, though that could be specific to this particular starter, since I loaded up on $1 units). In particular, it’s generally hard to play units without tech buildings in the mid- to late- game as Tech 0 units tend to become worker fodder, but having more of them in deck made it so that I (almost?) never felt completely locked out of options, so that was kind of nice.

Build-specific advantages of a big starter can be nice, but capitalizing on them seems rather risky, as if your opponent’s build is strong vs. your main strategy, you’re stuck with the extra cards even if they don’t work well with the available alternative approaches. I wouldn’t say choosing a big deck is strictly bad, but it’s a gamble, so I don’t recommend it for most situations.

1 Like

All I know is it looked pretty brutal from where I sat. I’d be hard pressed to justify delaying my first tech choices so much longer than my opponent.

2 Likes

I think it would have been about as brutal if we were using standard Black and Blue starters, but yeah, I can’t think of many situations where I’d want a deck this big. I would like to try it again sometime with different factions, though, before giving up on the idea completely.

Agreed, that went better for you than I expected, but in this matchup the fat deck is really problematic. I’m able to react and pressure way too hard to risk the draw inconsistency.

Meanwhile, dropping the almost auto-workers from my deck and adding Tenderfoot makes Nightmare even scarier. Bloom and Wither would be more helpful if you didn’t also have them, they mostly served as workers for me in this series, but I do think they offer good things to this deck against it’s biggest struggle (Miracle Grow). I’m not sure I want to change up my deck but I’ll think on it, if anything I’m considering dropping one of those two spells for Timely Messenger.

I don’t think I want less cards, as it’s pretty rough as it is selecting workers, especially if I whiff any of the cards I typically worker ( Bloom, Wither, StW in this matchup, with Jav, Imp, and Haunt being okay selections). Tenderfoot, Graveyard, and Deteriorate are really critical to this deck

When you’re ready with your next deck trial post a new thread and I’ll finalize my decision (without checking yours, of course).

1 Like