IsotopeX (Red) vs VaeVictus (Purple)

"P2T3


Tech StartingHand Workers

TECH
Nether Drain
Crypt Crawler


STARTING HAND
Poisonblade Rogue
Bone Collector
Sacrifice the Weak
Deteriorate
Graveyard


WORKERS
Summon Skeletons
Pestering Haunt
Poisonblade Rogue


NextHand

Jandra, the Negator
Thieving Imp (2/2+1A)
Bone Collector
Skeletal Archery


Discard

Sacrifice the Weak
Skeleton Javelineer (1/1 ) exhausted
Deteriorate
Graveyard
Nether Drain
Crypt Crawler


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Garth makes a Skeleton - ($5)
Garth casts Sacrifice the Weak, which sacrifices the Skeleton and the Reputable Newsman
Skeleton Javelineer uses his rune to gain long-range, kills the Building Inspector (a little late), dies to Tower
Bone Collector - ($3)
Sure, I can make a Tower too - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (2/2+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth Lv 1 (1/3)
  • Tower
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
    "

I’ve missed adding Tech I health in the previous post.
I wish I could spam towers in codex :smiley:

"P1T4


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Jail
Brave Knight
Overeager Cadet
Arrest
Manufactured Truth (stashed)


WORKERS
Porkhand Magistrate
Lawful Search
Bluecoat Musketeer
Jail


NextHand

Drill Sergeant
Traffic Director
Spectral Aven
Manufactured Truth (stashed)

Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Overeager Cadet
Summon Brave Knight - ($3)
Bigsby stashes yet another card

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2) +armor
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Brave Knight (3/3) +draw
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L3 Bigby (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 8
Thoughts

I could have Arrested the Bone Collector, maxed Bigby and killed Garth but I think my current line of play is more economically sound.

"

"P2T4


Tech StartingHand Workers

TECH
Corpse Catapult
Skeletal Lord


STARTING HAND
Skeletal Archery
Jandra, the Negator
Thieving Imp (2/2+1A)
Bone Collector


WORKERS
Summon Skeletons
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator


NextHand

Graveyard
Corpse Catapult
Deteriorate
Skeletal Archery


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Bone Collector kills Overeager cadet, takes 2 damage
Bone Collector makes a Skeleton
Summon Bone Collector - ($5)
Tech II (Necro) - ($1)
Garth makes a Skeleton - ($0)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth Lv 1 (1/3)
  • Tower
  • Bone Collector (3/1)
  • Bone Collector (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

Shouldn’t Bone Collector die from tower when attacking Overeager Cadet?
Unless you’ve also cast a Deteriorate :stuck_out_tongue:

You are correct.

This turn fried my brain. The match could unfold in so many different directions from here - it’s mind-boggling.

"P1T5


Tech StartingHand Workers

TECH
Injunction
Spectral Flagbearer


STARTING HAND
Spectral Aven
Traffic Director
Drill Sergeant
Manufactured Truth (stashed)


WORKERS
Porkhand Magistrate
Lawful Search
Bluecoat Musketeer
Jail
Manufactured Truth


NextHand

Drill Sergeant
Reputable Newsman (0/3)
Flagstone Garrison
Arrest


Discard

Overeager Cadet (2/2)
Drill Sergeant
Spectral Aven
Injunction
Spectral Flagbearer


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Build Tech II (Peace) - ($6)
Brave Knight bravely kills the cowardly Scavenger skeleton, and takes 2 dmg due to tower (you get a gold)
Bigby levels from 3 to 5 maxband - ($4)
Bigby taps to draw a card
Summon Overeager Cadet
Summon Traffic Director - ($3)

Float ($3)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet (2/2) +armor
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Brave Knight (3/1) +gold
  • :pschip: [I]Technician[/I]: Trafic Director (1/1 untargetable) + card
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L5 Bigby (3/4) exhausted
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP (Peace): 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 9
    "

Yeah, Peace turns get complicated quickly.

P2T5


Tech StartingHand Workers

TECH
Doom Grasp
Wight


STARTING HAND
Corpse Catapult
Skeletal Archery
Graveyard
Deteriorate
Sacrifice the Weak


WORKERS
Summon Skeletons
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Graveyard


NextHand

Nether Drain
Thieving Imp (2/2+1A)
Skeletal Lord
Crypt Crawler


Discard

Bone Collector (3/1)
Bone Collector (3/3)
Doom Grasp
Wight
Deteriorate
Sacrifice the Weak
Skeletal Archery


Tech 2 card(s)
Get Paid+ Scavenger - ($10)
Garth casts Deteriorate on Brave Knight, killing it, you get a gold
Summon Corpse Catapult - ($7)
Bone Collector dies killing Overeager Cadet, makes a Skeleton
Corpse Catapult gains a rune
Garth makes a Skeleton - ($6)
Garth levels to midband - ($2)
Garth sacrifices a skeleton to draw a card, Corpse Catapult gains a rune
Worker - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth Lv 4 (2/4)
  • Tower
  • Corpse Catapult (1/4) (2 rune)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "

Explosive turn but for all those draws and +/1+1s that are being tossed around I can’t stop you from firing that Corpse Catapult. Shoot away!

I’ve heard that I can reshuffle the discard pile into the deck pile only once per turn. So, if I’ve already done it this turn when it comes to discard/drawing at the end of turn, I just draw from the deck as many as I can and leave the discard pile as is, right?

How do I do that with the scripts? I manually adjusted stuff, I couldn’t find a good way to do it automatically.

"P1T6


Tech StartingHand Workers

TECH
Spectral Flagbearer
Hallucination


STARTING HAND
Flagstone Garrison
Drill Sergeant
Arrest
Building Inspector (1/1)


WORKERS
Porkhand Magistrate
Lawful Search
Bluecoat Musketeer
Jail
Manufactured Truth
Reputable Newsman (0/3)


NextHand

Overeager Cadet (2/2)
Injunction
Drill Sergeant
Traffic Director


Tech 2 card(s)
Get Paid + float +gold from scavenger - ($13)
Worker - ($12)
Construct Flagstone Garisson - ($9)
Summon Drill Sergeant (draw a card from Garisson) - ($6)
Summon Building Inspector (draw a card; sergeant +1/+1) - ($5)
Summon Brave Knight (draw a card, sergeant +1/+1) - ($2)
Summon Spectral Flagbearer (draw, +1/1) - ($1)
Summon Overeager Cadet (draw +1/1)
Bigby kills Squad Leader and takes 2 dmg
Traffic Director trades with Scavenger (you draw a card)
Drill Sergeat has 4x +1/+1; gives 2 to Overeager Cadet, 1 to Building Inspector and 1 to Brave Knight

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3) + 1/1 + armor
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Spectral Flagbearer (2/2) must be targeted first, +gold
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Overeager Cadet (2/2) + 2x 1/1
    [B]In Play:[/B]
  • L5 Bigby (3/2) exhausted
  • Flagstone Garrison - 4HP
  • Drill Sergeant (3/3)
  • Building Inspector (1/1) +1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II (Peace) HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "

I believe the end of turn discard/draw step doesn’t count against the “one reshuffle per turn” limit. That rule exists for the purpose of ensuring that anything that could draw infinite cards in a single turn doesn’t do so (for example, repeated uses of Research and Development).

@sharpobject, is that right?

1 Like

That makes sense… How could you generate infinite cars with R&D btw, what provides the gold for subsequent casts?

Well, that wouldn’t be infinite, but it could easily loop a couple times if you have good econ. There are ways to generate infinite money using Tax Collectors, though… A couple of older threads talk about it if you’re interested.

It’s mostly a failsafe, just to make sure that crazy things are less likely to break the game.

1 Like

As a member of a try-hard community for Commander in Magic the Gathering, I have a strong disdain for infinite combos :smiley:

1 Like

If we didn’t have this rule, once you had all your cards in your hand, you could do:

Promise of Payment
R&D
Promise of Payment
X

indefinitely. You could win the game this way on turn 4 in mono purple.

1 Like

That’s right. The R&D and Desperation reminder text even say “Once per main phase”.

1 Like

Very well. Thanks for stepping in @Hobusu, @sharpobject –

I’m editing my post to draw 1 more card.

1 Like

Ugh, this is going bad quickly.

P2T6


Tech StartingHand Workers

TECH
Lord of Shadows


STARTING HAND
Nether Drain
Skeletal Lord
Crypt Crawler
Thieving Imp (2/2+1A)


WORKERS
Summon Skeletons
Pestering Haunt
Poisonblade Rogue
Jandra, the Negator
Graveyard


NextHand

Lord of Shadows
Thieving Imp (2/2+1A)
Skeleton Javelineer (1/1 ) exhausted


Tech 1 card(s)
Get Paid + float+scavenger - ($11)
Corpse Catapult gains 2 runes
Garth casts Nether Drain, Bigby loses 2 levels, Garth gains 2 - ($10)
Corpse Catapult destroys Tech II, uses 2 runes, your base takes 2 damage
Garth makes a Skeleton - ($9)
Skeletal Lord - ($6)
Garth levels to maximum - ($5)
Garth summons a Wight from the grave
Vandy - ($3)
Crypt Crawler - ($1)

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (2/2+1A)
  • :psfist: [I]Elite[/I]: Skeletal Lord (3+1/3 buffs Skeletons)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Crypt Crawler (3/3 Sparkshot)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Garth Lv. 7 (3/4)
  • Tower
  • Corpse Catapult (1/4) (2 rune) exhausted
  • Wight (4/4 unstoppable and deathtouch when attacking heroes)
  • Vandy Lv. 1 (2/3 Sparkshot)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Necromancy)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "

I guess that’s it - once the combo is in motion it looks hard fighting back.
Peace is too exhausting -_- I’m playing something else next time.

"P1T7


StartingHand Workers

STARTING HAND
Overeager Cadet (2/2)
Drill Sergeant
Spectral Aven
Arrest
Trafic Director (1/1 untargetable)
Spectral Aven
Spectral Flagbearer
Hallucination


WORKERS
Porkhand Magistrate
Lawful Search
Bluecoat Musketeer
Jail
Manufactured Truth
Reputable Newsman (0/3)


NextHand

Drill Sergeant
Hallucination
Arrest


Tech 0 card(s)
Get Paid + float - ($11)
Summon Overeager Cadet 2 - draw, sergeant +1/1
Summon Spectral Aven - draw, sergeant +1/1 - ($9)
Summon Spectral Flagbearer 2 - draw, sergeant +1/1 - ($8)
Summon Trafic Director - draw, sergeant +1/1 - ($7)
Summon Quince - ($5)
Quince casts Hallucination on Skeletal Lord and Crypt Crawler - ($3)
Drill sergeant has 4x +1/+1, uses 2 to kill Skeletal Lord and Crypt Crawler
Drill sergeant gives 1 more +1/+1 to Building Inspector
Building Inspector (3/3) kills the weakened Squad Leader skeleton; takes 2 dmg
Brave Knight (4/4) kills tower, takes 1 dmg
Cadet 1 (4/4) kills Garth and takes 3 dmg
Quince levels up twice for free, to lv3
Bigby casts Injunction which disables your tech II building and units - ($0)
Spectral Flagbearer attacks Tech I for 2 dmg
Lv5 Bigby (3/2) attacks finishesTech I
Drill sergeant (4/4) kills Vandy
etc.

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


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3) + 1/1 + armor
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Overeager Cadet 2 (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Spectral Flagbearer 2 (2/2)
    [B]In Play:[/B]
  • L5 Bigby (3/2) exhausted
  • Flagstone Garrison - 4HP
  • Drill Sergeant (3/3) exhausted
  • Overeager Cadet 1 (4/2) exhausted
  • Building Inspector (3/1) exhausted
  • Spectral Flagbearer 1 (2/2) exhausted
  • Spectral Aven
  • Trafic Director (1/1 untargetable)
  • Tech II (Peace) disabled
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
    "

Man, I can’t even process that last turn. Clearly, though, it’s all over. Maybe it would have been better to take out the Garrison instead, I was hoping that you’d end up stuck with cards that you couldn’t use without Tech II.

I was thinking about that - the only card I can’t play with Tech II being down, is the second Drill Sergeant. But the cheap tech I units still give me enough fuel to keep going. Then again, I don’t think it would have mattered this particular match.

What’s next? I really can’t bring myself to try multi-color stuff. I can’t wrap my head around paying 2 gold for tech I, and then not having the correct hero to cast the basic deck spells…

Where art thou, my play partner?