Nopethebard vs @nekoatl

P1t2

Summary

Hand
Fading argonaut
Forgotten fighter
Temporal research
Plasmodium
Nullcraft
Workers plasmodium
Tech Now! And Argonaut

Get paid + float ($6)
Worker ($5)
Hire Geiger ($3)
Build tech 1: ($2)
Cast forgotten fighter on poisonblade rogue ($0) it returns to your hand
In play: Geiger and Battle Suits
Base: 20
Tech 1: 5
6 workers
Hand: 5
Deck: 4
Discard: 0

New hand

Nullcraft
Time spiral
Argonaut
Forgotten fighter
Neo plexus

Thoughts

The tempo is mine! Let’s try to keep it.

P2T2


Tech StartingHand Workers

TECH
Hooded Executioner
Hooded Executioner


STARTING HAND
Skeleton Javelineer
Summon Skeletons
Graveyard
Pestering Haunt
Deteriorate


WORKERS
Jandra, the Negator
Graveyard


NextHand

Summon Skeletons
Skeletal Archery
Hooded Executioner
Thieving Imp
Poisonblade Rogue


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Expensive Tech I - ($3)
Pestering Haunt
Skeleton Javelineer - ($2)
Garth Torken - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton Javelineer (1/1) [javelin]
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L1 Garth Torken (1/3)
  • Pestering Haunt (1/1) Unstoppable

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

Ditching the Graveyard now so I won’t be tempted to play it into Assimilate later. Really limited in my options here, going with Hooded Executioner as it’s immune to Forgotten Fighter and it can boost down Nullcraft.

P1t3

Summary

Hand
Nullcraft
Time spiral
Argonaut
Forgotten fighter
Neo plexus
Workers time spiral
Tech ready or not and hyperion

Get paid ($6)
Worker ($5)
Cast forgotten fighter ($3). Skeleton javelineer returns to your hand.
Hire nullcraft ($1)
Nullcraft and Geiger kill Garth. Geiger midbands.
Float 1 gold
In play: Geiger, nullcraft, and battle suits
Base: 20
Tech 1: 5
7 workers
Hand: 5
Deck: 4
Discard: 0

New hand

Hyperion
Fading argonaut
Temporal research
Hardened mox
Now!

Thoughts

I drew hyperion a bit early, but that should be fine. Forgotten fighter is doing a surprising amount of work this game.

P2T3


Tech StartingHand Workers

TECH
Nether Drain
Nether Drain


STARTING HAND
Skeletal Archery
Poisonblade Rogue
Summon Skeletons
Thieving Imp
Hooded Executioner


WORKERS
Jandra, the Negator
Graveyard
Skeletal Archery


NextHand

Deteriorate
Poisonblade Rogue
Thieving Imp
Sacrifice the Weak
Hooded Executioner


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Hooded Executioner, boosted (Nullcraft dies) - ($1)
Haunt hits your base to 19 HP

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1) Unstoppable

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Ouch, back-to-back FF. Got a nice split on Executioners at least. There’s not really any more viable, high-impact Tech I cards available, so I’ll go for spells… Nether Drain to mitigate the level-ups seems like a good start.

P1t4

Summary

Hand
Hyperion
Fading argonaut
Temporal research
Hardened mox
Now!
Workers hardened mox
Tech Hyperion and warp gate disciple

Get paid ($8)
Worker ($7)
use Geiger’s midband to discard and draw.
Hire Argonaut ($4)
Build tech 2 present ($0)
Squad leader: Argonaut
In play: Geiger and battle suits
Base: 19
Tech 1: 5
Tech 2 present: 5
8 workers
Hand: 5
Deck: 5
Discard: 0

New hand

Warp gate disciple
Forgotten fighter
Ready or not
Fading argonaut
Neo plexus

Thoughts

Warp gate disciple is ambitious, but will hopefully pay off.

P2T4


Tech StartingHand Workers

TECH
Doom Grasp
Doom Grasp


STARTING HAND
Hooded Executioner
Sacrifice the Weak
Deteriorate
Thieving Imp
Poisonblade Rogue


WORKERS
Jandra, the Negator
Graveyard
Skeletal Archery
Sacrifice the Weak


NextHand

Summon Skeletons
Nether Drain
Doom Grasp
Skeleton Javelineer
Nether Drain


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Hooded Executioner, boosted, Argonaut dies - ($3)
Garth Torken - ($1)
Skeleton - ($0)
Haunt and Executioner kill Geiger

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hooded Executioner (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton (1/1)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L3 Garth Torken (1/3)
  • Hooded Executioner (3/1) [2 damage]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

Thoughts

Ditching StW because it’s kind of redundant and inferior with Executioners on hand. Going for Doom Grasp for further (and more versatile) suppression.

P1t5

Summary

Hand
Warp gate disciple
Forgotten fighter
Ready or not
Fading argonaut
Neo plexus
Workers forgotten fighter
Tech immortal and promise of payment

Get paid ($8)
Worker ($7)
Hire fading argonaut ($5)
Hire neo plexus ($3)
Hire Vir ($1)
Float 1 gold
Squad leader: fading argonaut
Technician: neo plexus
In play: Vir and battle suits
Base: 19
Tech 1: 5
Tech 2: 5
Hand: 4
Deck: 1
Discard: 5
9 workers

Summary

I can play Hyperion now.

P2T5


Tech StartingHand Workers

TECH
Polymorph: Squirrel
Polymorph: Squirrel


STARTING HAND
Summon Skeletons
Skeleton Javelineer
Nether Drain
Nether Drain
Doom Grasp


WORKERS
Jandra, the Negator
Graveyard
Skeletal Archery
Sacrifice the Weak
Summon Skeletons


NextHand

Doom Grasp
Thieving Imp
Pestering Haunt
Poisonblade Rogue
Deteriorate


Discard

Hooded Executioner
Hooded Executioner
Doom Grasp
Nether Drain
Skeleton Javelineer
Nether Drain
Polymorph: Squirrel
Polymorph: Squirrel


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech II: Blood - ($4)
Garth and Executioner (3/3) kill SQL
Executioner trades with Plexus
Doom Grasp, sacrifice Executioner, kill Vir

Float ($4)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton (1/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Garth Torken (2/4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 4
  • Workers: 10

Thoughts

I should deal with Immortals using Polymorph: Squirrel. More immediately, I’m worried about Hyperions. Clearing the board and patrolling the Skeleton as SQL is probably the best defense I can manage for now.

P1t6

Summary

Hand
Now!
Hyperion
Hyperion
Temporal research
Tech immortal and tricycloid

Get paid + float ($10)
Hire Geiger ($8)
Cast now! On Geiger.
Geiger kills skeleton.
Hire Hyperion. ($3)
Hyperion kills Garth. I draw a card. Geiger midbands.
Float 3 gold
In play: Geiger, Hyperion, and battle suits
Base: 19
Tech 1: 5
Tech 2: 5
9 workers
Hand: 5
Deck: 6
Discard: 0

New hand

Hyperion
Nullcraft
Now!
Warp Gate Disciple
Promise of payment

Thoughts

The fireworks are about to begin.

P2T6


Tech StartingHand Workers

TECH
Crashbarrow
Crashbarrow


STARTING HAND
Thieving Imp
Doom Grasp
Pestering Haunt
Deteriorate
Poisonblade Rogue


WORKERS
Jandra, the Negator
Graveyard
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
Poisonblade Rogue


NextHand

Crashbarrow
Skeleton Javelineer
Crashbarrow
Doom Grasp
Hooded Executioner


Tech 2 card(s)
Get Paid + float - ($14)
Worker - ($13)
Thieving Imp, discard #5 of 5 - ($10)
Tech III - ($5)
Argagarg Garg - ($3)
Drakk Ramhorn - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Thieving Imp (2/2)
  • :pschip: Technician: L1 Argagarg Garg (1/3)
  • :target: Lookout:

In Play:

  • L1 Drakk Ramhorn (1/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11

Thoughts

Yeah, Hyperion is hard to deal with. Died: Garth

P1t7

Summary

Hand
Hyperion
Nullcraft
Now!
Warp gate disciple
Tech Warp gate disciple and now!

Get paid ($12)
No worker
Hire Hyperion ($7)
Geiger kills wisp
Hyperion Holmes kills thieving imp
Hyperion Watson kills Arg. Geiger maxbands. Hyperion Holmes is trashed then returned to play.
Hyperion Holmes destroys your tech 3.
Your base takes 2 damage.
Hire Warp Gate Disciple ($3)
Cast now! On Warp Gate Disciple ($2)
Warp Gate Disciple summons Xenostalker ($1)
Float 1 gold
Squad leader: Xenostalker
In play: Geiger, Hyperion Holmes, Hyperion Watson, Warp Gate Disciple, and battle suits.
Base: 19
Tech 1: 5
Tech 2: 5
Hand: 3
Deck: 3
Discard: 3

New hand

Immortal
Immortal
Argonaut

Thoughts

The horde approaches…

P2T7


Tech StartingHand Workers

TECH
Pirate-Gang Commander
Pirate-Gang Commander


STARTING HAND
Skeleton Javelineer
Hooded Executioner
Crashbarrow
Doom Grasp
Crashbarrow
Nether Drain


WORKERS
Jandra, the Negator
Graveyard
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer


NextHand

Deteriorate
Pestering Haunt
Polymorph: Squirrel
Nether Drain


Discard

Thieving Imp
Crashbarrow
Crashbarrow
Doom Grasp
Nether Drain
Pirate-Gang Commander
Pirate-Gang Commander


Tech 2 card(s)
Get Paid + float + Scavenger - ($12)
Rebuild Tech III
Worker - ($11)
Crashbarrow - ($8)
Crashbarrow - ($5)
Crashbarrow crashes into SQL, leaves it with 1 HP
Crashbarrow crashes through SQL, overpower to Geiger, kills both
Drakk kills Disciple
Hooded Executioner, boosted, kills a Hyperion - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Hooded Executioner (3/3)
  • :target: Lookout:

In Play:

  • L3 Drakk Ramhorn (1/2) [1 damage]

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 12

Thoughts

Lucky he went for the Tech III instead of Drakk or the Tech II. Even more lucky I drew both 'barrows off the reshuffle. Died: Argagarg, Garth

P1t8

Summary

Hand
Immortal
Immortal
Argonaut
Workers ready or not
Tech seer and rewind

Get paid + float ($10)
Hyperion kills hooded executioner. We each draw a card.
Worker ($9)
Hire Immortal ($3)
Hire Vir ($1)
Float 1 gold
Squad leader: immortal
Technician: Vir
In play: Hyperion
Base: 19
Tech 1: 5
Tech 2: 5
Hand: 4
Deck: 5
Discard: 0

Thoughts

That tech 3 could be big trouble…

P2T8


Tech StartingHand Workers

TECH
Captured Bugblatter
Captured Bugblatter


STARTING HAND
Deteriorate
Polymorph: Squirrel
Pestering Haunt
Nether Drain
Doom Grasp


WORKERS
Jandra, the Negator
Graveyard
Skeletal Archery
Sacrifice the Weak
Summon Skeletons
Poisonblade Rogue
Skeleton Javelineer


NextHand

Captured Bugblatter
Polymorph: Squirrel
Hooded Executioner


Tech 2 card(s)
Get Paid - ($12)
Argagarg Garg - ($10)
Garth Torken - ($8)
Polymorph: Squirrel the Immortal - ($5)
Deteriorate the Squirrel
Drakk trades with Hyperion
Pestering Haunt
Maxband Argagarg - ($1)
Nether Drain from Argagarg to Garth - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Wisp (0/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Water Elemental (3/3) Anti-air
  • :target: Lookout:

In Play:

  • L3 Argagarg Garg (1/4)
  • L3 Garth Torken (1/3)
  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 13
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 12

Thoughts

Got lucky on draws again! I was tempted to tech in Kidnapping, but I’d be doing so into a reshuffle on the same turn I sacrifice Drakk, which seems like a bad idea. Also, more Blood units means more valuable Commanders. Died: Argagarg, Garth

I think that is GG.

Whew, GG, I could have been in real trouble if not for the insanely lucky draws on my last 2 turns.

Do you have any advice?

Gimme a bit to look through your hidden info. You’re asking about this last game or in general?

Both. But mostly general.

Shadow Night Black is our resident purple expert, but I’ve been crushed by him enough times that I can offer some useful feedback. Blue is more of my specialty, and the advice from game 1 follows the game 2 advice. Hope this helps!

For mono-purple, teching 2x Stewardess on T2 is popular and powerful, as they produce the most impact and give the best value super early in the game, and can be workered later when they’re less useful. I do this unless I expect to need a lot of other cards from my codex very quickly.

I almost never tech in a card before I’ve built the matching tech building to be able to play it, and in the rare cases where I do, I pay close attention to when I’ll next reshuffle my discard pile into my deck.

Gold is very scarce in the early game, so I care more about the efficiency of my tech choices early on, and more about raw power later in the game when more workers have been hired.

The midgame Purple strategy that I struggle most to deal with uses Temporal Distortion on a Hyperion to pull in another Hyperion, then another Distrotion to that Hyperion to pull in something else (usually a Tricycloid). I’ve yet to win a game against this strategy.

I really like the idea of comboing Warp-Gate Disciple and Now!, but I’ve yet to successfully win a game with it (not that I’ve tried all that many times yet). So, this is pure theorycrafting on my part, but I think getting sustained value out of Disciples and Chronofixers would be a lot easier after an Nebula is in play.

Playing Spectral Aven against Black starter is difficult at best, because of deteriorate. If you want to use the Aven against black, you can try using Spectral Flagbearers (preferably as Scavenger and/or Technician) to screen the Aven from targeting, but beware this doesn’t work against Disease because of Crypt Crawler.

Quince is an extremely powerful hero when backed by lots of gold (and preferably while accompanied by Macciatus), but is genearlly a weak choice for the early game where gold is scarce. Onimaru, despite being super expensive to level, can attack and kill most L1 heroes by himself thanks to frenzy, and he becomes a terror if he does manage to survive to hit level 8 and start spamming The Art of War.

Teching Overeager Cadet and Brave Knight on T2 is not a bad strategy as mono-blue (especially if you haven’t workered Manufactured Truth), but I prefer 2x Overeager Cadet. Diversifying your tech choices does mean having more options, but in the early game I think it’s more important to save gold to quickly hit Tech II for Garrisons, and to midband Onimaru if he kills a hero.

When going Peace, it’s worth building both Garrisons quickly. You will likely end up wasting draw power by playing units while both your deck and discard are empty, but having 2 helps you more quickly (and inexpensively) dig for a desired card, allowing for far greater consistency and responsiveness. Also, if 1 gets destroyed, having a backup is extremely valuable.

It looks like on Game 1 Turn 5 you only teched in 1 card, despite not finishing turn 4 with 10 or more workers, which is not (corrected typo) allowed. I suggest using the Codex Tracking Spreadsheet if possible, as it makes it easier to catch these kinds of mistakes (maybe in conjunction with my output formatter for ease of use). Legality aside, when building a Peace engine, I recommend flooding your deck with lots of low-cost units to fuel Garrison draws and Drill Sergeant runes.

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