Random specs: Marto vs Zhavier

P1T2


Tech StartingHand Workers

TECH
Rambasas Twin
Sparring Partner


STARTING HAND
Fox Primus
Grappling Hook
Sensei’s Advice
Morningstar Flagbearer
Safe Attacking


WORKERS
Fox Viper
Morningstar Flagbearer


NextHand

Snapback
Sparring Partner
Rambasas Twin
Aged Sensei
Safe Attacking


Tech 2 card(s)
Get Paid + Scav - ($6)
Worker - ($5)
Tech 1 - ($3)
Fox Primus - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Grave 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Fox Primus 2/2
    [B]In Play:[/B]

[B]Buildings:[/B]

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

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

oh, I’m so used to finesse over bashing, silly me, thinking nimble fencers. birds are a decent possibility. in retrospect the better patrol last turn would have been grave lookout and sensei in back.

Player 1, Turn 2

[details=Starting Hand]
Timely messenger
Tenderfoot
Older Brother
Brick Thief
Helpful Turtle
[/details]

##Events of Turn:

###Upkeep:

  • Tech 2 cards
  • Get 6 gold + float (7)

[details=All Teched Cards]2x Cadet[spoiler]

[/spoiler][/details]


###Main:

  • Play Tenderfoot (6)
  • Build Tower (2)
  • Build Tech I (1)
  • Worker Up (0)

[details=Workers]
Fruit ninja, Heplfull Turtle
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, rs, Draw 5
  • Float 0

###Board Info:
####Buildings:

  • :heart: Base : 20HP
  • Tech I: 5HP
  • Tower: 4HP

####In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Rook 2/4+1
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Tenderfoot 1/2
  • :target: Lookout:

####In Play:


###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Spark
Granfallon Flagbearer
Timely messenger
Brick Thief
Overeager Cadet
[/details]

[details=End of Turn Discard]
(empty)
[/details]

[details=My Thoughts][spoiler]
“When White P1 has a decent start, build a Tower” as the saying goes.
Whatever I do, I see thousands of ways I can lose my board. At least, a Tower will require both Safe Attacking and Sensei’s Advice for Primus to kill Rook and survive…

After all, I might as well put Rook in SQL. Primus should die in the attempt, and Grave will require at least two gold to survive, and possibly 2 more to maxband. And while maxband Grave is somewhat formidable, his sword poses no big threat on Peace II swarm.
In that situation, maybe zhavier will choose snapback, but that would trigger my Technician, enhancing my odds to draw into Garrisons as soon as T4.

[/spoiler][/details]

(edited: I added the Tower in the Board State Summary)

"P1T3


Tech StartingHand Workers

TECH
Blooming Ancient
Martial Mastery


STARTING HAND
Rambasa Twin
Aged Sensei
Safe Attacking
Sparring Partner
Snapback


WORKERS
Fox Viper
Morningstar Flagbearer
Safe Attacking


NextHand

Sensei’s Advice
Savior Monk
Smoker
Grappling Hook


Discard

Aged Sensei
Snapback
Blooming Ancient
Martial Mastery


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Sparring Partner - ($4)
Rambasa Twin - ($0)

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Rambasa Twin 3/2+A
  • :psfist: [I]Elite[/I]: Rambasa Twin 4/2
  • :ps_: [I]Scavenger[/I]: Fox Primus 2/2
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sparring Partner 2/2
  • Grave 2/3, lvl 1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

rambasa twins, or clear his board. blocking rook and Oni for a turn seems half good. his next turn is very likely a cadet or two if he is lucky. chances are slim I can break through and destroy his tech 2 with what my next hand will be. I will likely see 2 or 3 units, if he has cadets. I’m seeing all plans fall apart in the face of this peace engine when it comes online, but molac could save me. no matter what, I will very likely not be able to break his tech 2 next turn. so best plan is to reduce the chances he gets it online the following turn by leaving 4 in deck.

"

Player 1, Turn 2

[details=Starting Hand]
Spark
Granfallon Flagbearer
Timely messenger
Brick Thief
Overeager Cadet
[/details]

##Events of Turn:

###Upkeep:

  • Tech 2 cards
  • Get 7 gold (7)

[details=All Teched Cards]2x Cadet
2x garrison[spoiler]

[/spoiler][/details]


###Main:

  • Play Overeager Cadet (7)
  • Worker up (6)
  • Build Tech II - Peace (surprise !) (2)

[details=Workers]
Fruit ninja, Heplfull Turtle, Flagbearer
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, Draw 4, rs, draw 1
  • Float 2

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Rook 2/4+1
  • :psfist: Elite:
  • :pspig: Scavenger: Cadet 2/2
  • :exhaust: Technician: Tenderfoot 1/2
  • :target: Lookout:

####In Play:


###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 2
  • Workers: 8

[details=End of Turn Hand]
Bloom
Wither
Overeager Cadet
Older Brother
Flagstone Garrison
[/details]

[details=End of Turn Discard]
(empty)
[/details]

[details=My Thoughts][spoiler]
Again, I must bet on zhavier’s hand. I can either keep Rook in SQL and force two attackers to commit on him, even with Sensei’s advice, which means my tech II survives, or cast Spark on SQL twin, and kill it with Rook, then play messenger
The first choice gets shattered by Snapback, which gives zhavier the possibility to break my tech II and the new hero (as well as blocking Rook during 1 turn). The second option loses to Grappling Hook, costs more cards and money, and denies use of technician. That’s far too much ! Let’s pick option #1

Besides, even if Zhavier snapbacks Rook, he won’t be able to build his own tech (worker + snapback let only 3 gold), so he’ll have to redo everything on his next turn, with a crippled army due to Tower. Obviously, with Safe attacking atop of it, I’m probably as good as dead. Let’s hope he doesn’t have such a good hand !

Added after redraw: topdecking a Garrison is good news ! unless zhavier breaks my tech II and I draw the second Garrison from technician, I should have the opportunity to play one on T4 and T5 if ever my tech survives.
[/spoiler][/details]

"P1T4


Tech StartingHand Workers

TECH
Might of Leaf and Claw
Dark Pact


STARTING HAND
Smoker
Sensei’s Advice
Grappling Hook
Savior Monk


WORKERS
Fox Viper
Morningstar Flagbearer
Safe Attacking
Sensei’s Advice


NextHand

Might of Leaf and Claw
Blooming Ancient
Fox Primus


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 Growth - ($2)
Grappling Hook Rook to Lookout
Grave kills Tenderfoot, sparkshot Rook
Fox Primus trades with Rook, Grave to lvl 3
rambasa trades with cadet
other rambasa and sparring break tech 2
Savior Monk - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave 3/4, lvl 3
  • Sparring Partner 2/1
  • Rambasa Twin 3/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

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

Defense 4+A, 2, 2
Attack 2-3, 3, 3, 3, 2, +1, +1, -A, sparkshot
so plenty to break tech 2, but I probably have to trade 2 units to do it. it’s a good thing I can be fairly confident he didn’t tech any spells yet or this might become complicated. the only real question is defense or not. I could grab a +1 rune and save on cards or get savior monk and make him spend wither to kill things instead of messenger, or just keep 2g.

"

Player 1, Turn 4

[details=Starting Hand]
Bloom
Wither
Overeager Cadet
Older Brother
Flagstone Garrison
Brick thief from techn
[/details]

##Events of Turn:

###Upkeep:

  • rs, Draw from technician
  • Tech 2 cards
  • Get 8 gold + float + scav (11)

[details=All Teched Cards]2x Cadet
2x garrison
2x Drill Sergent[spoiler]

[/spoiler][/details]


###Main:

  • Play Overeager Cadet (11)
  • Play Older Brother (9)
  • Summon Troq (7)
  • Wither Rambasa (5)
  • Worker up (4)
  • Rebuild tech II

[details=Workers]
Fruit ninja, Heplfull Turtle, Flagbearer, Brick Thief
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2, Draw 4
  • Float 4

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader: Cadet 2/2+1
  • :psfist: Elite:
  • :pspig: Scavenger: Old bro 2/2
  • :exhaust: Technician: Troq 2/3
  • :target: Lookout:

####In Play:


###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

####Gold:

  • Gold: 4
  • Workers: 9

[details=End of Turn Hand]
Flagstone Garrison
Spark
Timely messenger
Tenderfoot
[/details]

[details=End of Turn Discard]
Overeager Cadet
Wither
Drill Sergeant
Drill Sergeant
Bloom
Flagstone Garrison
[/details]

[details=My Thoughts][spoiler]
Maybe the situation isn’t as dire as it seems ? Granted, zhavier totally dominates the board, but he’s now low both on cards and gold; Growth II can be quite expensive. Vandy +DP might give zhavier a second breath on draw, if ever he teched some (I’d be surprised otherwise). So far the biggest threats are Ancient + Arg and MotL&C, the second option posing a big threat depending on my following turn.
Wither possibly saved my day. Without it, a MotL&C would have ended the game, with my tech II probably burnt to ashes again !

This time, hoping I’m more lucid than this night, there are only a few ways for Zhavier to destroy my tech II. Snapback, grave killing SQL, then maxbands and kills Bro, then sensei’s advice ? Seems worse for him than for me anyway. Snapback, then Vandy + shadowblade may be more threatening, though. zhavier would still lose Monk (or sparrer), and not really advancing to victory anymore than me. imho the worse would be MotL&C + Arg while killing my patrol, if I don’t redraw Wither on next turn.

[/spoiler][/details]

P1T5


Tech StartingHand Workers

TECH
Blooming Ancient
Stampede


STARTING HAND
Fox Primus
Might of Leaf and Claw
Blooming Ancient


WORKERS
Fox Viper
Morningstar Flagbearer
Safe Attacking
Sensei’s Advice
Fox Primus


NextHand

Dark Pact
Snapback
Martial Mastery


Discard

Savior Monk
Blooming Ancient
Blooming Ancient
Stampede


Tech 2 card(s)
Get Paid + Healing - ($8)
Worker - ($7)
Might of Leaf and Claw - ($4)
Argagarg to lvl 3 - ($0)
Grave kills SQL, MOLAC+1
Sparring with Savior
Savior trades with Troq, Arg to lvl 5, MOLAC+1

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Wisp 0/1+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Water Elemental 3/3
  • :pschip: [I]Technician[/I]: Argagarg 1/5, lvl 5
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave 3/1, lvl 3
  • Sparring Partner 2/2
  • Might of Leaf and Claw, 2 runes
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

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

  • Hand: 3
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I can do something halfway useful, either Molac or ancient. With Ancient, I can clear his board, but not much more. With Molac, I might be able to eek out a win if enough of my board stays active.

Player 2, Turn 5

(just noticed I didn’t correct P1 to P2 ><)

[details=Starting Hand][spoiler]
Flagstone Garrison
Spark
Timely messenger
Tenderfoot
Cadet from techn

Draws from garrison: Garrison, Sergent, Sergent, Cadet, Wither (AT LAST)
[/spoiler][/details]

##Events of Turn:

###Upkeep:

  • rs, Draw from technician
  • Tech 2 cards
  • Get 9 gold + float (13)

[details=All Teched Cards]2x Cadet
2x garrison
2x Drill Sergent
2x Entangling Vines[spoiler]

[/spoiler][/details]


###Main:

  • Play Flagstone Garrison o/ (10)
  • Play Cadet, draw 1 (10)
  • Play Timely Messenger, draw 1 (9)
  • Play Drill Sergent, draw 1 (6)
  • Play Tenderfoot, draw 1 (5) 1 rune on Sergent
  • Play Cadet, draw 1 (5) 2 runes on Sergent
  • Summon Onimaru (3)
  • Wither on Grave, Oni lvl 3 (1)
  • Older Brother kills Wisp
  • Messenger gets both runes from Sergent and trades with Elemental
  • Worker (0)

[details=Workers]
Fruit ninja, Heplfull Turtle, Flagbearer, Brick Thief, Spark
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2, Draw 1, rs, draw 3
  • Float 0

###Board Info:
####Buildings:

  • :heart: Base : 18HP
  • Tech I: 5HP
  • Tech II: 5HP
  • Tower: 4HP

####In Patrol:

  • :psblueshield: Squad Leader: Cadet 2/2+1
  • :psfist: Elite:
  • :pspig: Scavenger: Cadet 2/2
  • :exhaust: Technician: Tenderfoot 1/2
  • :target: Lookout:

####In Play:

  • lvl 3 Onimaru 2/3, Older Brother 2/2, Drill Sergent 3/3

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Bloom
Entangling vines
Timely messenger
Flagstone Garrison
[/details]

[details=End of Turn Discard]
(empty)
[/details]

[details=My Thoughts][spoiler]
MotL&C isn’t a surprise, and zhavier chose to lvl up Arg instead of Grave. While it adds another potential attacker, it means Grave stays with only 1hp, so my plan becomes drawing Wither.

I need to kill everything but 2 things, ie all but Arg (too tough) and sparring partner. The best way to do it is: brother kills wisp, buffed messenger trades with Elemental, and grave dies from Wither. I already have most of the pieces in hand: Garrison + cheap chars, including messenger, and Spark if ever I lack some damage. That means I must play Garrison, then draw a Sergent and play it, then at least 1 unit (ideally 2+) so messenger + Spark, or messenger alone, can deal with Elemental; and keep 4 gold for hero (I guess Onimaru, as I’m starting to be the agressor) + wither.

The Sergent part shouldn’t be a problem: having 2 in the deck and 3 cheap drawers already in hand + another in deck, I should find one before having played every drawers (the only ways for that part to fail is drawing everything but sergents, everything but sergent-cadet, or a sergent in 3rd draw and then not drawing a cadet). Won’t do the math, but having 2 sergents highly raises the odds.
On the other hand, I’ll fail to draw wither if I draw both Sergents, Garrison and Bloom before it. That’s 80% chances to success. Fingers crossed !

After draw: WOW I really thought it would fail when I drew Garrison-Sergent-Sergent :expressionless: It ended up well though, with Cadet + Wither, so I could worker Spark instead of casting it.
[/spoiler][/details]

I might have survived with 3 attackers alive, but not with 2, GG!

I was not at all a fan of this codex, and while your codex would be vastly improved with finesse over bashing, it is overall not a terrible deck.

Shall we rerandomize?

GG !
Let’s re-randomize then. Having a neutral starter was a real bonus, I must admit.

Randomed [Necro]/Present/Law, but that again seems pretty strong, so I may reroll if you wish.
random.org 27

you can try it, random specs is all about seeing combos that the meta doesnt usually get, strong or not.

I got [Future] / Truth / Disease

I’ll take P1 again.

P1T1


StartingHand Workers

STARTING HAND
Nullcraft
Hardened Mox
Neo Plexus
Time Spiral
Temporal Research


WORKERS
Hardened Mox


NextHand

Fading Argonaut
Battle Suits
Plasmodium
Forgotten Fighter
Tinkerer


Discard

Nullcraft
Time Spiral
Temporal Research


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Neo Plexus - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Neo Plexus 2/2
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
Thoughts

Well, Mirrorcron seems like a possibility here. Token spam and present tech 2 are the likely play on his side.

Player 2, Turn 1

[details=Starting Hand]
Skeleton Javelineer
Jandra
Deteriorate
Sac the weak
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

  • Get 5 gold (5)

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Play Skeleton Javelineer (4)
  • Summon Garth (2)
  • Create a Skeleton token (1)
  • Worker (0)

[details=Workers]
Jandra
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2, Draw 1, rs, draw 3
  • Float 0

###Board Info:
####Buildings:

  • :heart: Base : 20HP

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Skeletoken 1/1
  • :pspig: Scavenger: Javelineer 1/1
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • lvl 1 Garth 1/3

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Haunt
Rogue
Thieving Imp
Graveyard
Skeletal Archery
[/details]

[details=End of Turn Discard]
Deteriorate
Sac the weak
Summon Skeletons
[/details]

[details=My Thoughts][spoiler]
Necro + Present II is always a solid core to play with. I’m not sure on how I should use Law though ? Maybe Scribe and Tax Collector may be of use (Scribe + Graveyard is a decent wall-draw engine) but I suspect Bone Collectors will surpass them in many ways…
For now, I think I’ll mainly use Bigby himself, for stash and draw, and maybe threaten Judgement Day if zhavier doesn’t focus on Future.

Truth is terrible against Necro/present: illusions are no match for deteriorate, Now and Tricycloid. Future is hardly an option without Seer… Disease is seldom played, but Gorgons are solid blockers against hyperions, and Tech Lab can deal with mass skeletons, while I have no good counters to crows (except killing them straigth). I’d pick that in his position.

[/spoiler][/details]

P1T2


Tech StartingHand Workers

TECH
Sickness
Gilded Glaxx


STARTING HAND
Fading Argonaut
Forgotten Fighter
Tinkerer
Plasmodium
Battle Suits


WORKERS
Hardened Mox
Plasmodium


NextHand

Battle Suits
Time Spiral
Temporal Research
Gilded Glaxx
Tinkerer


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech 1 - ($3)
Fading Argonaut - ($1)
Neo kills Javelineer

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


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

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Neo Plexus 2/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

If he has the right draw, he clears my board and hits me for 1 or 2 damage, but that isnt actually all that scary, as next turn I should be able to stabilize with Glaxx and Orpal and a gold to spare. Alternately Sickness and Orpal, either way I should be in a good position.

Player 2, Turn 2

[details=Starting Hand]
Haunt
Rogue
Thieving Imp
Graveyard
Skeletal Archery
[/details]

##Events of Turn:

###Upkeep:

  • Get 6 gold + scav (7)

[details=All Teched Cards]Bone Collector, Lich’s Bargain[spoiler]

[/spoiler][/details]


###Main:

  • Play Thieving Imp, discarding #2 (4)
  • Build Tech I (2)
  • Create a Skeleton token (1)
  • Worker (0)

[details=Workers]
Jandra, Poisonblade Rogue
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, rs, draw 5
  • Float 0

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp 2/2+A
  • :psfist: Elite:
  • :pspig: Scavenger: Skeletoken 1/1
  • :exhaust: Technician: Skeletoken 1/1
  • :target: Lookout:

####In Play:

  • lvl 1 Garth 1/3

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Skele javelineer, graveyard, Skele archery, Deteriorate, Summon Skeletons
[/details]

[details=End of Turn Discard]
(empty)
[/details]

[details=End of Turn Deck]
Haunt
Sac the weak
Bone Collector
Lich’s Bargain
[/details]

[details=My Thoughts]zhavier has no anti-token weapon, so I may run for a full Necro strategy with LB/Bone Collector and pick Present II only on turn 4, depending on how the game goes. If he doesn’t builds a Tower, I might even run Skeletal Archery and go for Necro II, but I must be sure to prevent him from protecting a Disease II tech building, else a Plague Lab would ruin my board.

Edit: bad redraw, having no teched card as P2 is really painful [spoiler]

[/spoiler][/details]

P1T3


Tech StartingHand Workers

TECH
Omegacron
Omegacron


STARTING HAND
Tinkerer
Temporal Research
Battle Suits
Gilded Glaxx
Time Spiral


WORKERS
Hardened Mox
Plasmodium
Tinkerer


NextHand

Nullcraft
Sickness
Forgotten Fighter


Discard

Time Spiral
Temporal Research
Omegacron
Omegacron


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Battle Suits - ($4)
Gilded Glaxx - ($1)
Fargo kills Thieving Imp

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Gilded Glaxx 4/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Neo Plexus 3/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Fading Argonaut 3/1, fading 2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

I can throw down Battle Suits and not cast sickness next turn, instead grabbing nullcraft to reign in his token spam. Alternately, He foolishly kkills neo and I can cast sickness. Lich’s bargain seems likely, so possible tech 2 and token wall next turn. At least I should be able to kill his horror unles it is hiding in the back. The token spam is making me wish I had played hardened mox instead of neo, ah well.

Player 2, Turn 3

[details=Starting Hand]
Skele javelineer
graveyard
Skele archery
Deteriorate
Summon Skeletons
[/details]

##Events of Turn:

###Upkeep:

  • Tech 2 cards
  • Get 7 gold (7)

[details=All Teched Cards]
Bone Collector, Lich’s Bargain
Hyperion, Temporal Distorsion

[spoiler]

[/spoiler][/details]


###Main:

  • Cast Deteriorate on Fading Argo (7)
  • Worker (6)
  • Build Tech II Present (2)
  • Create a Skeleton token (1)

[details=Workers]
Jandra, Poisonblade Rogue, summon skeletons
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, draw 4, rs, draw 1
  • Float 1

###Board Info:
####Buildings:

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

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Skeletoken 2/1
  • :pspig: Scavenger: Skeletoken 1/1
  • :exhaust: Technician: Skeletoken 1/1
  • :target: Lookout:

####In Play:

  • lvl 1 Garth 1/3

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Haunt
Sac the weak
Bone Collector
Lich’s Bargain
Thieving Imp
[/details]

[details=End of Turn Discard]
(empty)
[/details]

[details=End of Turn Deck]
Javelineer
Graveyard
Skele archery
Deteriorate
Hyperion
Temporal Distorsion
[/details]

[details=My Thoughts]
Garth survives even with Nullcraft, but dies to Unphase or Sickness. The latter means no Tech II for zhavier on T4. The former would be prevented with a Tower, but that would delay my own tech II, and have no effect on Plexus and would delay my tech II; if zhavier teched 2 units, and Garth survives, I might maxband into Hyperion/Tricycloid (probably the second) and change the board balance. I’ll probably prefer LB though. [spoiler]

[/spoiler][/details]

P1T4


Tech StartingHand Workers

TECH
Hive
Xenostalker


STARTING HAND
Nullcraft
Forgotten Fighter
Sickness


WORKERS
Hardened Mox
Plasmodium
Tinkerer
Forgotten Fighter


NextHand

Sickness
Temporal Research
Hive


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Nullcraftm kills Elite Skeleton - ($5)
Tech 2 Future - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Gilded Glaxx 4/4+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Neo Plexus 3/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Nullcraft 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

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

  • Hand: 3
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Yea, figured the Fargo was doomed. If he grabs Tric or Hyperion, I’m not terribly destroyed yet, if he just walls up with tokens, I can see about putting big things in the way to slow him down. Ideally I will get a hand I can do something useful with next turn.

After the draw, Hive should be a considerable threat, assuming I can keep him from overwhelming me with hyperions and Trikes. Would ahve prefered hive AND omegacron, but we cant always get what we want.

Player 2, Turn 4

[details=Starting Hand]
Haunt
Sac the weak
Bone Collector
Lich’s Bargain
Thieving Imp
[/details]

##Events of Turn:

###Upkeep:

  • Tech 2 cards
  • Get 8 gold + float (9)

[details=All Teched Cards]
Bone Collector, Lich’s Bargain
Hyperion, Temporal Distorsion
Tricycloid, Doom Grasp

[spoiler]

[/spoiler][/details]


###Main:

  • Maxband Garth, summoning a Tricycloid (3)
  • Worker (2)
  • Lich’s Bargain (0)
  • Tricycloid shoots Nullcraft down and kill Neo Plexus as well

[details=Workers]
Jandra, Poisonblade Rogue, Summon skeletons, Haunt (LB)
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3, draw 5
  • Float 0

###Board Info:
####Buildings:

  • :heart: Base : 16HP
  • Tech I: 5HP
  • Tech II Present: 5HP

####In Patrol:

  • :psblueshield: Squad Leader: Horror 3/3+A
  • :psfist: Elite:
  • :pspig: Scavenger: Skeletoken 1/1
  • :exhaust: Technician: Skeletoken 1/1
  • :target: Lookout: Skeletoken 1/1

####In Play:

  • lvl 7 Garth 3/4, Tricycloid 4/4 (1 rune), Zombie 2/2

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Hyperion
Graveyard
Deteriorate
Skeleton Javelineer
Temporal Distorsion
[/details]

[details=End of Turn Discard]
Lich’s Bargain
Doom Grasp
Sacrifice the Weak
Bone Collector
Thieving Imp
[/details]

[details=End of Turn Deck]
Skeletal Archery
[/details]

[details=My Thoughts]
Future… Probably not Reavers, with no seer nor Now! It’s quite soon for Omegacrons, unless zhavier plans to do some illusionist tricks with max Quince (but against Garth ?)… Hives ? Void stars ? Either way I need to tech Doom Grasp…

I favor LB over Bone Collector, because on next turn I should draw Skele archery and Deteriorate, meaning I can kill a non-SQL Void Star if I destroy the rest of the patrol zone, which should be easy with TD/Hyperion and Horror. At this point of the game, losing one worker for mere strength isn’t a big deal, and zhavier has no good ways to deal with mass token spam with Future, aside from Hive; and if needed, I can sac all the skele to draw until I hit a Doom Grasp.

[spoiler]

[/spoiler][/details]

"P1T5


Tech StartingHand Workers

TECH
Sickness
Assimilate


STARTING HAND
Hive
Sickness
Temporal Research
Omegacron


WORKERS
Plasmodium
Tinkerer
Forgotten Fighter
Sickness


NextHand

Xenostalker
Omegacron
Fading Argonaut


Discard

Nullcraft
Neo Plexus
Sickness
Assimilate
Gilded Glaxx
Temporal Research


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Omegacron, forecast 6 - ($6)
Hive, get 5 stingers - ($0)
Glaxx trades with horror
sac 5 stingers and a worker, omegacron appears

Float ($0)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Omegacron 9/7+A, untargetable
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Hive 0/6
    [B]In Play:[/B]
  • Battle Suits
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

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

  • Hand: 3
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

So, I can Hive and Orpal as a blocker. I can Vir and take my chances with top deck. I can maxband Orpal and lay waste with Sickness. or tech draw gave me omegacron, so I guess we do that. Shame I lost neo and Nullcraft.

"