Shadow [Past] Necro Discipline vs Dreamfire [Demonology] Balance Anarchy

Yeah well, if it ain’t broken don’t fix it, right? Or in this case, keep breaking it :grimacing:

Edit: forgot to add my Tech Lab

P1T6


Tech StartingHand Workers

TECH
Disguised Monkey
Sanatorium


STARTING HAND
Fairie Dragon
Summon Skeletons
Soul Stone
Skeletal Archery


WORKERS
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
Jandra, the Negator
Deteriorate
Skeletal Archery


NextHand

Summon Skeletons
Potent Basilisk
Tiny Basilisk
Soul Stone


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Zane - ($7)
Fairie Dragon, feather rune on Hoodie - ($3)
TB #1 trades with Tinkerer
TB #2 walks under Hoodie to trade with Grave, Zane to lvl 3
Zane to maxband, shove Hoodie to die in scav, we both get 1 gold - ($1)
Zane and Haunt break tech 2
Tech Lab (Anarchy) - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Fairie Dragon (4/2)

In Play:

  • Zane lvl 6 (4/4)
  • Pestering Haunt (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech Lab HP: 4 (Anarchy)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I can get the keep the tech 2 down, and set up to kill it again next turn with Fairie Dragon and Haunt.
My Graveyard got taken out, but I still think I can get some good use out of an Anarchy tech lab. Stealthy hasted flying Mimics with sparkshot, anyone?

P2T6


StartingHand Workers

STARTING HAND
Fading Argonaut (2/3+A, fading 2)
Doom Grasp
Yesterday’s Golgort
Seer


WORKERS
Plasmodium (4/4, Fading 3)
Time Spiral
Temporal Research
Hardened Mox
Neo Plexus


NextHand

Yesterday’s Golgort
Battle Suits
Seer
Stewardess of the Undone (3/1)


Discard

Tinkerer (1/2)
Hooded Executioner (3/3 + A)
Doom Grasp
Seer
Yesterday’s Golgort


Tech 0 card(s)
Get Paid + float - ($14)
Scav - ($15)
Rebuild Tech 2
Garth - ($13)
Skeleton - ($12)
Doom Grasp Dragon, Sacing the Skeleton - ($7)
Fargo - ($5)
Surplus - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3, fading 3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Garth (1/3, lvl 1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

P1T7


StartingHand Workers

STARTING HAND
Potent Basilisk
Summon Skeletons
Soul Stone
Tiny Basilisk


WORKERS
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
Jandra, the Negator
Deteriorate
Skeletal Archery
Summon Skeletons


NextHand

Sacrifice the Weak
Tiny Basilisk
Circle of Life


Discard

Soul Stone


Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Zane kills Fargo
Haunt pings tech 2
Potent Basilisk, no Battlesuits to destroy… - ($5)
Tiny Basilisk - ($3)
Vandy - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Potent Basilisk (3/5A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Vandy lvl 1 (2/3)
  • :target: Lookout:

In Play:

  • Zane lvl 6 (4/2)
  • Pestering Haunt (1/1)
  • Tiny Basilisk (1/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech Lab HP: 4 (Anarchy)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 1

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

Well, there goes my tech 2 lockdown. I expect to be facing a boardful of fading dudes next turn, so I’ll drop down some answers in advance. I’m playing Vandy for the option to fetch Dark Pact next turn, and keeping Midori on the sidelines for a clutch CoL.
Potent B should survive anything I can think of, and Tiny B goes in back to protect from Reversal.

1 Like

@Shadow_Night_Black just checking in

sorry, been a rather hectic week for me, should have time over the weekend to make moves.

1 Like

P2T7


Tech StartingHand Workers

TECH
Rememberer
Rememberer


STARTING HAND
Stewardess of the Undone (3/1)
Battle Suits
Yesterday’s Golgort
Seer
Forgotten Fighter


WORKERS
Plasmodium (4/4, Fading 3)
Time Spiral
Temporal Research
Hardened Mox
Neo Plexus


NextHand

Seer
Second Chances
Stewardess of the Undone (3/1)
Nullcraft (1/1 Flying)
Fading Argonaut (2/3, fading 3)


Tech 2 card(s)
Get Paid - ($10)
Surplus draw me a card
Max Garth, Ressuresting a Rememberer - ($4)
Seer, removing rune form Rememberer, Bringing back a Yesturday’s Golgort - ($3)
Yesturday’s Golgort - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Yesterday’s Golgort (6/4, Fading 2)
  • :psfist: Elite: Seer (3/1)
  • :ps_: Scavenger: Garth (3/4, lvl 7)
  • :pschip: Technician: Rememberer (3/3, Fading 2)
  • :target: Lookout: Yesterday’s Golgort (6/4)

In Play:
*

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Past)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Is it possible you forgot to draw your Surplus card?

1 Like

Let me know if the extra card makes a difference, and I’ll redo my turn if necessary.

P1T8


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Circle of Life
Sacrifice the Weak
Tiny Basilisk (discarded)
Dark Pact (fetched)
Graveyard (DP)
Disguised Monkey (DP)


WORKERS
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
Jandra, the Negator
Deteriorate
Skeletal Archery
Summon Skeletons


NextHand

Chaos Mirror
Fairie Dragon
Wandering Mimic


Discard

Soul Stone
Tiny Basilisk
Dark Pact
Pirate Gunship
Pirate Gunship
Potent Basilisk
Pestering Haunt
Circle of Life
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($12)
Vandy to midband - ($10)
Exhaust Vandy and discard to fetch Dark Pact - ($9)
Dark Pact, my base to 18, I draw X2
Potent Basilisk trades with SQL Golgort
Haunt trades with Seer
Zane trades with Garth, we both get 1 gold, Vandy maxbands and dooms Tiny Basilisk - ($10)
Tiny Basilisk kills Rememberer
Graveyard - ($8)
Disguised Monkey - ($6)
Midori - ($4)
Circle of Life on Tiny Basilisk to fetch Wandering Mimic, gains haste and stealth - ($1)
Mimic stealthily breaks tech 2

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Disguised Monkey (3/3A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Midori lvl 1 (2/3)
  • :target: Lookout:

In Play:

  • Graveyard (3), holding Tiny Basilisk
  • Vandy lvl 5 (4/5)
  • Wandering Mimic (4/4)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech Lab HP: 4 (Anarchy)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

That’s a lot of stats Shadow just brought in, but I still have a lot of options. If nothing else, I could clear the patrol zone with ok trades + StW, and still afford to break his tech 2 and… build my own tech 3? That would only be a bluff at this point. But it does set me up for Meta with Midori, likely with Monkey and Mimic around to sneak in More Mayhem.
The alternative is fetching DP, and hoping I get one of Monkey and Mimic right now (at 60%), to let me break through the patrol and get the tech 2. Best cast scenario is Fairie Dragon + Mimic, which together would absolutely wreck the patrol. Yeah, let’s go for it!
And since that speeds up my cycle, I’ll tech Gunships just in case I can afford to tech up.

Got the Monkey! Graveyard is also nice, but I don’t want it overloaded so I need to be careful about what I allow in there.
I guess a Reversal could screw with me here? I don’t think Shadow can prevent both a Meta play and a Monkey+Mimic(+Fairie Dragon) play.

What do you doom on my field?

Yes I did (not used to having a surplus and a week does that! Thanks for pointing it out, and no changes except I draw 1/discard 1 more

With Seer dead, there’s no tech 0 or 1 unit left to doom.

1 Like

I’m pretty sure this is gg, but Ill give ti a shot at defending, I should have saved my gold rather then built a surplus, a tech 3 last turn would have been nice.
P2T8


StartingHand Workers

STARTING HAND
Second Chances
Nullcraft (1/1 Flying)
Seer
Stewardess of the Undone (3/1)
Fading Argonaut (2/3, fading 3)
Forgotten Fighter
Doom Grasp


WORKERS
Plasmodium (4/4, Fading 3)
Time Spiral
Temporal Research
Hardened Mox
Neo Plexus


NextHand

Rememberer
Battle Suits
Hooded Executioner (3/3 + A)
Forgotten Fighter
Tinkerer (1/2)


Tech 0 card(s)
Get Paid - ($10)
Scav + Tech - ($11)
Surplus Draw
Rebuild Tech 2
Fargo - ($9)
Stewardess of the Undone - ($6)
Seer, Rune to Golgort - ($5)
Tower, breaking surplus, my base to 12 - ($2)
Grave - ($0)
Golgort kills Monkey

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3 + A, fading 3)
  • :psfist: Elite: Seer (3/1)
  • :ps_: Scavenger: Stewardess of the Undone (2/3)
  • :pschip: Technician: Grave (2/3, lvl 1)
  • :target: Lookout:

In Play:

  • Yesterday’s Golgort (6/1, Fading 2)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

I think your base should be at 12? It was at 16 on your T7, and since then I broke tech 2 and you broke surplus.

1 Like

correct, sorry, its been a long week. fixed now

Totally understandable, and I wouldn’t have dwelt on it if it hadn’t kept me 1 damage short of lethal…

P1T9


StartingHand Workers

STARTING HAND
Wandering Mimic
Chaos Mirror (discarded)
Fairie Dragon
Dark Pact (fetched)


WORKERS
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
Jandra, the Negator
Deteriorate
Skeletal Archery
Summon Skeletons


NextHand

Sanatorium
Dark Pact


Tech 0 card(s)
Get Paid + float - ($12)
Fairie Dragon, feather rune kills Golgort - ($8)
Exhaust Graveyard to replay Disguised Monkey - ($6)
Wandering Mimic #2, gets flying+haste+stealth - ($2)
Mimics hit your base for 8, triggering Tower detection
Monkey stealthily hits your base for 3
Exhaust Vandy and discard to fetch Dark Pact - ($1)
Dark Pact your base for 2 and lethal! GG!

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Fairie Dragon (4/2)
  • :pschip: Technician: Midori lvl 1 (2/3)
  • :target: Lookout:

In Play:

  • Graveyard (3), holding Tiny Basilisk
  • Vandy lvl 5 (4/5)
  • Wandering Mimic #1 (4/3)
  • Wandering Mimic #2 (4/4)
  • Disguised Monkey (3/3)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech Lab HP: 4 (Anarchy)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11
1 Like

GG! I can’t seem to get this codex to work, so Im gonna switch to [Past] Peace Anarchy, as I meant to get around to playing it at some point.

1 Like

I just got soundly beat facing a Peace engine with this codex, so I’m expecting a challenge. Your turn to go as P1, right?

btw, I was curious about your decision early in this game to change from boosting Hoodie to FF: was it just to keep your Nullcraft alive?

No, it was more that I wanted to kill the Graveyard and Vandy (and also to test my theory that FF is still bad against tiny basilisks, it is). With only boosting I needed to kill the Haunt otherwise the Executioner only kills that, not the most value.

GL!

P1T1


StartingHand Workers

STARTING HAND
Time Spiral
Battle Suits
Hardened Mox
Fading Argonaut
Plasmodium


WORKERS
Time Spiral


NextHand

Tinkerer
Neo Plexus
Nullcraft
Forgotten Fighter
Temporal Research


Discard

Battle Suits
Plasmodium
Fading Argonaut


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Mox - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

P2T1


StartingHand Workers

STARTING HAND
Sacrifice the Weak
Pestering Haunt
Jandra, the Negator
Thieving Imp
Graveyard


WORKERS
Jandra, the Negator


NextHand

Skeletal Archery
Skeleton Javelineer
Summon Skeletons
Poisonblade Rogue
Deteriorate


Discard

Pestering Haunt
Graveyard
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Thieving Imp, discard #2 - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Tiny B’s kind of lose their value against Cadets, so I may have to play this one differently. More generally, I’m not sure the Balance plan is fast enough against Peace engine, maybe rushing to Gunships is better? Though Potent B is nice to have against Battlesuits… we’ll see.

P1T2


Tech StartingHand Workers

TECH
Boot Camp
Gunpoint Taxman


STARTING HAND
Temporal Research
Tinkerer
Nullcraft
Forgotten Fighter
Neo Plexus


WORKERS
Time Spiral
Temporal Research


NextHand

Plasmodium
Battle Suits
Nullcraft
Tinkerer
Neo Plexus


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Oni - ($2)
Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Oni (2/3, lvl 1)
  • :target: Lookout:

In Play:
*

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6