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[XCAPS19] charnel_mouse vs Dreamfire


#1

@charnel_mouse GL HF!
I pick Purple starter and Peace.


#2

GLHF! I pick White/Balance/Future.

Details

Guessing Dreamfire’s thinking of going for PPA here. I haven’t played White much but I think it can deal with Max pretty well, with Safe Attacking? Fox Primus if Nullcraft gets annoying, too. Past has Shimmer Rays, but Future has Void Stars to power through them and kill Garrisons / stuff on the ground. Nature Reclaims and Assimilate should stop a Peace engine cold, and have spells / Potent Basilisks left over to get rid of Battle Suits. Only way Dreamfire can get rid of Safe Attacking is to pick Discipline for Versatile Style, I think.


[Casual Draft] charnel_mouse vs FrozenStorm
#3

I’ll add Vandy and Garth, settling on [Purple]/Demon/Necro/Peace.


#4

Taking Orpal, for Balance/Disease/Future/White. Help I don’t know how to counterpick First turn in a bit!

Details

Looks like a Metamorphosis deck to me… I need a way to deal with that, and with Black’s powerful Tech I units. Executioners get the Battle Suits bonus for 4/3, Gargoyles fly, Barons are 4/4 with Overpower. From white specs, Grave has MM to look for Metamorphosis, Versatile Style for Gargoyles. Setsuki can put up an IVP to wall behind if he goes for buffs instead of removal. Rook can hide behind a Boulder in similar fashion, and afford it and a tower and worker on turn 3, and Birds can block Gargoyles. Removal and buff spells are more of a problem, I guess I have Nature Reclaims or Assimilate for the latter though. And Entangling Vines can get rid of beefy things like Barons or a buffed Mox. Alternatively, I could go off-colour: Zane is good for offense, Orpal has Carrion Curse, good anti-air, and - runes to deal with a Mox. Orpal + Aged Sensei could be interesting, too. OK, going to experiment with Orpal, and Spreading Plague is then on cost-parity with Snapback for hero kills.


#5

P1T1


StartingHand Workers

STARTING HAND
Fox Primus
Savior Monk
Aged Sensei
Snapback
Sensei’s Advice


WORKERS
Fox Primus


NextHand

Smoker
Fox Viper
Grappling Hook
Morningstar Flagbearer
Safe Attacking


Discard

Snapback
Savior Monk
Sensei’s Advice


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Orpal Gloor - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Aged Sensei 1/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Orpal L1 1/3 (deals damage in - runes)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5
Thoughts

Having Aged Sensei lets me open with a hero, but who to play? Midori and Vir have 2/3 starting stats, Midori levels up better but his midband is useless in this case. Orpal could attack with 2 - runes next turn, good against Mox or one of Dreamfire’s two combat heroes. He’s a bit cheaper to midband, too. I’m thinking I’ll tech a Tiny Basilisk, and an Owl or a Disease unit for anti-air, playing Orpal prevents me from trashing or stealing buffs but Dreamfire might be avoiding those given my other heroes’ spells? Hmm. If he does, Vir might better, and I could put down a Glaxx in case he plays Battle Suits. No, lets get unit cards in first, in case I hang myself like I did against Bomber. Going with Orpal.


#6

P2T1


StartingHand Workers

STARTING HAND
Neo Plexus
Plasmodium
Forgotten Fighter
Time Spiral
Battle Suits


WORKERS
Time Spiral


NextHand

Hardened Mox
Temporal Research
Tinkerer
Nullcraft
Fading Argonaut


Discard

Plasmodium
Forgotten Fighter
Battle Suits


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Neo Plexus - ($2)
Vandy - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Vandy lvl 1 (2/3)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Orpal is obviously out here to discourage Mox, and it’s working. It means I can play a hero quite safely, though. I’ll go with Vandy to have the extra option of midbanding her next turn.


#7

P1T2


Tech StartingHand Workers

TECH
Tiny Basilisk
Plague Spitter


STARTING HAND
Morningstar Flagbearer
Grappling Hook
Fox Viper
Smoker
Safe Attacking


WORKERS
Fox Primus
Fox Viper


NextHand

Grappling Hook
Tiny Basilisk
Sensei’s Advice
Morningstar Flagbearer


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Smoker - ($1)
Grappling Hook, Neo Plexus moves to Lookout - ($0)
Aged Sensei buffs Orpal
Orpal kills Neo Plexus, takes 1+1A damage

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Smoker 1/1+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Orpal L1 1/2 (deals damage in - runes, 1 damage)
  • Aged Sensei 1/1

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Kill the Neo Plexus for 1 gold and a card if I Hook it, giving a benefit of 2 gold and a card. That seems like a better line, and leaves me enough gold to tech up and block with the Smoker. Aged Sensei will probably be killed by Nullcraft, but there’s nothing I can really do about that. If Smoker is targeted, that leaves the way open for Vandy to kill Orpal, but that can only happen with Forgotten Fighter, 3 gold and 1 card for 5 gold and -1 card advantage. I doubt that’s worth it for Dreamfire, he’d need to skip Tech too to midband Vandy.

Teching in units as planned, I don’t think I can afford to put in a Carrion Curse just yet in case a Gargoyle turns up to wreck my day. Not sure whether I want to worker the Fox Primus or the Flagbearer. The latter could be useful for Vandy’s spells later. Fox Primus is more useful against Skeletons, or if I Circle into a Mimic, but Mimics might not be so great in this game, where there’s barely any haste. Keeping the Flagbearer, then I can be a bit less afraid of Doom Grasp and the like.

… No Plague Spitter to help against Nullcraft/Gargoyle, but I did get the Tiny Basilisk to kill Vandy or a big unit next turn, and I drew the Hook again. Or the Flagbearer if I’m worried about Vandy buffs, so a few options.


#8

P2T2


Tech StartingHand Workers

TECH
Dark Pact
Overeager Cadet


STARTING HAND
Fading Argonaut
Temporal Research
Tinkerer
Hardened Mox
Nullcraft


WORKERS
Time Spiral
Tinkerer


NextHand

Fading Argonaut
Neo Plexus
Plasmodium
Battle Suits
Overeager Cadet


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nullcraft, kills Sensei - ($3)
Tech 1 - ($1)

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


Board Info:
In Patrol:

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

In Play:

  • Nullcraft (1/1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

I thought of skipping tech 1 for a turn, but I’m worried about Tiny B’s.


#9

P1T3


Tech StartingHand Workers

TECH
Carrion Curse
Sickness


STARTING HAND
Sensei’s Advice
Tiny Basilisk
Grappling Hook
Morningstar Flagbearer


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice


NextHand

Safe Attacking
Snapback
Savior Monk
Plague Spitter


Discard

Aged Sensei
Grappling Hook
Smoker
Morningstar Flagbearer
Tiny Basilisk
Carrion Curse
Sickness


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grappling Hook, Vandy is moved to Lookout - ($4)
Midband Orpal - ($1)
Orpal hits Vandy for 2-, takes 2 damage
Smoker kills Vandy, Orpal hits level 6 (maxband)
Orpal sacrifices Smoker to put a - rune on Nullcraft, it dies

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Orpal L6 2/5 (deals damage in - runes, first -'d unit kill gives - to 2 allied units)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Yeah, that’s about as expected. I could play the Tiny Basilisk and wait… but! I could also Hook Vandy, midband Orpal, hit with Orpal, finish him with Smoker, and then sacrifice the Smoker to kill the Nullcraft. That leaves me with nothing but Orpal, but the trade is 2 gold and 2 cards for 6 gold and a card, since the 3 gold to midband Orpal isn’t lost. That seems pretty good!

I won’t be reshuffling until after next turn, so I could go straight for Tech II, or I could capitalise on having a maxband Orpal. What am I scared of? Definitely Doom Grasp, or maybe Nether Drain, so maybe it’s worth sticking in a Carrion Curse. Then either a unit, or Sickness to deal with Lich’s Bargain What spec do I want? Disease has Deathtouch for big units and Abomination for Skeletons or Cadets, and Gorgon would let me get my hand size back up. Future has Void Stars, and Hives where the Stingers benefit from Safe Attacking. I don’t think Balance does anything for me. Think I’ll just put in a Sickness for now, I can decide on Tech II next turn.

Workering Sensei’s Advice, I think Sickness is better for the same cost, and that Flagbearer could still be handy.


#10

P2T3


Tech StartingHand Workers

TECH
Overeager Cadet
Nether Drain


STARTING HAND
Neo Plexus
Fading Argonaut
Plasmodium
Battle Suits
Overeager Cadet


WORKERS
Time Spiral
Tinkerer
Plasmodium


NextHand

Hardened Mox
Temporal Research
Dark Pact


Discard

Nullcraft
Neo Plexus
Overeager Cadet
Nether Drain


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Battle Suits - ($5)
Overeager Cadet.
Fading Argonaut - ($3)
Onimaru - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

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

In Play:

  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Putting Oni out as a sacrifical lamb, since I’ll probably want Vandy back to Dark Pact next turn. I’m highly doubtful charnel_mouse pre-teched D&D.


#11

P1T4


Tech StartingHand Workers

TECH
Nature Reclaims
Death and Decay


STARTING HAND
Snapback
Savior Monk
Safe Attacking
Plague Spitter


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Safe Attacking


NextHand

Aged Sensei
Snapback
Carrion Curse


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Plague Spitter - ($4)
Savior Monk - ($2)
Heroes’ Hall - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Plague Spitter 3/3+1a (anti-air, deals damage in - runes)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Savior Monk 2/2 (healing 1)
  • :target: Lookout:

In Play:

  • Orpal L6 2/5 (deals damage in - runes, first -'d unit kill gives - to 2 allied units)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Huh, he’s still going for the Peace engine. That requires playing a lot of units, so Plague Lab, Abominations, and Plague Lords should be good. Start with a Gorgon, though. I’m also teching Death and Decay in case Orpal survives to use it, it should kill a lot of his units.

The question is, can I keep Orpal alive? Not if I tech up. If I block with the Plague Spitter and the Savior Monk, maybe, it depends what Dreamfire has in his hand, Forgotten Fighter and Boot Camp will let him get through and Elite Training can help to trade with the Plague Spitter. He might struggle to do it without having runes spread, though… I could also snap Oni out for someone else, and kill something with Orpal, spread some runes around, block with Plague Spitter. I think Garth is the least likely to allow for buffing or removal to allow good trades.

On the other hand, I could just tech up and block with the Plague Spitter, putting Opral in Technician. He could kill Orpal in a few ways, but he’s going to take heavy rune damage. Oh, or how about I block with the Spitter and the Monk, and build a Heroes’ Hall? Then I can tech Death and Decay and Nature Reclaims, and threaten to take the Suits away. Yeah, I’ll do that.

… Hmm, not what I was hoping for, I guess I could bring in Vir to see if I can peek for something better.


#12

P2T4


Tech StartingHand Workers

TECH
Drill Sergeant
Doom Grasp


STARTING HAND
Temporal Research
Dark Pact
Hardened Mox


WORKERS
Time Spiral
Tinkerer
Plasmodium
Hardened Mox


NextHand

Dark Pact
Nullcraft
Doom Grasp
Forgotten Fighter


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Fargo and Cadet trade with Plague Spitter.
Oni kills Savior Monk, you draw.
Oni to midband - ($4)
Tech 2 (Peace) - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Oni lvl 5 (3/4)
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

#13

P1T5


Tech StartingHand Workers

TECH
Assimilate
Hive


STARTING HAND
Snapback
Aged Sensei
Carrion Curse
Grappling Hook


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Safe Attacking


NextHand

Death and Decay
Morningstar Flagbearer
Tiny Basilisk
Smoker


Discard

Plague Spitter
Savior Monk
Carrion Curse
Snapback
Assimilate
Hive


Tech 2 card(s)
Get Paid - ($8)
Technician draw before teching
Carrion Curse, you discard Doom Grasp and Dark Pact - ($5)
Tech II Future - ($1)
Aged Sensei - ($0)
Skip worker!

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Aged Sensei 1/1 (resist 0+1)

In Play:

  • Orpal L6 2/5 (deals damage in - runes, first -'d unit kill gives - to 2 allied units)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Technician draw was Grappling Hook, no help here.

I’m not sure what to do here. I could cast Carrion Curse and tech up? Or I could delay teching up further, Snapback Oni, and… not kill his replacement. OK, I’ll just tech up. I could bring in another hero instead of playing Carrion Curse, but I don’t think I need to, CC should help get rid of any options for killing Orpal this turn.

I’d like to go for Disease so Gorgons can help get my hand size up, but even with Safe Attacking I think Hives could be really good, both for helping Void Stars destroy Garrisons and for letting Orpal slap out - runes. It does mean I’m relying on Tiny Basilisk, Plague Spitter, and my three heroes to block, but Orpal and the Spitter dealing damage in - runes to cripple units instead of killing them might help with slowing down the Peace engine until I can hit those Garrisons. I’m therefore bringing in an Assimilate and a Hive first.

… Nice, CC hit the Doom Grasp I suspect he was relying on, and I hit the Dark Pact to boot. Feeling cautiously optimistic now. Do I want to worker Aged Sensei or Grappling Hook? Grappling is more immediate, but if I need the boost it’s because the Garrisons have come out and Dreamfire’s patrol zone is likely to be near-full, so I’ll keep the Sensei. On second thoughts, that Nullcraft can help maxband Oni to kill Orpal, so I’ll skip a worker and play the Sensei in SQL instead. No, wait, Forgotten Fighter bounces it, then Nullcraft and Oni kill Orpal for a total of 8 gold. If I put the Sensei in Lookout, that’s all of Dreamfire’s gold, so maybe he won’t bother?


#14

P2T5


Tech StartingHand Workers

TECH
Drill Sergeant
Death Rites


STARTING HAND
Forgotten Fighter
Doom Grasp
Dark Pact
Nullcraft


WORKERS
Time Spiral
Tinkerer
Plasmodium
Hardened Mox
Forgotten Fighter


NextHand

Fading Argonaut
Drill Sergeant


Discard

Dark Pact
Doom Grasp
Drill Sergeant
Death Rites


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Nullcraft, kills Sensei - ($6)
Garth - ($4)
Oni to maxband, soldiers arrive - ($1)
Oni kills Orpal, Garth to lvl 3.
Garth makes a skeleton - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Oni lvl 8 (2/3A), - -
  • :psfist: Elite: Soldier (2/1)
  • :ps_: Scavenger: Soldier (1/1)
  • :pschip: Technician: Soldier (1/1)
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Garth lvl 3 (1/3)
  • Nullcraft (1/1)
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 2
  • Deck: 5
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Surprised charnel_mouse didn’t patrol Sensei in SQL. Next turn I’ll start turning skeletons into cards, and either play a Sergeant or fetch one with Garth.


#15

Ugh, stupid patrol setup.

P1T6


Tech StartingHand Workers

TECH
Void Star
Void Star


STARTING HAND
Death and Decay
Tiny Basilisk
Morningstar Flagbearer
Smoker


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Safe Attacking
Smoker


NextHand

Nature Reclaims
Sickness
Void Star


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Vir Garbarean - ($5)
Peek
Tiny Basilisk - ($3)
Morningstar Flagbearer - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tiny Basilisk 1/2+1A (deathtouch, no combat with Tech 0 units)
  • :psfist: Elite:
  • :ps_: Scavenger: Morningstar Flagbearer 2/2 (flagbearer)
  • :pschip: Technician:
  • :target: Lookout: Vir L1 2/3

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Welp, looks like I overthought myself into a bad turn again. Block up, get my Void Stars, in, get ready for Sickness/Nature Reclaims next turn.


#16

P2T6


StartingHand Workers

STARTING HAND
Fading Argonaut
Drill Sergeant
Overeager Cadet
Nether Drain


WORKERS
Time Spiral
Tinkerer
Plasmodium
Hardened Mox
Forgotten Fighter


NextHand

Temporal Research
Neo Plexus
Overeager Cadet


Discard

Dark Pact
Doom Grasp
Death Rites
Nether Drain


Tech 0 card(s)
Get Paid - ($10)
Oni trades with Basilisk, Vir to lvl 3.
Garth to midband, kills Flagbearer - ($9)
Garth makes and sacs a skeleton, I draw - ($8)
Two soldiers run into Vir.
Nullcraft finishes Vir, Garth to lvl 6.
Old skeleton pings tech 2.
Sac old skeleton, I draw.
Garth to maxband, fetch Drill Sergeant from discard - ($7)
Drill Sergeant #2, +1 rune - ($4)
Overeager Cadet, +2 runes.
Move 3 runes to remaining soldier.
Soldier breaks tech 2, your base to 18.
Vandy - ($2)
Fading Argonaut, +2 runes - ($0)
Move 2 runes to Nullcraft.

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Fading Argonaut (3/3), fading 3
  • :pschip: Technician: Drill Sergeant (3/3)
  • :target: Lookout: Drill Sergeant (3/3)

In Play:

  • Garth lvl 7 (3/4)
  • Vandy lvl 1 (2/3)
  • Soldier (4/4), +++
  • Nullcraft (3/3), ++
  • Battle Suits

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I thought about Nether Draining from Garth to Vandy, to setup another maxband fetch next turn, but I want to make sure Nullcraft survives, so I need the extra runes from Fargo.


#17

P1T7


Tech StartingHand Workers

TECH
Plague Spitter
Assimilate


STARTING HAND
Nature Reclaims
Sickness
Void Star


WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Safe Attacking
Smoker
Void Star


NextHand

Void Star
Snapback


Discard

Tiny Basilisk
Morningstar Flagbearer
Sickness
Plague Spitter
Assimilate


Tech 2 card(s)
Get Paid + scavenger - ($10)
Rebuild Tech II
Master Midori - ($8)
Nature Reclaims trashes Battle Suits and itself - ($6)
Orpal Gloor - ($4)
Sickness, - runes on 4/4 Soldier and a Drill Sergeant - ($2)
Worker - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Midori L1 2/3+1A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Orpal L1 1/3 (deals damage in - runes)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 8
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 10

#18

P2T7


StartingHand Workers

STARTING HAND
Temporal Research
Overeager Cadet
Neo Plexus


WORKERS
Time Spiral
Tinkerer
Plasmodium
Hardened Mox
Forgotten Fighter


NextHand

Death Rites
Doom Grasp
Dark Pact


Tech 0 card(s)
Get Paid - ($10)
Soldier kills Midori, Vandy to midband.
Nullcraft kills Orpal, Vandy to maxband, dooms Fargo.
Overeager Cadet #2, +2 runes.
Neo Plexus, +2 runes - ($8)
Vandy, Garth, Cadet #1, Fargo and both Drill Sergeants hit your base for 23 damage and lethal.

Float ($8)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Neo Plexus (2/2)
  • :pschip: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

In Play:

  • Garth lvl 7 (3/4)
  • Vandy lvl 5 (4/5)
  • Soldier (4/4), +++
  • Nullcraft (3/3), ++
  • Overeager Cadet (2/2)
  • Fading Argonaut (4/5), fading 2, doomed
  • Drill Sergeant (5/5), ++
  • Drill Sergeant (5/5), ++

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 8
  • Workers: 10

GG WP! @FrozenStorm


#19

You can’t have 7 + runes out after those - runes from the Sickness, and that first Soldier is only at 3/3 without extra runes.


#20

My bad, didn’t account for the two missing runes due to Sickness, but even without them I should have enough damage for lethal, since I had 5 excess (+ I could move runes from the Sergeants after attacking with them for extra damage).