Tech 2 card(s)
Get Paid - ($9)
Rememberer Fades, Bringing a Rememberer from Discard)
Prynn Fades
Tap Graveyard for Seer, Removing rune from Rememberer #1, Bringing a Yesturday’s Golgahort from Discard
Worker - ($8)
Tech 3 - ($3)
Second Chances - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Seer (2/1)
[I]Elite[/I]:
[I]Scavenger[/I]: Garth (2/3, lvl 7, -1/-1 rune)
[I]Technician[/I]: Prynn (1/3 + A, lvl 3, Fading 3)
Query, how would you manage to wipe this board? You’ve got 4 attackers max (2 on board, Zane and Messenger). Second Chances hates on spell based removal, so to remove the remembers you need to kill them 3 times with spells (then kill both seer and Golhahort to break graveyard).
It’s REALLY cool watching past do its thing. Purple so often goes present because Hyperions have so much value, and Past is usually used only for its bounce and Archons. But seeing Fading in full effect? So cool. And you managed to play Second Chances to cement the engine! I don’t think I’ve ever seen it played before!
The problem I have with Past Tech 2, is if it ever get board wiped, you have such a long reset time (as both rememberers are in the discard and then all your fading units are in the deck after the reshuffle. Past really seems like it is set up to ignore the engine and just rush tech 3 (as being able to guarantee it, the turn after you build it is really good). With such an idea, it also seems wrong to ever have two rememberer in play as if they both get killed, your engine takes several turns to get reset up (having to reshuffle, redraw your remembers, and then get your fading units back into the discard).
Disease, I have learnt, is an excellent counter to Past for this reason (I think if Bob had kept playing, having wiped my board it would have lead to his win, I was down to 3 cards, all my engine was in my discard, and I had nothing good in hand [all my good units just got wiped, and garth died so my doom grasp is useless]), plus he has a maxband Orpal in play, so could do it all again if I managed to rebuild.
Fading Argonaut (3/3, Fading 1)
Argonaut
Seer
Temporal Research
Unphase
Tech 2 card(s)
Get Paid + float - ($8)
Argo Fades, Plasmodium and Knights Project
Vir - ($6)
Battle suits - ($4)
Seer, Removing Rune from Plasmodium, It Arrives! - ($3)
Plasmodium Kills Ironwood, you draw
Mox and Argo trade with Cal, Vir to lvl 3
Temporal Research, draw 2 - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Seer (3/1)
[I]Elite[/I]:
[I]Scavenger[/I]: Vir (2/3, lvl 3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Knight of the Conclave #1 (5/4, Resist 1, Forcast 2)
Knight of the Conclave #2 (5/4, Resist 1, Forcast 2)
Plasmodium (4/3, Haste)
Hardened Mox (2/1 + A, Indestrutable)
[B]Buildings:[/B]
Gold +F +TCN (10)
Drakk (8)
Ogre Recruiter (3)
Bloodlust Recruiter & Drakk (1)
Drakk = Seer, your base to 19, Vir to L5
Recruiter > Vir, gain control of Plasmodium
Recruiter dies from anger management issues at end of turn