@FrozenStorm GL HF! Now to go back and scour our last game for a small chance at victory…
P1T1
StartingHand Workers
STARTING HAND
Neo Plexus
Forgotten Fighter
Temporal Research
Fading Argonaut
Time Spiral
WORKERS
Time Spiral
NextHand
Battle Suits
Plasmodium
Nullcraft
Hardened Mox
Tinkerer
Discard
Temporal Research
Neo Plexus
Forgotten Fighter
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Fargo - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Fading Argonaut (2/3, Fading 3)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Well In dont have many choices in this hand, so I can delay thinking about what am I doing until next turn at least.
Yea, I should check back on that game to see what went well for me. GL HF
Round 5 Player 2, Turn 1
P1 Purple vs P2 Nightmare
Starting Hand
Deteriorate
Pestering Haunt
Sacrifice the Weak
Jandra, the Negator
Skeletal Archery
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Jandra, the Negator (2)
- Worker (1)
Workers
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Jandra (3/3+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Poisonblade Rogue
Thieving Imp
Summon Skeletons
Graveyard
Skeleton Javelineer
End of Turn Discard
Skeletal Archery
Sacrifice the Weak
Deteriorate
My Thoughts
I could Vandy + StW, it gives me tempo but bad resource trade. I want to Imp + Graveyard + T1 next turn though, and that means floating one. So Jandra suits that well.
P1T2
Tech StartingHand Workers
TECH
Stewardess of the Undone
Stewardess of the Undone
STARTING HAND
Plasmodium
Nullcraft
Battle Suits
Tinkerer
Hardened Mox
WORKERS
Time Spiral
Plasmodium
NextHand
Temporal Research
Stewardess of the Undone
Hardened Mox
Forgotten Fighter
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech 1 - ($4)
Battlesuits - ($2)
Nullcraft - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Nullcraft (1/1, Flying Haste)
-
Technician: Fading Argonaut (3/3, Fading 2)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
So, I need a batte plan. Graveyards are his go to against purple currently, and Its hard for me to out value them, or mount enough pressure to break them, I think Assimilate might be a good tech here, but as P1 I need an active play T3, so it might have to wait for the second round of techs, which may be too late.
Round 5 Player 2, Turn 2
P1 Purple vs P2 Nightmare
Starting Hand
Poisonblade Rogue
Thieving Imp
Summon Skeletons
Graveyard
Skeleton Javelineer
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
-
Thieving Imp, discard #4 of 4 (4)
- Graveyard (2)
- Tech 1 (1)
- Worker (0)
Workers
Poisonblade Rogue, Pestering Haunt
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Thieving Imp (2/2+1armor)
-
Elite:
-
Scavenger: Jandra, the Negator (3/3)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Nimble Fencer
Summon Skeletons
Deteriorate
Sacrifice the Weak
End of Turn Discard
My Thoughts
I expect Stewardess or Argo is coming, which makes Fencer graveyard less appealing, but I think I still go for it. I can bleed his cards enough to make that hurt, I think.
@Shadow_Night_Black friendly poke, action is to you
I’m excited to see what Turn 3 brings to our game!
sorry, been very busy over the last week, hope to get some solid time in over the next few evening
P1T3
Tech StartingHand Workers
TECH
Hyperion
Hyperion
STARTING HAND
Hardened Mox
Temporal Research
Forgotten Fighter
Stewardess of the Undone
WORKERS
Time Spiral
Plasmodium
Temporal Research
NextHand
Neo Plexus
Tinkerer
Stewardess of the Undone
Discard
Fading Argonaut (3/3, Fading 1)
Forgotten Fighter
Hardened Mox
Hyperion
Hyperion
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Stewardess, bounce Imp - ($2)
Fargo trades with Jandra
Nullcraft deals 1 to graveyard
Vir - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Vir (2/3, lvl 1)
-
Elite:
-
Scavenger:
-
Technician: Stewardess of the Undone (3/3 + A)
-
Lookout:
In Play:
- Battle Suits
- Nullcraft (1/1, Flying Haste))
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Round 5 Player 2, Turn 3
P1 Purple vs P2 Nightmare
Starting Hand
Nimble Fencer
Summon Skeletons
Deteriorate
Sacrifice the Weak
Events of Turn:
Upkeep:
- Get Gold (7+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer
Main:
- Vandy (6)
- Nimble Fencer (4)
-
Thieving Imp, discard #1 of 3 (1)
- Worker (0)
Workers
Summon Skeletons, Poisonblade Rogue, Pestering Haunt
-
-
Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Nimble Fencer (2/3+1armor)
-
Elite:
-
Scavenger:
-
Technician: Thieving Imp (2/2)
-
Lookout:
In Play:
- Vandy (2/3 lvl 1)
- Graveyard (2hp, Jandra, the Negator)
Economy Info:
Cards:
Gold:
End of Turn Hand
Skeletal Archery
Dark Pact
Skeleton Javelineer
Nimble Fencer
End of Turn Discard
My Thoughts
Looks exceptionally likely he wants to tech up for Present. I could StW to get rid of the pesky Nullcraft, who if not dealt with now, will take down my Graveyard before I can really use it for what I want, but that leaves Vandy pretty unsafe, and me without a lot of counter-attack. If he wants to try and tech up, I want to punish that hard. So teching a Starlet and the other Fencer, plan to push hard if he gets greedy, and just lean on him while I tech up if he doesn’t.
Cards, they’re not important right? you dont actually need cards in hand? Please say thats a thing?
P1T4
Tech StartingHand Workers
TECH
Research & Development
Temporal Distortion
STARTING HAND
Neo Plexus
Tinkerer
Stewardess of the Undone
WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer
NextHand
Forgotten Fighter
Fading Argonaut (3/3, Fading 1)
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Stewardess bounces Imp (hands are not important right? - ($3)
Stewardess and nullcraft kill fencer
Vir breaks your graveyard
Float ($3)
Discard 0, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Stewardess of the Undone (3/3 )
-
Lookout:
In Play:
- Battle Suits
- Nullcraft (1/1, Flying Haste))
- Vir (2/3, lvl 1)
- Stewardess of the Undone (3/1 )
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Definitely a thing, definitely
Round 5 Player 2, Turn 4
P1 Purple vs P2 Nightmare
Starting Hand
Skeletal Archery
Dark Pact
Skeleton Javelineer
Nimble Fencer
Thieving Imp
StW + Starlet (DP)
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Dark Pact, Star-Crossed Starlet
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer
Main:
- Dark Pact, draw 2
- Nimble Fencer (6)
-
Star-Crossed Starlet, trade with Stewardess, you get a card (4)
- Vandy and Fencer take down Vir, Vandy Midbands
-
Thieving imp, discard #2 of 3 (1)
- Worker (0)
Workers
Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Pestering Haunt
-
-
Patrol as below
- Discard 2 Draw 1 rs Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 20
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Thieving Imp (2/2)
-
Lookout:
In Play:
- Vandy (3/4 lvl 3)
- Nimble Fencer (2/1)
Economy Info:
Cards:
Gold:
End of Turn Hand
Deteriorate
Star-Crossed Starlet
Graveyard
Dark Pact
End of Turn Discard
My Thoughts
Plan now is just going to cycle Dark Pact and swarm T1 Finesse to buy room for tech 3. As long as I keep his hand size wrecked and his board relatively clear, I’m good to go. I’m 66% to hit the Starlet w/ Dark Pact, plan is either hit and burn his house down, or miss, Thieving Imp, and tech up myself.
…
Hit’s good, not the perfect one (with Deteriorate I could have cleared the other Stewie) but good enough. Probably teching up next turn, definitely teching in either Blademaster x2 or 1 + Guide/Maestro, maaaaybe Doom Grasp as a Prynn deterrent.
…
Solid RS draw, got a Unit, Graveyard, and DP. Plenty to work with
@Shadow_Night_Black :poke: action’s to you, my friend. We’re the only game left this round
Yea I’m gonna let this one finish before posting next round
1 Like
Alright, I have some spare time again, lets try and crank this out
P1T5
Tech StartingHand Workers
TECH
Now!
Immortal
STARTING HAND
Fading Argonaut (3/3, Fading 1)
Forgotten Fighter
Temporal Distortion
WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer
Stewardess of the Undone (3/1 )
NextHand
Hardened Mox
Neo Plexus
Hyperion
Discard
Fading Argonaut (3/3, Fading 1)
Stewardess of the Undone (3/3 )
Temporal Distortion
Forgotten Fighter
Now!
Immortal
Tech 2 card(s)
Get Paid + float - ($11)
Tech 2 (Present) - ($7)
Nullcraft kills Fencer
Geiger - ($5)
TD Stewardess for an Argonaut - ($3)
Worker - ($2)
Float ($2)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Argonaut (4/4, Readiness)
-
Elite:
-
Scavenger:
-
Technician: Geiger (2/3, lvl 1)
-
Lookout:
In Play:
- Battle Suits
- Nullcraft (1/1, Flying Haste))
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
Round 5 Player 2, Turn 5
P1 Purple vs P2 Nightmare
Starting Hand
Deteriorate
Star-Crossed Starlet
Graveyard
Dark Pact
Starlet + DP (DP1)
Fencer + Jav (DP2)
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Maestro, Metamorphosis
Dark Pact, Star-Crossed Starlet
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer
Main:
- Dark Pact, draw 2
- Dark Pact, draw 2
- Nimble Fencer (7)
- Deteriorate Argo
- Fencer and Imp kill Argo
- Star-Crossed Starlet (5)
- Vandy kills Geiger, Maxbands and dooms Starlet and Nullcraft, you get a card
- Tech 2 Finesse (1)
- Worker (0)
Workers
Skeleton Javelineer, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Pestering Haunt
-
-
Patrol as below
- Discard 2 Draw 2 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 14
- Tech1 HP: 5
- Tech2 HP: 5 FINESSE
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Star-Crossed Starlet (5/4 doomed)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Jandra, the Negator
Sacrifice the Weak
Dark Pact
Deteriorate
End of Turn Discard
My Thoughts
I thought I’d be able to keep a tech 2 down easier, this is a tall task though. I think it’s better to plan to let it stand, which means I’m not going to tech 3 anytime soon. I think it would be better to max out Vandy, either by drawing fencer (decently likely) or by maxing her myself. If I don’t draw Fencer, StW is a decent backup, as I could remove the doomed Nullcraft I create, and deteriorate + trade imp into Argo. Decently likely he’s holding Tri or Hyperion… I’ll tech Meta (can worker if that doesn’t pan out) and a Maestro (compliments my T1 horde best).
…
Okay, drew fencer, that’s definitely better of 2 outcomes. Will depend on my reshuffle, but I think this should be decent position.
…
Got DP, not a bad reshuffle. Let’s hope no Tri to ping down Vandy
I hear reading your opponents turn might be a good idea to do…
P1T6
Tech StartingHand Workers
TECH
Now!
Immortal
STARTING HAND
Neo Plexus
Hardened Mox
Hyperion
Hyperion
Research & Development
Now!
WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer
Stewardess of the Undone (3/1 )
Hardened Mox
NextHand
Immortal
Now!
Hyperion
Stewardess of the Undone (3/3 )
Argonaut (4/4, Readiness)
Discard
Nullcraft (1/1, Flying Haste))
Neo Plexus
Research & Development
Now!
Tech 2 card(s)
Get Paid + float - ($11)
tech draw
Hyperion! - ($6)
Hyperion kills Scarlet, I Draw
Hyperion! - ($1)
Hyperion kills Vandy, I Reshuffle and Draw
worker - ($0)
Nullcraft deals 3 to your tech 2
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Battle Suits
- Hyperion (5/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
1 Like
Round 5 Player 2, Turn 6
P1 Purple vs P2 Nightmare
Starting Hand
Jandra, the Negator
Sacrifice the Weak
Dark Pact
Deteriorate
Events of Turn:
Upkeep:
- Get Gold (10+1scavenger)
- Tech 1 cards in (except turn 1)
All Teched Cards
Grounded Guide
Maestro, Metamorphosis
Dark Pact, Star-Crossed Starlet
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer
Main:
- Garth (9)
- Deteriorate Hyperion, it was the weakest link, goodbye
-
Maxband Garth, fetch Grounded Guide (3)
- Tower (0)
Workers
Skeleton Javelineer, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Pestering Haunt
-
-
Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 14
- Tech1 HP: 5
- Tech2 HP: 2 FINESSE
- Tower HP: 4
In Patrol:
-
Squad Leader: Grounded Guide (4/4+1armor)
-
Elite:
-
Scavenger:
-
Technician: Garth (3/4 lvl 7)
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Dark Pact
Metamorphosis
Maestro
Graveyard
Nimble Fencer
End of Turn Discard
Star-Crossed Starlet
Deteriorate
Dark Pact
Sacrifice the Weak
Jandra, the Negator
My Thoughts
Only one Hyperion in his RS draw, 50/50 he doesn’t have it, but I gotta play safe here. Could go for the tech 3 as a bluff, but it really doesn’t buy me enough ground cover. I need to make an initial Hyperion attack a trade, which means fetching Guide and either putting it in Elite by itself, or building a tower.
Tower comes with the added benefit of keeping Nullcraft away from killing my Tech 2 and stopping any shifty Unphase plays, so we’ll go with that.
…
Meta was kinda a shitty tech in hindsight, should have gone with other Maestro, Guide, or like Two-Step or something. Oh well. I may end up going to tech 3 after all, but we’ll see what he brings. Immortal could pose a problem
EDIT: @FrozenStorm Just saw your tower, so hyperion would die, 1 mo
1 Like
Yep, tower to specifically prevent Hyperion shenanigans
P1T7
StartingHand Workers
STARTING HAND
Now!
Stewardess of the Undone (3/3 )
Argonaut (4/4, Readiness)
Immortal
Hyperion
WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer
Stewardess of the Undone (3/1 )
Hardened Mox
NextHand
Neo Plexus
Temporal Distortion
Immortal
Forgotten Fighter
Fading Argonaut (3/3, Fading 1)
Tech 0 card(s)
Get Paid - ($10)
Geiger - ($8)
Immortal - ($2)
Now! Immortal - ($1)
Immortal kills Guide
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Geiger (2/3, lvl 1)
-
Lookout:
In Play:
- Battle Suits
- Immortal (5/5, Indestructable)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5
Economy Info:
Cards:
Gold:
I smell the end approaching…
Round 5 Player 2, Turn 7
P1 Purple vs P2 Nightmare
Starting Hand
Dark Pact
Metamorphosis
Maestro
Graveyard
Nimble Fencer
Fencer + Imp (DP)
Starlet (skele)
Events of Turn:
Upkeep:
- Get Gold (10)
- Tech 2 cards in (except turn 1)
All Teched Cards
Grounded Guide, Maestro
Grounded Guide
Maestro, Metamorphosis
Dark Pact, Star-Crossed Starlet
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer
Main:
- Vandy + midband (6)
- Graveyard (4)
- Maestro (1)
- Dark Pact, draw 2
- Make a skeleton, sacrifice to draw 1
- Nimble Fencer, fo free!
- Nimble Fencer, fo free again!
- Star-Crossed Starlet, also fo free!
- Garth kills Geiger, you get a card, Vandy maxbands and dooms Starlet
- Starlet breaks your tech 2, your base to 18
- Fencers hit your base to 14
Workers
Skeleton Javelineer, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Pestering Haunt
-
-
Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
-
Base HP: 12
- Tech1 HP: 5
- Tech2 HP: 2 FINESSE
- Tower HP: 4
In Patrol:
-
Squad Leader: Vandy (4/5+1armor lvl 5)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Maestro (3/5)
In Play:
- Garth (3/2 lvl 7)
- Nimble Fencer (2/3)
- Nimble Fencer (2/3)
- Star-Crossed Starlet (5/4)
- Graveyard (3hp)
Economy Info:
Cards:
Gold:
End of Turn Hand
Jandra, the Negator
Dark Pact
Metamorphosis
Dark Pact
End of Turn Discard
My Thoughts
Immortal is expensive… Especially when made hasty. I think he would have been better off patrolling it, as its expensive for me to move it out of the way. I think I’ve got him pretty well locked down. Bringing in the other Maestro and Guide, as they’ll be my best means of adding tempo to the board quickly. If that doesn’t work out I can always just tech up more.
I’m going to put Vandy in front, as I honestly don’t much mind losing her, and would rather keep Maestro safer from Prynn.