PBR would mean i’d have to defend my mox next turn and wouldn’t even want to use a hero to help with that, plasmodium/tinkerer against such an offensive deck would be sacrificing too much, guess it’s the standard fargo play
Pestering Haunt
Skeletal Archery
Deteriorate
Sacrifice the Weak
Summon Skeletons
Thoughts
Bad hand for playing units, so I’ll just kill off the Argonaut and play the Haunt. I don’t want to go into high-level Vandy plays too much, due to Origin Story, but Shadow Blade and Doom could do some work.
Get paid - (5)
Worker - (4)
Vandy Anadrose - (2)
Sacrifice the Weak, Fading Argonaut dies, you get a gold - (0)
Pestering Haunt
Discard 2, draw 4
Vandy L1 2/3+1A (sparkshot)
Pestering Haunt 1/1 (unstoppable; can’t patrol or be sacrificed; attack capped at 1)
Nullcraft(1/1) flying, no buff/debuff spells on this
Buildings:
Base HP: 20
Tech 1 5 hp
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
i want to go Argo and now! but if he had imp in hand i think it’s pretty likely he’d play it, and after that the now! becomes too dangerous to my economy
I think i shall counter his shadow blade/finesse haste with units big enough they are inefficient ways of getting rid of them
Levelling up to stop any early Vandy kills. I’m not sure what to expect here, but I don’t care about Stewardesses much. I’m more worried about big units like Argonaut. What do I do about those? I think I can go for Gargoyle + Dark Pact, and grab Two Step later on, for some early air offense / doom abuse.
Vandy L3 3/4+1A (sparkshot; resist 1; exhaust + 1g: fetch a Demonology spell from codex)
Skeleton Javelineer 1/1 (javelin; lose javelin: has long range that turn)
Base HP: 20
Tech I HP: 5
Hand: 4
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
Pestering Haunt
Deck: 5
Deteriorate
Dark Pact
Gargoyle
Thieving Imp
Graveyard
Discard: 0
Card-count details (opponent-viewable)
Expected: 10 + 2 teched = 12
1 on board
4 in hand
5 in deck
0 in discard
2 in workers
Gold: 0
Workers: 7
5 x start
T1: Skeletal Archery
T2: Poisonblade Rogue
It’s a fun ability when you can find a place for it. Nekoatl’s done some tremendous things against me in casual games by copying them with Mirrors, then abusing all the effects in Black starter and Demonology that normally sacrifice your units.
P2T3
Starting Hand: 4
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
Pestering Haunt
Technician draw: 1
Graveyard
Thoughts
Ooh, dwarddd’s going for heavies. That’ll hit hard, but things will come out slowly. I wonder whether that gives me time to shoot for Gunships? Alternatively, heavies aren’t as good against lots of little guys, so I could try going for Virtuosos: Starlets in Elite trade with Glaxxes, for example, and I’ve already teched in a Dark Pact. That’s good for Lizards + Sprites, too. Let’s try that, Lizards do OK against Glaxxes.
Unfortunately, I don’t have great defensive options this turn, so I’ll be losing Vandy here.
Teched cards: 2
T2: Dark Pact, Gargoyle
T3: 2 x Leaping Lizard
Get paid - (7)
Worker - (6)
Tech II Finesse - (2)
Sacrifice the Weak, Nullcraft dies
Discard 3, draw 4, reshuffle 7, draw 1
Vandy L3 3/4+1A (sparkshot; resist 1; exhaust + 1g: fetch a Demonology spell from codex)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Hand: 5
Deteriorate
Dark Pact
Gargoyle
Thieving Imp
Graveyard
Yes, I see that I don’t understand how to play this deck at all.
P2T4
Starting Hand: 5
Deteriorate
Dark Pact
Gargoyle
Thieving Imp
Graveyard
Thoughts
Look at all those non-units in my hand. I think I’ve had this problem before with the Black starter. I think I just need to get heroes down to patrol here, otherwise a Hyperion can easily blow me up. Flicker’s out of the way, at least.
Teched cards: 2
T2: Dark Pact, Gargoyle
T3: 2 x Leaping Lizard
T4: 2 x Cloud Sprite
As far as I can tell, it’s a slightly less good nightmare? Because while anarchy covers similar ground as finesse (slightly better at it perhaps), it’s not enough of an improvement to make it worth replacing necro (plus multi-colour penalty)
P1T5
Tech StartingHand Workers
TECH
Chronofixer
Temporal Distortion
STARTING HAND
Temporal Distortion
Time Spiral
Void Star #3 → discard at the start of the turn
Fargo(2/3) fading 3
Hyperion
Hyperion draw → Argonaut
WORKERS
Hardened Mox
Forgotten Fighter
Tinkerer
Plasmodium
Worker changed, before i workered the card I drew off hyperion, now i workered Time spiral which was already in my hand.
NextHand
updated next hand:
Now!
Nullcraft(1/1) flying, no buff/debuff spells on this
Chronofixer
Temporal Research
Neo Plexus
Tech 2 card(s)
Get Paid - ($8)
Hyperion - ($3)
Hyperion kills imp, i draw
Temporal distortion hyperion into a tricycloid - ($1)
Max kills River, sparkshot hits Zane
Tricycloid uses 1 rune to kill Zane
Tricycloid uses 1 rune to help Glaxx destroy your tech 2, base to 18
Worker - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Tricycloid(4/4) 1 rune, +r1
In Play:
L5 Max Geiger(3/2) sparkshot
Battle Suits
Gilded Glaxx(4/4) not active: can’t leave play except by combat dmg
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
i don’t feel comfortable leaving no patrol (and max on 2hp) whilst he has a tech 1 so I’ll tricycloid over hyperion for the temporal distortion
Roughly, yes. In theory, Anarchy also gives you access to nasty things like Surprise Attack and Gunships. It’s also one of the other specs that goes really well with Terras Q, because of Chaos Mirror. However, I haven’t yet had a match where I’d want to go for Gunships, or could safely set up for Terras Q, and I’m not sure it’s worth taking the multicolour penalty for.
Yeah, that sucks. dwarddd’s out of float, though, so I’ll get rid of that Glaxx while I can. Vandy’s Doom can’t affect the Tricycloid, so this works sort-of OK for patrolling. I could use Summon Skeletons instead of using Doom, but I think this is better for stopping Geiger from joining in. If I don’t draw a good hand, I can fetch Metamorphosis and bring in Zane.
Teched cards: 2
T2: Dark Pact, Gargoyle
T3: 2 x Leaping Lizard
T4: 2 x Cloud Sprite
T5: Star-Crossed Starlet, Surprise Attack
Get paid + scavenger - (10)
Rebuild Tech II
Worker - (9)
Vandy Anadrose - (7)
Sacrifice the Weak, Gilded Glaxx is too poor to live - (5)
Skeleton Javelineer - (4)
Maxband Vandy, dooms Skeleton Javelineer - (0)
Discard 3, reshuffle 12, draw 5
Skeleton Javelineer 3/3+1A (Doom: +2/+2, dies on my upkeep)
Vandy L5 4/5 (sparkshot; resist 1; exhaust + 1g: fetch a Demonology spell)
There is a certain chance it doesnt matter, increased if im allowed to change my worker based off what is discarded, but it could also mean quite a large change
Mhmm, was just scrolling through the sign-up thread to see who had said they’d judge, @Shadow_Night_Black if u see this before Frozenstorm could u help out please?
charnel chooses random# for Imp discard and roll back to start of P1T5? charnel’s T5 didn’t really reveal information about his Techs so I think it should be fine.
Bansa, who is not a judge but I think is plenty knowledgeable to be if he wants to, is right here; Roll it back to dwarddd’s P1T5, discard at random, and replay the turn. If it doesn’t have meaningful impact on what took place, charnel can keep his turn as-is, or choose to change it, either way both next hands should be re-drawn.
Unless Charnel wants to just play on, which is technically fine
Im going to assume charnel will want to play it back as it was kind of an important turn.
Can someone supply me a number 1-5 pls, i know this is no different than every other part of the honesty system we use here but I definitely know which numbers I’d want (going by the spectator visible card order in my post) and, i dont know, if roles were reversed i might want to give my opponent their random number.