Summon Skeletons
Doom Grasp
Temporal Distortion
Now!
Kidnapping
Hooded Executioner
Hooded Executioner
Sacrifice the Weak
Doom Grasp
Doom Grasp
Kidnapping
Land Octopus
Land Octopus
Tech 2 card(s)
Get Paid - ($11)
Rebuild Tech II
Garth Torken - ($9)
Sacrifice the Weak, Mech dies - ($7)
Skeleton - ($6)
Pirate-Gang Commander - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Pirate (2/2A) Explosive
Elite: Skeleton (2/1) Explosive
Scavenger: L1 Garth Torken (1/3) Animate
Technician: Pirate (2/2) Explosive
Lookout: Pirate (2/2) Explosive, resist 1
In Play:
Pirate-Gang Commander (6/6) Explosive
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 13
Gold:
Gold: 0
Workers: 11
Thoughts
No point in killing the Archon while Second Chances is waiting to bring it back… guess I just gotta flood my patrol zone so it can’t directly attack my base… and I’ll put the Commander itself on the back line to make it look like I want it unsummoned so I can resummon it next turn. There’s also a possibility I might genuinely want to do that, if I get a very unlikely next turn hand.
I meant there was no point killing it that turn, because the only method I had to do so was to hit it with Doom Grasp. I definitely want to kill it with attack damage if I can.
nope, it doesnìt. Tokens are no cards, once they leave the field they cease to exist and can’t be returned, only spawned again by an effect. Only units like the archon will return You can play your turn.
STARTING HAND
Stewardess of the Undone(2/3a)
Time Spiral
Plasmodium(4/1) haste
Shimmer Ray(3/4a)
Ebbflow Archon
WORKERS
Tinkerer
Hardened Mox
Forgotten Fighter
Nullcraft
Battle Suits
NextHand
Seer(2/1)
Neo Plexus(2/2)
Rememberer(3/3) +r1
Research & Development
Yesterday’s Golgort
Tech 0 card(s)
Get Paid - ($10)
Ebbflow Archon - ($2)
Remove 3 runes from new Archon and 2 from old to clear your patrol (pay for lookout) - ($1)
Old archon (currently 1 rune) destroys your tech 3
Remove final rune from old archon to bounce commander, archon gets a second chance
Shimmer Ray - ($0)
Prynn hits your base to 13
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Ebbflow Archon(8/8a) fading 4
Elite:
Scavenger:
Technician:
Lookout: Ebbflow Archon(5/5) fading 7 +r1
In Play:
Second Chances
L3 Prynn(1/2)
Shimmer Ray(3/4) fading 2, flying
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Past)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
perfect draws definitely helped here… seems like gg to me
Phew, i got lucky on draws there, you did get your commander at the right turn but i think at that point u needed to be the only lucky drawer instead of both of us.
Looking back, what interesting tech choices you have! Why no Blood T2 units ever?
This deck was designed to kick off by stealing an opponent’s tech II unit, e.g. a Rememberer, and then using Temporal Distortion to trade it in for a Warp Gate Disciple, give it haste, and then use it to cheat in units for cheap. So, ideally, tech choices go to spells instead of units. The timing never seems to work out quite right, though.
Drawing all three seems optimistic when you’re relying on Garth and Geiger midbands for card draw. Maybe if you took the Purple starter for Temporal Research?
Well, there are plenty of other partial combos that can work out, like Kidnapping into Doom Grasp, etc. What I mean by the timing tending to not work out is that having Drakk available while Kidnapping is in hand and the opponent has a tech II unit on board seems to happen far less often than I would expect. The main reason for going with Black starter is to support replaying of off-spec tech II units via Skeletal Lord’s ability, otherwise they would become dead cards when removed from the board and there would be no choice except to worker them.