Sacrifice the Weak
Poisonblade Rogue
Deteriorate
Skeletal Archery
Skeleton Javelineer
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in except turn 1
All Teched Cards
Main:
Vandy (2)
Skeleton Javelineer (1)
Worker (0)
Workers
Poisonblade Rogue
Patrol as below
Discard 3 Draw 5
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Skeleton Javelineer (1/1a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (2/3)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
End of Turn Hand
Pestering Haunt
Graveyard
Jandra, the Negator
Thieving Imp
Summon Skeletons
End of Turn Discard
My Thoughts
Kinda sucks to get both combats here but Jav is a good draw, that + Vandy is solid, play for pressure, I don’t think there’s any reason not to run Finesse T2? Graveyard a little sketch against Vir but not awful. Could do all-out heroes w/ Harmony / DP I spose? A little sketch against Stewie. Meta not a slam dunk against Prynn either though especially with no resist. Ah well spose we just play on and hedge the Meta / FinT2, usually works well. Gotta remember my DP and Det changes though!
GL HF!
Hope to be able to make it through this one, IRL has been a pain for the last few, though being matched with you and nightmare is probably going to reduce the tournament time for me at least.
P2T1
StartingHand Workers
STARTING HAND
Hardened Mox
Forgotten Fighter
Temporal Research
Battle Suits
Time Spiral
Tech card(s)
Get Paid - ($5)
Worker - ($4)
Mox - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1, Indestructable)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
So, Nightmare vs Purple (and even worse, FrozenStorm), this is going to be a hard fight, and I’m rusty.
Thankfully Deteriorate and DP nerfs are here to help me out.
Main desecision here is SL vs LO for mox. SL is good vs Jav rune, Lookout is good vs deteriorate, but with the nerfs, I would quite like them to spend the 1 gold and a card, so ignoring LO (as I doubt they would spend 2 gold, and I want them to not play imp/graveyard this turn)
STARTING HAND
Nullcraft
Plasmodium
Fading Argonaut
Tinkerer
Neo Plexus
WORKERS
Forgotten Fighter
Tinkerer
NextHand
Plasmodium
Time Spiral
Neo Plexus
Tech 2 card(s)
Get Paid + float - ($7)
Discard #2 from imp
Worker - ($6)
Tech 1 - ($5)
Nullcraft - ($3)
Fargo - ($1)
Nullcraft kills Skeleton Jav
Float ($1)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1, Indestructable)
Elite:
Scavenger:
Technician: Fading Argonaut (2/3, Fading 3)
Lookout:
In Play:
Nullcraft (1/1, Flying Haste)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
Okay, Imp is still a problem, but we can at least start the pressure now.
Glaxx is coming in as a good blocker thats hard to deal with, but how hard do we want to attempt tech 2 right now? assuming some combination of DP/Fencers coming in so have to be worried about tech 2 living if built next turn. And drawing a dead Hyperion next turn is painful.
I’m drawing 3 of 7, so good odds for hyperion in second hand, but I think its going to be less useful than a Tric given the aggressiveness of nightmare.
Going to go all in on tech 2, lets do this
Deteriorate
Skeletal Archery
Nimble Fencer
Graveyard
Dark Pact
Events of Turn:
Upkeep:
Get Gold (6)
draw 1 techn
Tech 2 cards in except turn 1
All Teched Cards
Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
Dark Pact, base to 18 draw 2 (5)
Nimble Fencer (3)
Graveyard (1)
Pestering Haunt
Worker (0)
Workers
Jandra, the Negator, Summon Skeletons, Poisonblade Rogue
Patrol as below
Discard 3 rs Draw 5
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
In Patrol:
Squad Leader: Nimble Fencer (2/3a)
Elite:
Scavenger:
Technician:
Lookout: Thieving Imp (2/2)
In Play:
Vandy (2/3)
Pestering Haunt (1/1)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Sacrifice the Weak
Dark Pact
Skeletal Archery
Deteriorate
Star-Crossed Starlet
End of Turn Discard
My Thoughts
Wow going hard already, dc 1 draw 3. I spose maybe trying to fast tech and establish a base board presence to do that? Possible. Either way I think I go graveyard + fencer + DP, I’ll tech more T1 stuff just in case I want to go hard next turn but more likely I replay from graveyard and tech up next turn, I’ll have a super light cycle so I can reactive tech next turn and be fine. If I get the graveyard stolen, bad luck I guess
Skeletal Archery, Jandra, the Negator, Summon Skeletons, Poisonblade Rogue
Patrol as below
Discard 3 Draw 2 rs Draw 3
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 Finesse
In Patrol:
Squad Leader: Nimble Fencer (2/3a)
Elite:
Scavenger: Star-Crossed Starlet (3/2)
Technician: Thieving Imp (2/2)
Lookout:
In Play:
Vandy (2/3)
Pestering Haunt (1/1)
Graveyard (3hp)
Economy Info:
Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Skeleton Javelineer
Nimble Fencer
Dark Pact
Deteriorate
Leaping LIzard
End of Turn Discard
My Thoughts
hmmm so did SNB first tech hyperions or something? Worst case is probably Battle Suits + Hyperion, but I’m going to hope it was more like Stewardess + Now! or something. It’s only 3 cards, chances seem low it’s devastating. I could do like Tower + Imp and kill the Fargo, that’d lower the chance even further of a big tech2 play, but I’d rather tech up and risk the tech break or vandy kill or graveyard loss
Maybe… Would prefer to think of it as adapting my T3 plan to the 3/4 chance of having a Tech 2 this turn. P2T4
Tech StartingHand Workers
TECH
Gilded Glaxx
Now!
STARTING HAND
Tricycloid
Gilded Glaxx
Battle Suits
WORKERS
Forgotten Fighter
Tinkerer
Plasmodium
NextHand
Temporal Distortion
Temporal Research
Hyperion
Tech 2 card(s)
Get Paid + float - ($9)
Battle suits - ($7)
Fargo and Nullcraft kill Fencer
Mox kills scarlet, your get 1 gold
Neo kills Imp, you draw
Tric, mox is trashed - ($2)
Tric pings Haunt, graveyard overflows and dies
Geiger - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Tricycloid (5/5 + A, 2 time runes)
Elite:
Scavenger:
Technician: Geiger (2/3, lvl 1, spark shot)
Lookout:
In Play:
Nullcraft (1/1, Flying Haste)
Fading Argonaut (3/1, Fading 1)
Battle Suits
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Okay, lets break down that graveyard, do not need automatic haste on the board
Mmmk I think if I can kill Tric that’d be massive. If I tech another Starlet and DP I maximize the chances of that, deteriorate + fencer + starlet or fencer can get it done. Okay, lets go for it
…
Another DP on the RS, solid, let’s see what we pull, chances are really high
…
Well win some lose some. Haunt’s an easy yes. What else though? I could StW the Nullcraft away. Lizard probably can take care of it though… I can Imp and hope to hit something important + continue the card pressure, but Max and Vir should be able to solve that problem… Shoot this is a bummer… Really wanted that Tric kill! Graveyard at least would have been nice on the whiff! Wait a minute… SNB skipped a worker and is now on 8 gold. Maybe workering and midbanding Vandy is the play? No more resist but still that leaves a Vandy kill out for maxbanding Geiger + a tech 2 unit. Really Hyperion in hand, what’s the worst that happens? Tric kills SQL, Hyperion kills Maestro, Geiger kills Vandy w/ tric or nullcraft, flicker Hyperion break t1 or t2? yeah okay actually that super sucks.
Maybe not if I go tower? Maestro in Elite + Tower means Hyp can’t kill it and live to flicker. Also makes Geiger tough to keep alive on any attacks, and deals w/ Nullcraft. Okay, I can dig it. WAIT I can patrol the fencer too! Oh that makes Vandy and tech2 much safer. Okay yes, I like this plan, tower it is, I can skip workers too and I can fetch the maestro to play my monster hand next turn
One of the main problems I have against nightmare is figuring out what is actually the more dangerous thing, Vandy, Mestro and Fencer are all really strong cards. Which also leads into the problem of breaking tech 1/tech 2 also being non obvious…
Just finalising my turn now. will edit and tag when done
There isn’t a great answer I think. That’s the nasty part. If you go after Vandy hard it’s still not too hard to win with finesse t1 and 2, and Vandy can still be really threatening without the finesse units.
Like peace engine I think t1 gets overlooked as a great thing to kill
Well, we will see if I made the right choice at least, took a bit longer than expected because made the first attempt forgetting about the tower you built, which ruined a series of really nice lines for me… P2T5
Tech StartingHand Workers
TECH
Now!
Promise of Payment
STARTING HAND
Temporal Research
Hyperion
Temporal Distortion
Now!
WORKERS
Forgotten Fighter
Tinkerer
Plasmodium
NextHand
Time Spiral
Neo Plexus (2/2)
Gilded Glaxx
Gilded Glaxx
Tech 2 card(s)
Get Paid - ($8)
Fargo fades away
Hyperion - ($3)
Hyperion runs into Lizard, I Draw
TD Hyperion for Void star - ($1)
Now! Void star - ($0)
Tric pings Lizard, Lizard dies
Void star kills Maestro
Tric kills Fencer
Tric pings Haunt to death
Grounded Guide, Doom Grasp
Star-Crossed Starlet, Dark Pact
Maestro, Leaping Lizard
Star-Crossed Starlet, Nimble Fencer
Dark Pact, Nimble Fencer
Main:
Garth + Maxband, fetch Maestro back (0)
Nimble Fencer, hits Geiger
Vandy kills Geiger, midbands and heals
Star-Crossed Starlet x2, hit your base to 14
Workers
Skeletal Archery, Jandra, the Negator, Summon Skeletons, Poisonblade Rogue
Patrol as below
Discard 4 Draw 4 rs Draw 1
Board Info:
Buildings:
Base HP: 14
Tech1 HP: 5
Tech2 HP: 5 Finesse
Tower HP: 4
In Patrol:
Squad Leader: Maestro (3/5a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (3/4 lvl 3)
Nimble Fencer (2/1)
Star-Crossed Starlet (3/2)
Star-Crossed Starlet (3/2)
Garth (3/4 lvl 7)
Economy Info:
Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Sacrifice the Weak
Deteriorate
Skeleton Javelineer
Dark Pact
Thieving Imp
End of Turn Discard
My Thoughts
Suddenly this became a base race. DP technician isn’t appealing if Void Star can put my base on notice. I might just be checkmated here? I either have to finish imminently or kill the void star next turn. I spose Doom Grasp would be a way to do that, but if garth dies and overpowers the base next turn I might be just locked off. I am drawing into StW though so if I patrol Garth in SQL, he can’t be one shot from lethal on base with void star without getting rid of the nullcraft, and I should be able to StW away the void star if that happens. So one DG and one GG to help end the game, makes sense to me
Wait overpower doesn’t work if you aren’t patrolling. So do I think there’s another hyperion in there? No access to Now! without Geiger, don’t think there’s another hyperion if he teched TD, maybe I just patrol nothing? No I’ll keep Maestro SQL just in case, doubling off Maestro + like a starlet or some base damage isn’t too bad
good shout, have removed the worker, and redrawn the hand with the extra card. I’ve gotten rusty in my time away (first interation of the turn has me making a worker, before realising it left me dead to about 7 different cards in frozen storms deck, which I decieded was a bad idea)
Worker shmurker, I’d like to solve the puzzle, Pat!
GG WP it was a tight one but I just barely found lethal XD
it’s silly to think if you flip flop Plexus and Glaxx patrol, I don’t get to StW the Doom Glaxx out of the way, and I’d have to lose most of my board just breaking the tech 2. Idk if that’s winning position still or not, probably but much dicier!
GG, I still think I die if I swap the glaxx and the neo (just takes a bit longer), as without the void star I don’t stand a chance atm, had several leathal outs if you don’t kill me this turn, so it was just get as much defence will not allowing sac the weak to easily kill void star.
Think my major error this game was turn 5, there where so many options, and it all depended on what I thought you had, and I don’t have a good valueation vs nightmare of what is easily replaceable/a threat. I should have problably just kept tech 2 down and worries less about Maestros, knowing that void star + tric was going to be a quick kill (forgot you where at 14 rather than 20, which changes so much math)
Your turn 4 tower was excellent btw, without that I crush you on turn 5 (either wipe everything, or break tech 2 and just leave vandy) with a decent board position.
Defo felt a lot better with DP costing 1 and Deteriorate costing 1 from my end (plus knowing that tric could still do a lot to vandy after mid band), and hasn’t seemed to push it too far in the other direction, would be interesting to know your thoughts on this