You’re right, I can’t Nullcraft. I’m just going to pay for the Time Spiral and worker.
As for the draw - you draw technician before you tech cards, which is what I did. You have to use the ‘draw 1 card’ in your spreadsheet before you add any of the tech cards to the tech column. Tech cards only go to your discard at the beginning of the next turn.
STARTING HAND
Gorgon
Thieving Imp (2/2)
Dark Pact
Deteriorate
WORKERS
Graveyard
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Bone Collector
Skeleton Javelineer
Thieving Imp
NextHand
Plague Spitter
Poisonblade Rogue
Sacrifice the Weak
Deteriorate
Cursed Ghoul
Tech 1 card(s)
Get Paid - ($10)
Worker - ($9)
Vandy - ($7)
Vandy dark pact to myself
Vandy max, doom skeleton and mox - ($3)
Skeleton and Ghoul trade with Prynn
Gorgon - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Gorgon (2/4+A), deathtouch
[I]Elite[/I]: Cursed Crow (1+3/3)
[I]Scavenger[/I]: Vandy lvl 5 (4/5)
[I]Technician[/I]: Gorgon (2/3), deathtouch
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 11
Thoughts
Teching carrior curse to counter his slow-time generator, and reduce hand size. My plan to go tech lab- zarra has been significantly delayed here. Trying to keep board pressure. If I do go for zarra, slow time will be tough to deal with. Need to figure out my end game plan here.
You can’t doom Ghoul, as Vandy maxband only targets tech 0 or tech 1 units. Also, You need to doom Mox, as it’s a legal target for maxband Vandy. So you might want to rethink that turn
Tech 2 card(s)
Get Paid - ($9)
Shimmer Ray - ($8)
Golgort - ($5)
Plexus - ($3)
Seer, add a rune to Ray - ($2)
Worker - ($1)
Mox attacks, deal 2 damage to Squad Leader Gorgon
Float ($1)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Shimmer Ray 3/4A, Flying, @3
[I]Elite[/I]: Neo Plexus 4/2
[I]Scavenger[/I]: Seer 3/1
[I]Technician[/I]: Yesterday’s Golgort 6/4 @2
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Hardened Mox 3/2, doomed with - rune, exhasuted
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Past)
Tower HP: 3
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 7
Disc: 2
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
He did not go for tech 3, which is good for me. I’m pretty likely to get a tech draw, which I need because I’m in pretty bad shape as far as cards go - deck bloated, going down to 0. I feel like I have to because if he breaks my tech buildng, I’m done. That Doom was really clutch. I hadn’t considered and it’s pretty sad to me I wasn’t able to skip his discard/draw. Still, Prynn delayed things nicely and now I have some tech 2 units out. I’ll have to go to tech 3, I think, to finish this. Can I delay enough to get there? With Vandy threatening Meta? If he goes for Meta next turn, I’m probably done. I would tech origin story but it woudl tech foreva to get through my deck. I just have to hope I can kill his Vandy with a Shimmer Ray.
STARTING HAND
Plague Spitter
Poisonblade Rogue
Doom Grasp
Dark Pact
Dark Pact
Dark Pact
Cursed Ghoul
Carrion Curse
WORKERS
Graveyard
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Bone Collector
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue
NextHand
Doom Grasp
Dark Pact
Cursed Ghoul
Zarramonde
Zarramonde
Tech 2 card(s)
Get Paid - ($11)
Cursed Ghoul, -1/-1 rune on Shimmer Ray - ($7)
Vandy casts deteriorate on Shimmer Ray, who is now 1/2+A
Cursed Crow kills Shimmer Ray
Gorgon (with 2/2 stats) trades with Golgort, you and I draw
Vandy casts dark pact to myself, base to 16HP, d2
Tech 3 - ($2)
Tech lab (Demonology) - ($1)
Worker - ($0)
STARTING HAND
Dark Pact
Doom Grasp
Cursed Ghoul
Zarramonde
Zarramonde
Deteriorate
Carrion Curse
WORKERS
Graveyard
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Bone Collector
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue
NextHand
Cursed Crow (3/3)
Plague Spitter
Dark Pact
Sacrifice the Weak
Gorgon (2/4), deathtouch
Tech 0 card(s)
Inefficient slow-time workers produce a measly 4G - ($4)
Vandy casts dark pact to myself
Cursed Ghoul, -1/-1 on Neo Plexus - ($0)
Vandy kills Vir
Vandy casts deteriorate on Seer, you get 1 gold
Cursed Ghoul bypasses Neo Plexus and takes out Slow-time generator! (takes 1 tower dmg)
He had the perfect counter-- Slow time generator + NC to get rid of crow which was the only direct counter I had to generator. Good hand draw and exchange.
In the past: Gorgon (2/3) and Ghoul (4/5)
[B]Buildings:[/B]
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Disease)
Tech III HP: 5
Tech Lab HP: 4 (Demonology)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 5
[B]Gold:[/B]
Gold: 6
Workers: 12
Thoughts
Floating 6 gold in case he plays slow time generator next turn, to guarantee 10 for zarra. Prynn should die next turn from fading and return both my units and Garth benefits from levels. I’ll skip my next discard/draw, but should be ok with Vandy/Garth’s card drawing abilities. Think this should go well for me. It all depends on next turn.
Seer 3/1
Slow Time Generator, 2HP
Shimmer Ray
Shimmer Ray 3/4A, Flying, @3
Discard
Temporal Research
Time Spiral
Nullcraft
Tech 0 card(s)
Get Paid - ($10)
Prynn fades, Gorgon and Ghoul return but are not patrolling - you skip your next discard and draw phase (there’s a special box for it in the spreadsheet below the stashed card)
Vir, peeks - ($8)
Geiger discards to draw
Vir peeks
exchange a card - ($7)
Gilded Glaxx - ($4)
Gilded Glaxx - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Gilded Glaxx 4/4A
[I]Elite[/I]: L1 Vir 3/3
[I]Scavenger[/I]: Gilded Glaxx 4/4
[I]Technician[/I]: Seer 3/1
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
L3 Geiger 2/4
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Past)
Tower HP: 3
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 7
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
It was an interesting dance, but it’s probably over