STARTING HAND
Gilded Glaxx
Time Spiral
Nether Drain
Tinkerer
Gilded Glaxx
WORKERS
Neo Plexus
Forgotten Fighter
Nullcraft
Temporal Research
Plasmodium
NextHand
Rewind
Nether Drain
Rewind
Fading Argonaut
Discard
Nether Drain
Time Spiral
Gilded Glaxx
Gilded Glaxx
Tech 2 card(s)
Get Paid + float - ($13)
Rebuild Tech I
Garth Torken - ($11)
Nether Drain: Vandy to Garth (safe from Metamorphosis… at least for the moment) - ($10)
Time Spiral: add to Knight - ($9)
Mox hits Adept for armor + 3 HP
Garth raises the dead - ($8)
Tinkerer - ($6)
Float ($6)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Tinkerer (1/2A)
Elite:
Scavenger: Skeleton (1/1)
Technician: L3 Garth Torken (1/3)
Lookout:
In Play:
Battle Suits
Hardened Mox (4/3) Indesctructible, ““doomed””
Future:
Knight of the Conclave [2 time]
Knight of the Conclave [2 time]
Buildings:
Base HP: 14
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 6
Workers: 9
Thoughts
No Rewind draw, sadly. I need to Time Spiral, which means I need a non-Prynn hero. Mox won’t be able to patrol, and Metamorphosis is threatened.
STARTING HAND
Grappling Hook
mind parry monk
mind parry monk
WORKERS
W1 - Fox Primus
W2 - Fox Viper
W3 - Snapback
W4 - Savior Monk
W5 - sparring partner
NextHand
dark pact
Grappling Hook
Sensei’s Advice
YLD
Morningstar Flagbearer
Tech 0 card(s)
Get Paid + float - ($11)
Aged sensei to discard, Mox back to normal.
Grappling hook skeleton to elite
Grave readily kills Tinkerer, sparkshot skeleton
tap Grave, Sword rune Garth, lvls to Jaina
Adept, Lobbers, and Vandy hit your base for 14 and the game.
Im down to run it back if you are, swap P1 P2? I excited to see what kind of strategy you were hoping to pull off. I feel like my lucky T3 draw into my tech 1’s maybe forced you to do things differently, aka, yomi is coming to get me back. also, curious why you added the rune to KOTC?
Yeah, I’d like another chance. I didn’t play that as well as I should have, and your early aggression was very efficient. WP. Well, there’s also the issue that my build isn’t very straightforward and I don’t have enough experience with it to play optimally yet. About adding the rune, I think my turn 6 thoughts explain it well enough; I guess it’s up to you if you want to look now or wait to be surprised. Although, there is a further trick that I’m really excited about, but don’t want to give away just yet.
this game will play out a little differently. im bringing in Vandy because i can heal her more easily to mid and maxband. also, gives me more options if i want to sue her midband instead.
strategy is basically the same, just bring in lobbers to put on early poressure with safe attacking to maximize their value. only this time around, i think ill tech in sparring partner and rambasa twin instead to wall up, and then rune out whatever survives.
The Smoker can’t be buffed, so I really just need to discourage Vandy. I’ll go a bit off-road and play an extra card. Let’s see if he has a Grappling Hook…
STARTING HAND
Fox Primus
Grappling Hook
Aged Sensei
Savior Monk
Snapback
WORKERS
W1 - Fox Viper
W2 - Snapback
NextHand
Fox Primus
Sensei’s Advice
Aged Sensei (2/1)
lobber
lobber
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($2)
Savior Monk - ($0)
Smoker pings your base to 19
Vandy Trades into Neo, lvls fizzle
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Savior Monk (2/2)
[B]In Play:[/B]
Smoker (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
this game will play out a little differently. im bringing in Vandy because i can heal her more easily to mid and maxband. also, gives me more options if i want to sue her midband instead.
strategy is basically the same, just bring in lobbers to put on early poressure with safe attacking to maximize their value. only this time around, i think ill tech in sparring partner and rambasa twin instead to wall up, and then rune out whatever survives.
STARTING HAND
Time Spiral
Fading Argonaut
Nullcraft
Plasmodium
WORKERS
Forgotten Fighter
Nullcraft
NextHand
Plasmodium
Assimilate
Hardened Mox
Temporal Research
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Fading Argonaut - ($3)
Tech I - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Fading Argonaut (3/3A) [3 time]
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
The threats of Sensei’s Advice and Safe Attacking make defending against 2 units rather awkward, and of course, the one card still in my deck is the Mox. I’m gambling and teching an Assimilate before I see Safe Attacking; if Safe doesn’t land soon, I’ll worker Assimilate.
Smoker (1/1)
Sensei’s Advice
lobber
Aged Sensei (2/1)
hotter fire
hotter fire
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grave - ($3)
Lobber - ($2)
Lobber - ($1)
sensei’s advise both Lobbers- ($0)
Smoker and Lobber #1 trade with Fargo
Savior Monk and Lobber #2 break your tech 1, your base to 18
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L1 Grave (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Lobber #1 (2/2)
Savior Monk (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 0
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
hmmm, well, delaying his tech 1 also delays his tech 2, and maybe throws off his draw cycle. in the meantime, i can hero’s hall or tech 2 into vandy to draw back up in 2 turns.
STARTING HAND
Hardened Mox
Plasmodium
Assimilate
Temporal Research
WORKERS
Forgotten Fighter
Nullcraft
Assimilate
NextHand
Time Spiral
Tinkerer
Neo Plexus
Stewardess of the Undone
Discard
Fading Argonaut
Temporal Research
Plasmodium
Origin Story
Rewind
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Rebuild Tech I
Hardened Mox - ($4)
Can’t build Tech II because Tech I isn’t finished…
Float ($4)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Hardened Mox (3/1)
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Buildings:
Base HP: 17
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 4
Workers: 8
Thoughts
I’m falling behind again. I’ll budget to hit 20 gold 2 turns from now right after a fresh reshuffle and draw; hopefully I’ll survive to that point and manage a full board clear.
STARTING HAND
Safe Attacking
Morningstar Flagbearer
Grappling Hook
WORKERS
W1 - Fox Viper
W2 - Snapback
W3 - Fox Primus
W4 - Morningstar Flagbearer
NextHand
Grappling Hook
dark pact
hotter fire
lobber
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
tech 2 Fire - ($2)
mid Grave - ($0)
Lobber trades with Mox, sidelines Mox
Grave and Savior Monk break your tech 1, your base to 16
Stewardess of the Undone
Rewind
Rewind
Tinkerer
Plasmodium
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Rebuild Tech I
Float ($11)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Hardened Mox (3/1)
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Buildings:
Base HP: 15
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 11
Workers: 9
Thoughts
And of course, now that I’m getting ready to Rewind, there’s only one unit left. Well, maybe more units will be played next turn… but I’ll double up anyway to keep the option more consistently available.
Tech 2 card(s)
Get Paid - ($8)
skip worker
Vandy - ($6)
dark pact, my base down to 18, draw 2
hotter fire - ($3)
lobber - ($2)
grappling hook Mox to lookout
Grave hits and sidelines mox, takes 2 back
Sensei’s Advise, boost Lobber and Savior Monk - ($1)
Lobber and Savior Monk break your tech 1, your base to 14.
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L1 Vandy (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Hotter FIre
Savior Monk (2/2)
L3 Grave (3/2)
Lobber (2/2)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Fire)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 2
Disc: 6
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
not an ideal dark pact draw, but enough to keep his tech 1 down. i think this will be over soon. i might be able to swing into his base next turn or two.
skipping worker so i draw 3 instead of 2. should be able tod raw SOMETHING that helps me close this out soon.
STARTING HAND
Stewardess of the Undone
Rewind
Rewind
Plasmodium
Tinkerer
WORKERS
Forgotten Fighter
Nullcraft
Assimilate
Neo Plexus
Stewardess of the Undone
NextHand
Time Spiral
Rewind
Origin Story
Fading Argonaut
Origin Story
Discard
Tinkerer
Temporal Research
Rewind
Assimilate
Seer
Tech 2 card(s)
Get Paid + float - ($20)
Rebuild Tech I
Vir Garbarean - ($18)
Vir peers into the future
Vir tampers with the future - ($17)
Level Vir - ($11)
Worker - ($10)
Plasmodium - ($8)
Float ($8)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (2/1A)
Elite:
Scavenger:
Technician: L7 Vir Garbarean (3/5)
Lookout:
In Play:
Battle Suits
Future:
Mech [2 time]
Plasmodium [3 time]
Buildings:
Base HP: 13
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 8
Workers: 10
Thoughts
Sticking one of the Rewinds until next turn when I’ll have some Origin Stories to go with it. Teching my other Assimilate to deal with that Hotter Fire, and… a Seer to feed Prynn.
STARTING HAND
Lobber #1 (2/2)
hotter fire
Smoker (1/1)
WORKERS
W1 - Fox Viper
W2 - Snapback
W3 - Fox Primus
W4 - Morningstar Flagbearer
NextHand
bamstamper lizzo
dark pact
Safe Attacking
Tech 2 card(s)
Get Paid + float - ($9)
skip worker
Savior monk heals my hero and units 1
Hotter Fire #2 - ($6)
Lobber #2 - ($5)
max Grave, heals - ($1)
Grave readily hits and sidelines Mox, takes 2 back
tap Grave, sword rune to the heart of Vir. vandy to lvl 3
Lobbers tap to break your tech 1, your base to 12
vandy hits your base for 3, your base to 9
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Savior Monk (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Hotter FIre #1
Hotter FIre #2
L7 Grave (4/3)
L1 Vandy (3/4)
Lobber #1 (2/2)
Lobber #2 (2/2)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Fire)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
skipping worker to keep pressure up. not worried about too many cards if all of them are useful. can suicide grave to get jaina out.
Tech 2 card(s)
Get Paid + float - ($9)
tech draw
Vandy - ($7)
dark pact, may base to 16, draw 2
dark pact, my base to 14, draw 2
bamstamper lizzo, effect fizzles - ($3)
Grave - ($1)
worker - ($0)
Tap Lobber #2, 3 damage to your base. Your base to 6.
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L1 Vandy (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Bamstamper Lizzo (5/3)
[I]Technician[/I]: Grave (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Hotter FIre #1
Hotter FIre #2
Lobber #1 (2/2) (capture by Prynn)
Lobber #2 (2/2)
[B]Buildings:[/B]
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Fire)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
well, lets hope i dont lose this turn…no jaina cards whatsoever. ill either lose, or win next turn
WP. I guess I’ll just spill the beans. I’ve been attempting to replicate and improve on this success, with the inclusion of Necromancy to create a strong follow-up where, after trashing some key units with Prynn, I use Nether Drain to delevel her and either kill or bounce her in the same turn to permanently remove the selected units from the game.
But, I think I’ve been putting the cart before the horse, and as a result my play hasn’t been flexible enough to deal with some developments, especially if my opponent skillfully plays around my strategy. I’m rethinking my approach, and I expect to be ready to give this build another try tomorrow, if you’re up for another go.