Thanks for agreeing to play! My aim is a defensive deck, just enough pressure to make the game last till late, honestly no idea what specs to include but this seemed like a fun first try.
Im sorry, i hadnt mentioned I’d prefer playing with the balance changes, the relevant ones here would be to Garth, Lich’s Bargain and Bird’s Nest. If you’d rather not have them apply that’s also okay
RuleChanges
Nerfs
Vandy
Remove resist 1 at midband
Garth
Reduce midband stats to 2/3
MoLaC
If you have no units in play, remove all runes from this
Ah, yes, that would have been good to mention in your post. I normally don’t like to mess with balance changes, but if none of my cards are affected, I guess I can just ignore them, so feel free to use them if you want.
P2T1
StartingHand Workers
STARTING HAND
Battle Suits
Nullcraft
Temporal Research
Neo Plexus
Fading Argonaut
WORKERS
Temporal Research
NextHand
Time Spiral
Tinkerer
Forgotten Fighter
Hardened Mox
Plasmodium
Discard
Nullcraft
Neo Plexus
Battle Suits
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fading Argonaut - ($2)
Vir Garbarean - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Fading Argonaut (2/3A) [3 time]
Elite:
Scavenger: L1 Vir Garbarean (2/3) Peek, swap
Technician:
Lookout:
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
I find Temporal Research to be too inefficient to be worth using in most situations, so I’ll ditch it early.
Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”
P1T3
Tech StartingHand Workers
TECH
Tiny Basilisk
Thunderclap
STARTING HAND
Verdant Tree
Tiny Basilisk
Ironbark Treant
Young Treant
Playful Panda
Rampant Growth
WORKERS
Forest’s Favor
Rich Earth
Ironbark Treant
NextHand
Bone Collector
Tiny Basilisk
Thunderclap
Spore Shambler
Tech 2 card(s)
Get Paid + float - ($7)
Young treant, draw - ($5)
Tiny basilisk - ($3)
playful Panda - ($1)
tap merfolk - ($2)
worker - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Tiny Basilisk(1/2a) unattackable/unstoppable by tech 0, deathtouch
Elite: Tiger Cub(3/2)
Scavenger: Young Treant(0/2)
Technician: Wisp(0/1)
Lookout:
In Play:
Rook(2/4)
Merfolk Prospector(1/1)
Playful Panda(2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
this requires them to either have forgotten Fighter, nc and time spiral/seer orrr two time rune things and forgotten fighter, with just 4 cards I reckon I’m safe
Meanwhile if i draw thunderclap next turn i should be able to take out some key pieces (tinkerer and Vir would be good) and tech up
STARTING HAND
Neo Plexus
Knight of the Conclave
Time Spiral
Nullcraft
WORKERS
Temporal Research
Hardened Mox
Nullcraft
NextHand
Forgotten Fighter
Neo Plexus
Battle Suits
Discard
Time Spiral
Rememberer
Seer
Tech 2 card(s)
Get Paid - ($7)
Peek
Worker - ($6)
Knight of the Conclave
Swap - ($5)
Knight of the Conclave
Tinkerer removes from Plasmodium
Tech II: Past - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Fading Argonaut (2/3A) [1 time]
Elite:
Scavenger:
Technician: L1 Vir Garbarean (2/3) Peek, swap
Lookout:
In Play:
Tinkerer (1/2) Time
Future:
Plasmodium (4/4) Haste [1 time]
Knight of the Conclave (4/4) Resist 1 [3 time]
Knight of the Conclave (4/4) Resist 1 [3 time]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 8
Thoughts
Reshuffle’s about to trigger, leaving 1 Remember in codex to fetch later; also Seer is preferable to Time Spiral in the midgame. In any case, I’ll want all 4 time rune manipulators eventually. Well, I’ll only be drawing 1 card off the reshuffle, meaning no chance of getting a Rememberer and a time rune remover next turn. Maybe better to avoid patrolling as Technician, then, even though it hurts to be so low on cards. Actually, nevermind… even with just 1 of them, there’s a good chance I can get some non-combat value from it using my other heroes. Also… leaving Fading Argonaut on 1 rune so it’s tempting to let it die to fading instead of attacking into it.
Tech 2 card(s)
Get Paid - ($8)
Garth and midband - ($3)
Bone Collector runs into SQL, I get skele
sac skele, draw
max Garth fetch corpse catapult - ($0)
Panda trades with plasmodium, catapult rune
Rook kills Prynn, two levels
Tap merfolk - ($1)
Worker - ($0)
Float ($0)
Discard 4, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Wisp(0/1a)
Elite:
Scavenger: Tiger Cub(2/2)
Technician: Young Treant(0/2)
Lookout:
In Play:
L7 Rook(3/3)
Merfolk Prospector(1/1)
L7 Garth(3/4) make/sac skele
Corpse Catapult(1/4) 2xRune + tap->6 dmg to building, 1 rune
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
bruhhh bottom decked both necromancers. I wonder what kind of past they r going for… that sort of money seems like rememberers which will bring out a lot of stuff, I might be fallng behind here if I can’t get a tech 2 out… corpse Catapult will make some value out of my hoard since I don’t get yo resurrect them as skeles
The Catapult will surely destroy my Tech III, but if my Tech II and at least one Rememberer survive, I can get another free Golgort. Along with the Knights arriving next turn, that should present considerable pressure.
Bone Collector(3/3)
Playful Panda(2/2)
Rampant Growth
Skeletal Lord
Discard
Merfolk Prospector(1/1)
Tiger Cub(2/2)
Thunderclap
Tiny Basilisk(1/2a) unattackable/unstoppable by tech 0, deathtouch
Lord of Shadows
Moment’s Peace
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Necromancer - ($4)
Necromancer - ($0)
Tiger Cub trades sql seer, two skeles and a catapult rune
Garth kills Max, Rook maxbands
Merfolk Prospector trades Lookout seer, two skeles and rune
tap catapult, break tech 3
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Young Treant(0/2a)
Elite: Skele(2/1)
Scavenger: Wisp(0/1)
Technician: Skele(1/1)
Lookout:
In Play:
L8 Rook(4/3) two lives
Necromancer(3/3) long range, my non-tokens->skels
L7 Garth(3/1) make/sac skele
Corpse Catapult(1/4) 2xRune + tap->6 dmg to building, 1 rune
Necromancer(3/3)
Skele(1/1) * 2
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
rememberers it is, gotta keep that tech 3 down now although next turn they should be out of seers so time spiral should be the only extra unit (after normal fading… hmm). should be able to get 3/3 skeles next turn which is fun
Mm, i had intended to kill the technician rememberer but as i didnt write it in and also just saw their entire hand idm leaving it. Rook’s on 6hp tho XD
Moment’s Peace
Moment’s Peace
Rampant Growth
Young Treant(0/2a)
Tech 2 card(s)
Get Paid, 2 runes and 2 (ready) skeles from your turn - ($10)
Skeleton Lord, skeletons are 2/2 - ($7)
Bone Collector - ($5)
Garth makes a skeleton - ($4)
Necromancer and Skeleton kill SQL (skeleton dies)
Garth runs into scavenger Golgurt, deals 3, Vir to lvl 3
Midori - ($2)
Necromancer 2 kills Vir, midori to lvl 3
Midband Midori, skeletons are 3/3 - ($0)
Wisp trades with scavenger golgurt
Rook kills Technician, takes 5
remember to check for lethal before hitting tech buildings
4 skeletons deal 12 dmg to your base
Corpse Catapult finishes off your base
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Bone Collector(3/3a)
Elite:
Scavenger: Skele(3/3)
Technician:
Lookout:
In Play:
L8 Rook(4/1) two lives
Necromancer(3/3) long range, my non-tokens->skels
L5 Midori(3/4) units with no abilities +1/+1
Corpse Catapult(1/4) 2xRune + tap->6 dmg to building, 3 rune
Necromancer(3/3)
Skele(3/3) * 4
Skeletal Lord(3/3) +1/+1 to skels, tap 5->unit from hand
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Rewind is coming, but I think I can do enough damage first. ah, I wrote this before thinking about my turn
afaik, you are correct. arrival fatigue comes the turn you get creatures, but since the skeles arrived on the opp turn, during yours they are ready for combat.
P1T1 is rough for mono-Purple in general, because Purple starter has the highest mana curve and its only $1 card is Time Spiral. But, I like playing Plasmodium on T1.
P1T2
Tech StartingHand Workers
TECH
Seer
Seer
STARTING HAND
Forgotten Fighter
Tinkerer
Temporal Research
Neo Plexus
Nullcraft
WORKERS
Hardened Mox
Forgotten Fighter
NextHand
Nullcraft
Temporal Research
Time Spiral
Fading Argonaut
Tinkerer
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($4)
Neo Plexus - ($2)
Max Geiger - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Neo Plexus (2/2A)
Elite:
Scavenger:
Technician: L1 Max Geiger (2/3) Sparkshot
Lookout:
Future:
Plasmodium (4/4) Haste [2 time]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Going with Geiger for less expensive heals, in case that becomes relevant.