Nullcraft
Neo Plexus
Battle Suits
Forgotten Fighter
Hardened Mox
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Nullcraft, pings your base to 19 (2)
Worker (1)
Workers
Hardened Mox
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Nullcraft (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 5
End of Turn Hand
Temporal Research
Plasmodium
Time Spiral
Fading Argonaut
Tinkerer
End of Turn Discard
My Thoughts
Purple v Black is a fun matchup, I can recall losing games as Purple T3 against Black T1 + HH b/c of Death and Decay. Not going to go easy on Ellume here, best way to learn is to get beat, but it’ll be interesting to see where the matchup leads!
Temporal Research
Plasmodium
Time Spiral
Fading Argonaut
Tinkerer
Events of Turn:
Upkeep:
Get Gold (5+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Stewardess of the Undone, Argonaut
Main:
Fading Argonaut (4)
Max Geiger (2)
Worker (1)
Tech 1 (0)
Workers
Tinkerer, Hardened Mox
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Fading Argonaut (2/3+1armor fade 3)
Elite:
Scavenger:
Technician: Max Geiger (2/3 lvl 1)
Lookout:
In Play:
Nullcraft (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Battle Suits
Forgotten Fighter
Neo Plexus
Stewardess of the Undone
Plasmodium
End of Turn Discard
My Thoughts
Oof nullcraft instilling enough fear to prompt a tower already, dope. Stewardess should prove very helpful then, but we’ll grab an Argo for good measure as well.
No sweat, you’re only teching cards starting now anyway And yes, best to track the javelin token, though typically amongst experienced players here, it’s assumed to be there unless explicitly marked missing, so no big sweat either way.
Do note, though, your tower is on 4hp, not 5, as all add-on buildings start with 4hp
Battle Suits
Forgotten Fighter
Neo Plexus
Stewardess of the Undone
Plasmodium
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Hyperion, Temporal Distortion
Stewardess of the Undone, Argonaut
Main:
Geiger kills SQL, takes 2
Battle Suits (4)
Fading Argonaut trades with Vandy, you get 1g, Geiger midbands
Stewardess of the Undone, bounce Haunt back to your hand (1)
Worker (0)
Workers
Forgotten Fighter, Tinkerer, Hardened Mox
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger: Nullcraft (1/1)
Technician:
Lookout: Stewardess of the Undone (3/3)
In Play:
Max Geiger (2/4 lvl 3)
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Temporal Research
Time Spiral
Argonaut
Fading Argonaut
End of Turn Discard
My Thoughts
Free kill on Vandy, that sets up a fat present tech2 tech to draw turn after next. Distortion + Hyperion lets gooooo
…
Oh man how delicious I even got FArgo on the RS, that or Neo was the perfect RS draw, super choice.
Alright, this is likely my mistake. I thought you teched cards at the end of every turn? The rules I have say:
Tech
Pick two cards from your codex to set aside. They’ll go face down into your discard pile just before your next turn starts.
You can either choose two copies of the same card or two different cards. Your opponent doesn’t need to wait for you to decide; they can start taking their turn as soon as you end your main phase. You don’t have to commit to your teching decision until the start of your following turn, but your game will go faster if you figure out your plan while the opponent takes their turn.
Teching two cards per turn is mandatory until you have 10 workers. At that point, you can tech 0, 1, or 2 cards. (Usually 0 is a good idea so you don’t bloat your deck.)
I’m sure you are right, and I’m missing something. Just I’m not sure where?
It’s one of the least clear things written in the rules, but has been clarified by devs here (at least, AFAIK, can try to dig up a source).
The timing at which you are meant to tech cards is ambiguous in deadline. You’re meant to have them in your discard pile by the time your next turn starts, which is to say since you have until that time, it is expected to resolve exactly at that time and not earlier.
This is most important in the case where you are made to draw a technician card (or otherwise draw cards during the opponent’s turn, like with Gorgon or Dark Pact targeted at you) against an empty deck, and thus will be reshuffling your discard and drawing from a new deck pile during the enemy’s turn (or resolving as the very first thing to happen on your next turn, unless they need to see your hand for something like Lawful Search or Martial Mastery, at which point you need to resolve it before they peek).
So tl:dr; you really tech cards at the beginning of turn 2 onward
That’s why my post format specifies “except turn 1”, because you don’t really tech on or at the end of turn 1, you do it at the start of turn 2. You can feel free to open the “teched cards” spoiler in my turn 1 post, b/c it is empty.
The two relevant bits in the section you quoted are:
They’ll go face down into your discard pile just before your next turn starts.
You don’t have to commit to your teching decision until the start of your following turn…
These two say that the final decision only happens at the start of your turn, while the rest is trying to make it clear that you should start thinking about it as soon as you end your turn so the game doesn’t drag on when playing with the physical cards.
In playtesting they found that if they said that the timing was start of turn (the “real” timing), people wouldn’t even open their binders until their turn started and the game would take considerably longer than if they said “tech while your opponent is taking their turn” instead.
Okay, that totally clarifies things. I was working from a “tech at end of turn” instead of “at start of turn”, so now this makes much more sense. I will try format my posts in that way going forward. Thanks!
Edit: Forgot my Haunt was in play
P2T3
Tech 2 Cards
TECHED
Blackhand Dozer
Blackhand Dozer
PREVIOUSLY TECHED
Bone Collector
Bone Collector
StartingHand Workers
STARTING HAND
Deteriorate
Summon Skeletons (workered)
Skeletal Archery
Graveyard
Bone Collector
WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
NextHand
Sacrifice the Weak
Bone Collector
Thieving Imp
Blackhand Dozer
Deteriorate
Tech 0 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech 2 Building (Demonology) - ($5)
Bone Collector - ($3)
Pestering Haunt
Garth Torken - ($1)
Garth (Summon Skeleton) - ($0)
Patrol as below
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Bone Collector (3/3+1)
Elite:
Scavenger: Skeleton (1/1)
Technician: Garth Torken (1/3) (lvl 1)
Lookout:
In Play:
Pestering Haunt
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Racing for Dozers to try provide some buffer. Bringing out some weak stuff to block until then.
I somehow wasn’t using the sheet right for tech and just manually entering them in. It all seems to check out but whatever would normally autofill in my template hasn’t been getting done. I will try next turn to see how it looks.
P2T4
[/details]
Tech 2 Card
NEW TECH
Shrine of Forbidden Knowledge
Banefire Golem
PREVIOUS TECH
Bone Collector
Bone Collector
Blackhand Dozer
Blackhand Dozer
StartingHand Workers
STARTING HAND
Bone Collector
Sacrifice the Weak
Thieving Imp (workered)
Deteriorate
Blackhand Dozer
WORKERS
Poisonblade Rogue
Jandra, the Negator
Summon Skeletons
Thieving Imp
Tricycloid, Immortal
Tricycloid, Now!
Hyperion, Temporal Distortion
Stewardess of the Undone, Argonaut
Main:
Geiger taps I dc 1 and rs draw 1
Nullcraft trades with BC
Immortal (2)
Worker (1)
Workers
Plasmodium, Temporal Research, Forgotten Fighter, Tinkerer, Hardened Mox
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 4 PRESENT
In Patrol:
Squad Leader: Immortal (5/5+1armor)
Elite:
Scavenger: Stewardess of the Undone (3/3)
Technician:
Lookout:
In Play:
Max Geiger (2/4 lvl 3)
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 3
Gold:
Gold: 1
Workers: 9
End of Turn Hand
Tricycloid
Time Spiral
Now!
Argonaut
End of Turn Discard
Nullcraft
Neo Plexus
Hyperion
My Thoughts
Yeah, fuckin demonz… Nice pre-teched dozer there sniffing out my Geiger shenanigans, plan is dead in the water if I can’t flicker the Hyperion… So what now? I think best bet is to try and pull a Tricycloid or Immortal (by teching each), as those two I can do some work with (Immortal fends off the Dozer better, Tri helps burn that junk down.) I’ll trade nullcraft after if I don’t get a Tri, and lay hyperion as my shitty blocker.
…
Immortal, not the ideal but definitely could have been worse. Okay then, hole up and hope he’s not rushing tech 3.
Seer, Origin Story
Tricycloid, Immortal
Tricycloid, Now!
Hyperion, Temporal Distortion
Stewardess of the Undone, Argonaut
Main:
Prynn (9)
Tricycloid (4)
Time Spiral Tricycloid (3)
Tricycloid spits a rune at backline dozer, killing it, you sacrifice the other dozer, who in turn sacrifices nothing
Tricycloid uses its remaining 3 runes to kill Garth, Prynn to level 3
Immortal breaks your tech 2, takes 1 damage, your base to 17
Argonaut (0)
no worker
Workers
Plasmodium, Temporal Research, Forgotten Fighter, Tinkerer, Hardened Mox
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 4 PRESENT
In Patrol:
Squad Leader: Argonaut (4/4+1armor)
Elite:
Scavenger: Prynn (1/3 lvl 3 fade 4)
Technician:
Lookout:
In Play:
Immortal (5/4 1 damage from tower)
Tricycloid (3/3)
Battle Suits
Economy Info:
Cards:
Hand: 3
Deck: 0
Disc: 8
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Tricycloid
Fading Argonaut
Temporal Distortion
End of Turn Discard
Nullcraft
Neo Plexus
Hyperion
Stewardess of the Undone
Seer
Origin Story
Time Spiral
Now!
My Thoughts
Worth skipping a worker here and going further down on cards to completely seize the board and lock him off tech 2, I should be able to dominate with Geiger + TD next turn.
Time Spiral ftw! I’m never workering you again.
Teching in OS for possible Orpal later, and a Seer for cheap StW guarding + runes
Bone Collector
Bone Collector
Deteriorate
Skeletal Archery
Discard
Zarramonde, the Obliterator
Metamorphosis
Banefire Golem
Shrine of Forbidden Knowledge
Soul Stone
Soul Stone
Tech 2 card(s)
Get Paid+scav - ($11)
Rebuild Tech II
Tap Vandy, pay 1, discard card to bring Metamorphosis spell to hand - ($10)
Orpal Gloor - ($8)
Metamorphosis - ($2)
Tap Graveyard for Haunt
I’m afraid Orpal can’t join Vandy; with the tech 2 building down, your in-play hero limit is at 1. Part of why I chose to break the tech 2 over killing Vandy with the Immortal.
Right, I recognized that for my units, but it seems to have slipped my mind for my hero count. In this case I think I will concede. Looks like my all in to try kill Max out of fear of time spells may have been my downfall. Rematch?