I attacked your Tech II with Nullcraft twice: in T6 & T7, so your Tech II should be at 3 instead of 4 - just found out now, sorry i gotta tell you… but no big difference anyway, just nullcraft is free to do 1 damage to your base:
[b]P2T9[/b]
Tech StartingHand Workers
TECH
Now!
Assimilate
STARTING HAND
Temporal Research
Ebbflow Archon
Time Spiral
Assimilate
Yesterday’s Golgort (6/4+1) - 2 runes
Origin Story
Battle Suits +1 Attack for Soldiers/Mystics
Tech 2 card(s)
Get Paid - ($10)
hire Ebbflow Archon - ($2)
remove 2 timerunes from Archon for Justice Juggernaut and Reputable Newsman
summon Vir - ($0)
Seer trades with Quince, Vir lvls twice
Shimmer Ray destroys your Tech II + 2 dmg to base
Prynn and Nullcraft deal 4 dmg to base
Ouch, well my deck is much bigger than yours and my draws have been weird! I also played maybe too safe, I think there were many ways to win before you got to play that guy, but that’s how we learn! Good play, I don’t know that I can come back…(nice work killing Bigby when you did btw).
"P1T10
StartingHand Workers
STARTING HAND
Jail
Tax Collector
Arresting Constable
Mind Control
WORKERS
Traffic Director
Bluecoat Musketeer
Porkhand Magistrate
Lawful Search
The Art of War
Spectral Aven
Building Inspector
Yesterday’s Golgort (6/4) - 1 rune - arrested
Shimmer Ray (3/4)
Time Spiral
Now!
Discard
Assimilate
Origin Story
Battle Suits +1 Attack for Soldiers/Mystics
Yesterday’s Golgort (6/4+1) - 2 runes
Tech 0 card(s)
Get Paid - ($10)
Vir casts Assimilate on your Censorship Council (phew…) - ($7)
Prynn casts Origin Story and tells the darkest secrets of Bigby - ($4)
Ebbflow Archon attacks your base with (8/8)
Vir, Prynn and Nullcraft deal another 6 dmg to base
Float ($4)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Nullcraft (1/1) - exh.
Ebbflow Archon (12/12) - 4 runes = 8/8
L7 Prynn (3/2) - 4 runes - exh.
L3 Vir (2/3)
[B]Buildings:[/B]
Base HP: 10
Tech I HP: 2
Tech II HP: 5 (Past)
Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 4
[B]Gold:[/B]
Gold: 4
Workers: 10
Thanks for the nice sparring! Let’s take a little break. I gotta find back into work the next few days and i spend the next weekend abroad. But then I’ll contact you and see if you’re up for another round!
@NikoBolas hey there! forgot about codex for a few weeks… just read through your other matches… really nice to just watch games actually especially with thoughts
anyway i’d be up for another round… with mono white (a color i only played twice up to now) and a roll of 38!
STARTING HAND
Ironbark Treant
Playful Panda
Rampant Growth
Rich Earth
Forest’s Favor
WORKERS
Rich Earth
NextHand
Verdant Tree
Young Treant
Tiger Cub
Spore Shambler
Merfolk Prospector
Discard
Rampant Growth
Forest’s Favor
Ironbark Treant
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hire Playful Panda - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Playful Panda (2/2)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 5
[details=Thoughts]
Alright, well I used a double bone collector tech I plan against Pirate to good effect, I think I will bank on the same thing. I could start with Oni, but the Panda comes with benefits and I do call this a “Token.dec” after all so I’ll try starting with him. [/details]
STARTING HAND
Tiger Cub
Verdant Tree
Merfolk Prospector
Spore Shambler
Young Treant
WORKERS
Rich Earth
Spore Shambler
NextHand
Ironbark Treant
Rampant Growth
Playful Panda
Verdant Tree
Forest’s Favor
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Build Tech I - ($3)
Summon Oni - ($1)
Hire Merfolk Prospector - ($0)
Playful Panda (2/2) attacks and kills Savior Monk (2/2). You get a gold.
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]: L1 Oni (2/3)
[I]Technician[/I]: Merfolk Prospector (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Well, I get to trade my 2/2 for his 2/2, he gets a gold out of it, but I still have a wisp. I’m trying to be aggressive so I went for Onimaru instead of Arg. The prospector can also be either a way to catch up in gold or get 1 more damage. I didn’t draw a Bone Collector for next hand…ouch. Let’s see if he’s willing to play Rook or not!
Tech 2 card(s)
Get Paid + float + scavenger - ($8)
Worker - ($7)
hire Morningstar Flagbearer - rise and shine! - ($4)
summon Rook - ($2)
hire Smoker - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Smoker (1/1+a)
[I]Elite[/I]:
[I]Scavenger[/I]: L1 Garrus Rook (2/4)
[I]Technician[/I]: Morningstar Flagbearer (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
Twins and Birds will hopefully keep him busy when i get them out… Flagbearer and a maybe later Versatile Style could prevent him from playing growth, probably he’ll bring at least some skeletons which i could tackle with Shuriken or deGrey… would also be nice to go for the Training Grounds and maybe a YLD - i don’t think he’ll have much airpower
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Oni casts Forest’s Favor on himself (can only target Friendly units/heroes) - ($2)
Hire Playful Panda, who wants to play some more with all his wisp friends! - ($0)
Merfolk Prospector digs up a gold - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+A)
[I]Elite[/I]: L1 Oni+ (4/4)
[I]Scavenger[/I]:
[I]Technician[/I]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Playful Panda (2/2)
Merfolk Prospector (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
Cursed Morningstar Flagbearer prevented me from playing Rampant Growth and killing Rook. Well this looks like we’re in for Birds next turn. If he somehow techd in Thunderclap I’m screwed, but I doubt it. So why no attacks - I’m P1 after all? I am trying to make it very difficult to kill Oni. He would need to kill the Prospector, Grappling Hook Oni out of Elite, then attack Oni with a level 5 Rook and Smoker (if the Morningstar kills SL Wisp). He would kill Oni, but it would be pretty costly. Next turn I plan on mostly going to a tiny hand and playing Bone Collectors, but let’s see what he does!
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Rook trains hard and gains 4 levels - ($3)
Morningstar Flagbearer goes for SQL Whisp
L5 Rook (3/5) hits Oni
Smoker finishes Oni
Rook lvls twice plus one for max/heal - ($2)
hire Savior Monk again - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Savior Monk (2/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
L8 Garus Rook (4/6)
Morningstar Flagbearer (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
did he tempt me into killing Onimaru by purpose? anyway, got a maxxed Rook on the board… so i’ll get Earthquake in my deck i think…
don’t wanna make my spec choice already… so i’ll put in a Sparring Partner who should come in handy any case (?)
STARTING HAND
Tiger Cub
Bone Collector
Young Treant
Bone Collector
WORKERS
Rich Earth
Spore Shambler
Verdant Tree
Tiger Cub
NextHand
Flagstone Garrison
Bone Collector
Drill Sergeant
Young Treant
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Hire Bone Collector - ($5)
Summon Arg and another Wisp - ($3)
Merfolk Prospector digs up a gold - ($4)
Build Tech II (Peace) - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Playful Panda (2/2+A)
[I]Elite[/I]: Wisp (1/1)
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Bone Collector (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Merfolk Prospector (1/1), exhausted
Arg (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts] I don’t know why I thought Forest’s Favor was a great play. It reduced my hand-size and ultimately didn’t matter since he was willing to dump his turn’s worth of gold into Rook. I should’ve built a tower instead. So how do you punish someone spending 5 gold on their hero? Thankfully I’m playing a Token.dec. I plan on flooding the board with little dudes. Earthquake isn’t too scary yet (no birds) and I’m still just nervous about Thunderclap. Entangling Vines is good but costly, it will cost him more to remove a guy than it cost me to make any of them.
Next turn I managed to draw both Drill Sergeant and Flagstone Garrison, but don’t have any Cadets. Next turn if my tech II is around I could play garrison then drill sergeant then Young Treant to get back up to 5 cards and hopefully get a cadet or 2. Which gets the whole engine going as long as I have 1 unit to attack with. Good thing Rook doesn’t have Readiness! [/details]
STARTING HAND
Rambasa Twin
Fox Primus
Snapback
Bird’s Nest
WORKERS
Fox Viper
Safe Attacking
Aged Sensei
Fox Primus
NextHand
Smoker (1/1)
Sensei’s Advice
Grappling Hook
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rook calls his little friends - Bird’s Nest - ($5)
hire Rambasa Twin - ($1)
Rook attacks Playful Panda
Flagbearer attacks elite Whisp
Float ($1)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Rambasa Twin A (3/2+a)
[I]Elite[/I]: Bird 2 (2/1)
[I]Scavenger[/I]: Rambasa Twin B (3/2)
[I]Technician[/I]: Savior Monk (2/2)
[I]Lookout[/I]: Bird 1 (1/1)
[B]In Play:[/B]
L8 Garus Rook (4/4) - exh.
Morningstar Flagbearer (2/1) - exh.
Bird’s Nest (attached to Rook)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
maybe i did too much this turn? but i wanted birds to deal at least one damage to his buildings for the hopefully upcoming earthquake. and i feel i need my twins for defense… still no tech ii but at least a spec choice: discipline. shurikens will have to deal with his tokens i think…
Air Hammer
Doom Grasp
Overeager Cadet
Bone Collector
Bone Collector
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Merfolk Prospector digs up a gold - ($8)
Build Flagstone Garrison - ($5)
Hire Drill Sergeant, Draw a card - ($2)
Hire Overeager Cadet. Draw a card. D.S. gets a rune (1).
Hire Young Treant. Draw 2 cards. D.S. gets a rune (2). - ($0)
Bone Collector (3/3) attacks SL Rambasa (3/2+A) and they trade. Rambasa back to your Codex. I get a skeleton.
Ok, so now the turn when I planned on building a Tower and instead I wanted to go off with my engine. I got unlucky and the last card was Overeager Cadet, but I have a pretty fat Patrol Zone and should get some $ and cards. Next turn I guess I go for Tech III? I don’t see how I win at tech II and he’s kept himself at tech I? I guess next turn he will probably tech up to II. Hmm, his army is scary and Earthquake with the birds means I could lose all my tech for next turn! That darn flagbearer prevented me from making better attacks, of course I didn’t think about how he would counter all my Drill Sergeant shenanigans. Last turn I could’ve traded 2 cards for it, but wanted my discard to be clean to have better chances at drawing Overeager Cadets this turn. Oh well, let’s see what happens!
STARTING HAND
Smoker (1/1)
Sensei’s Advice
Grappling Hook
WORKERS
Fox Viper
Safe Attacking
Aged Sensei
Fox Primus
Grappling Hook
NextHand
Training Grounds
Earthquake
Discard
Sensei’s Advice
Versatile Style
Hidden Ninja
Tech 2 card(s)
Get Paid + float - ($10)
Savior Monk heals Rook and Flagbearer
Worker - ($9)
cast Sensei’s Advice on Flagbearer and Savior Monk - ($8)
Morningstar Flagbearer attacks SQL Cadet
Savior Monk kills Garg - i made a mistake when i forgot a heroes’ hall doesn’t built instantly…
Bird 1 hits scavenger Whisp
Bird 2 kills elite Skeleton
Garus Rook ignores Young Treant and destroys Flagstone Garrison - you won’t have a second copy… so maybe it’ll take you some time to get it again…
Build Tech II - Discipline - ($4)
hire Smoker
build Heroes’ Hall - ($2)
Float ($2)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Rambasa Twin (3/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Smoker (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
L8 Garus Rook (4/5) - exh.
Morningstar Flagbearer (2/1) - exh.
Bird’s Nest (attached to Rook)
Bird 1 (1/1) - exh.
Bird 2 (1/1) - exh.
Savior Monk (2/2) - exh.
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Addon: Heroe’s Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 3
Disc: 3
[B]Gold:[/B]
Gold: 2
Workers: 10
Thoughts
…thought alternatively about killing Drill Sergeant (with Bird and Rook and get a crumbling rune) or destroying tech II… but i’m kinda hoping for an Earthquake soon to get some damage to his base and tech buildings… not sure if that decission was wise… but i hate Garrison too
Tech 2 card(s)
Get Paid - ($9)
Worker and Scavenger gives 1 gold.
Summon Garth - ($7)
Garth casts Doom Grasp, killing Morningstar Flagbearer “Good Night!” sacrificing Young Treant - ($3)
Hire Overeager Cadet, DS gets a rune (1).
Hire Bone Collector, DS gets a rune (2) - ($1)
Garth makes a skeleton - ($0)
Drill Sergeant++++ (7/7) attacks and kills SL Rambasa Twin (3/2+A), takes 3 damage.
Drill Sergeant++++ orders your Smoker back to your hand, by giving him a rune and targetting him.
Drill Sergeant+++ orders Merfolk Prospector to drop and give him …1 push-up. Gives him a rune.
Merfolk Prospector+ (2/2) attacks and kills Savior Monk “Clinic is Closed!”, dies
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Overeager Cadet (2/2+A)
[I]Elite[/I]: Bone Collector (4/3)
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Garth (1/3)
Drill Sergeant++ (5/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 0
Disc: 7
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
Ok so I’m really slow. Took me forever to think that Nether Drain would counter his Rook better than any of my other cards, so I tech’d one of those in. This turn was really weird, I’m not sure building the tower is good after destroying his army, but it will at least slow down the Birds which will get out of hand soon. Next turn either tech II from him or Earthquake? He only has 2 cards in hand (well 3 with the smoker) so not sure what he’s up to. 1 bird will definitely kill my drill sergeant, then die to tower (hopefully). Garth is all-around awesome so hopefully he manages to live another turn. I really wanted to play a bone collector this turn, that might have been a better play than the tower (?). Also would have made DS harder to kill. I dunno, I’ve made so many mistakes this game its hard to say. OK, I talked myself out of the tower haha, going way down on cards but keeping up with my economy and making DS harder to kill seems better.
Tech 2 card(s)
Get Paid + float - ($12)
Bird 1 attacks Tech I
Bird 2 attacks Tech II
Rook casts Earthquake - ($7)
Tech I and II gone and 4 to your base
build Training Grounds - ($6)
summon Grave and Setsuki - ($2)
level Grave twice - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L8 Garus Rook (4+1/5)
[I]Elite[/I]:
[I]Scavenger[/I]: L1 Setsuki (1+1/3)
[I]Technician[/I]: L3 Grave (3+1/4)
[I]Lookout[/I]:
[B]In Play:[/B]
Training Grounds HP: 4
Bird’s Nest (attached to Rook)
Bird 1 (1/1) - exh.
Bird 2 (1/1) - exh.
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Addon: Heroe’s Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 0
Disc: 10
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
not quite sure about that… Rook’s probably gone and with him my birds… don’t wanna do the math if he can kill my other heroes… anyway it will take him two rounds to rebuild tech ii. by then i hope i get something done…
@NikoBolas: Sorry, I just realize that your doom grasp doesn’t hit Morningstar Flagbearer but should hit one of my birds… right?
I don’t have time to fix that right now. Some friends are going to pick me up and I’ll be away most of the day. I’ll try to fix it as soon as possible though… Or do you wanna change your T6?
@NikoBolas: ah sorry, had Sacrifice the Weak in my head for one moment instead of Doom Grasp… so everything’s all right