Tech 0 card(s)
Get Paid + float + Scavenger - ($13)
Garth 5->7, put Skeletal Lord A from the Discard into play. - ($11)
Skeletal Lord B - ($8)
Garth casts Summon Skeletons - ($5)
Gath summons another Skeleton - ($4)
Vandy 3->5, maxband ability on Skeleton A and your Mech - ($2)
Float ($2)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton A (5/5+A) [2 Skeletal Lords, Doomed]
[I]Elite[/I]: Skeletal Lord A (3+1/3)
[I]Scavenger[/I]: Skeleton B (3/3) [2 Skeletal Lords]
[I]Technician[/I]: Skeletal Lord B (3/3)
[I]Lookout[/I]: Skeleton C (3/3) [2 Skeletal Lords]
[B]In Play:[/B]
STARTING HAND
Immortal
Fading Argonaut
Immortal
Undo
Temporal Research
Hyperion
WORKERS
Hardened Mox
Forgotten Fighter
Neo Plexus
Battle Suits
Temporal Research
NextHand
Stewardess of the Undone
Octavian
Warp Gate Disciple
Origin Story
Stewardess of the Undone
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Peek
Prynn - ($5)
Undo on Skeleton A - ($2)
Hyperion trades with Skeletal Lord A (Draw)
Stewardess trades with Skeleton B
Vir trades with Skeletal Lord B
Argonaut kills Skeleton C
Mech attacks base for 8
Fading Argonaut - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Fading Argonaut (3) (2/3 +A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Argonaut (3/2) (Exh)
Prynn (4) (1/3) Lvl 1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 12
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Spoiler: Thoughts on this Turn
Not sure what the best play was here. Clearing seemed important, and since Mech dies next turn, getting full value seemed important. Killing Tech II building felt right, because he can make Tech III next turn, almost guaranteeing a loss. Killing Garth felt right too, because it helps protect Prynn and limits more skeleton shenanigans.
But those two options didn’t get full value from Mech, and they both feel like “playing not to lose” instead of playing to win. The longer this stalls, the more likely I lose, because his Tech III seems inevitable now and mine can’t compete. I felt I needed to rush face damage to have any chance now.
On the other hand, I should have played a less “tempo” oriented early game if I was going do this. It now feels like switching to a pure face damage strategy is conceding.
I’d love to hear an experienced player’s thoughts on this.
No problem. I was playing in real life last night, and I noticed 2 major errors we made. I assume we should keep going. We could backtrack if you want. The Mech is untargetable, so when I brought it out a turn early with Tinkerer, that was a mistake. And when you max banded it with Vandy that wasn’t allowed either.
I think it’s only untargetable when it’s in play, not when it’s in the future. And in any case, Tinkerer’s ability doesn’t target (there’s no target symbol on the card), so that is OK.
(Actually, I just checked: neither Time Spiral nor Seer has the target symbol either. Since those are the only 3 cards afaik that can remove runes from forecasted units, there is never any rules issue with removing runes from a forecasted untargetable mech with them )
Thanks for the clarification! I totally forgot that targeting has that symbol. Last night, while playing, my opponent asked, “Does this count as targeting?” And I stupidly said, “Probably, since you are exhausting to give that unit something.” Doh. We’re going to play again tonight, and he’s probably not going to be happy when I tell him I was wrong (he avoided using Aged Sensei’s ability on Smoker).
Haha. You’re right. I was going off memory, and assumed I would have noticed it when he asked if it was there. Good. I didn’t tell him something wrong.
Ah, sorry I totally missed the untargetable on the Mech.
As this is just a casual game I’d say we just keep playing and learned something for next time. You probably would be in a much better position if that Mech was alive though.
P2T9
StartingHand Workers
STARTING HAND
Bone Collector
Skeleton Javelineer
Sacrifice the Weak
Bone Collector
Summon Skeletons
Skeleton Javelineer
Carrion Curse
Bone Collector
Nether Drain
Skeletal Lord
Discard
Summon Skeletons
Sacrifice the Weak
Deteriorate
Tech 0 card(s)
Get Paid + float - ($12)
Skeletal Lord - ($9)
Lord of Shadows - ($2)
Wight, Crypt Crawler, Bone Collector and Skeletons A-C atack your base for 16 damage. 1 new Skeleton from Bone Collector.
Orpal - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton D (2/2) [Skeletal Lord, Invisible]
Good job. I feel like this was insanely close at the end. I had Undo, Rewind, and Ready or Not all in hand, but couldn’t quite find a line to finish it off.
P1T11
StartingHand Workers
STARTING HAND
Undo
Ready or Not
Tinkerer
Immortal
Hyperion
Rewind
Plasmodium
WORKERS
Hardened Mox
Forgotten Fighter
Neo Plexus
Battle Suits
Temporal Research
Octavian
NextHand
Undo
Hyperion
Hyperion
Chonofixer
Nullcraft
Tech 0 card(s)
Get Paid + float - ($11)
Skip Worker
Peek
Exchange - ($10)
Hyperion - ($5)
Hyperion kills Skeleton D
Max - ($3)
Vir +1 Lvl - ($2)
Vir kills Vandy
Immortal attacks base for 5
Max +2 Lvl - ($0)
Max maxband Hyperion
Hyperion attacks base for 4
I see a few people doing [Past]/Peace/Anarchy. I’m not sure I see the synergy (other than being forced into battle suits), but it seems like a good reactive deck. Lots of answers for things.