[Casual] Nekoatl [Balance/Feral]/Law vs Unity [Present/Future]/Peace

P1T6


Tech StartingHand Workers

TECH
Feral Strike
Feral Strike


STARTING HAND
Training Grounds
Rampant Growth
Insurance Agent


WORKERS
Rich Earth
Young Treant
Forest’s Favor
Playful Panda


NextHand

Tiger Cub
Merfolk Prospector
Ironbark Treant


Tech 2 card(s)
Get Paid - ($8)
Rampant Growth: Insurance Agent - ($6)
Insurance agent kills Overeager Cadet.
Sparring Partner trades with Plasmodium. - ($7)
Calamandra breaks Tech II.
Bigby trains
Bigby breaks Surplus.
Insurance Agent - ($6)

Float ($6)
Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Insurance Agent (2/2) Resist 1
  • :target: Lookout:

In Play:

  • Training Grounds (4) Enhancement, training
  • Verdant Tree (3) Healing 1, technical
  • L5 Calamandra Moss (5/4) Sneaky, warding, summoner
  • L5 Bigby Hayes (4/4) Stash, sideline, study
  • Insurance Agent (2/2) Resist 1 [Insurance]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 4 (Law)
  • :heart: Tech Lab HP: 4 (Discipline)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 6
  • Workers: 8

Thoughts

I’m stretched pretty thin here, but I’ll feel a lot safer if I can keep the pressure on. I think he’s making a big mistake targeting my Tech II before my Verdant Tree, but he may have a plan to take down both at once if the Tech II is at 4 HP. Rats… failed to draw a card I want to worker with insurance… but it’s more important to break his Surplus than draw a card to worker in this situation. Guess I’d better play my other Agent in case of Now!, though it really feels like a waste, all the more so with the incoming reshuffle…

P2T6


Tech StartingHand Workers

TECH
Hyperion
Hyperion


STARTING HAND
Forgotten Fighter
Brave Knight
Assimilate
Elite Training
Battle Suits


WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Time Spiral
Forgotten Fighter


NextHand

Fading Argonaut
Elite Training
Assimilate
Tricycloid


Tech 2 card(s)
Get Paid + float - ($15)
Worker - ($14)
Summon Vir Garbarean - ($12)
Assimilate your Verdant tree - ($9)
Play Brave Knight - ($6)
Repair Tech II
Build Tower - ($3)
Nullcraft gives 1 damage to your Tech II
Summon Max Geiger - ($1)

Float ($1)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Brave Knight (4/3) - Readiness
  • :ps_: Scavenger: Max Geiger (2/3) - Level 1
  • :pschip: Technician: Vir Garbarean(2/3) - Level 1
  • :target: Lookout:

In Play:

  • :exhaust: Nullcraft
  • Verdant Tree :heart: 3 Healing 1, technical

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11
1 Like

P1T7


Tech StartingHand Workers

TECH
Judgment Day
Judgment Day


STARTING HAND
Ironbark Treant
Tiger Cub
Merfolk Prospector
Rampant Growth
Spore Shambler


WORKERS
Rich Earth
Young Treant
Forest’s Favor
Playful Panda
Merfolk Prospector


NextHand

Training Grounds
Tiger Cub
Feral Strike
Sparring Partner
Feral Strike


Discard

Judgment Day
Judgment Day
Insurance Agent
Insurance Agent
Rampant Growth
Spore Shambler


Tech 2 card(s)
Get Paid + float - ($14)
Bigby draws
Insured Agent dies to Geiger - ($15)
Worker - ($14)
Insurance Agent trades with Geiger
Ironbark Treant - ($11)
Calamandra summons Rambasa Twins - ($7)
Ironbark Treant - ($4)

Float ($4)
Stash 1, Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2AAA)
  • :psfist: Elite:
  • :ps_: Scavenger: Rambasa Twin (3/2) Returns
  • :pschip: Technician: Rambasa Twin (3/2) Returns
  • :target: Lookout:

In Play:

  • Training Grounds (4) Enhancement, training
  • L5 Calamandra Moss (5/4) Sneaky, warding, summoner
  • L5 Bigby Hayes (4/4) Stash, sideline, study

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Law)
  • :heart: Tech Lab HP: 4 (Discipline)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 6

Gold:

  • Gold: 4
  • Workers: 9

Thoughts

Ahh, that explains it… I forgot about Assimilate. Would be really nice to have a Jurisdiction in hand right about now, but I have only myself to blame for slowing my cycle. Suppression is no longer an option, so now I switch to mitigation.

Please help me: You have 3 cards. You draw 1 card with Bigby, so you have 4. Then you play a worker and Ironbark Treant. But you stash 1 card and discard 2. Why do you have 5 cards?

I attacked with the Insurance Agent that had an insurance rune, so the other Insurance Agent gave me $1 ($14 -> $15) and a card draw.

actually, i believe you were not allowed to summon 2 heroes in T6 @Unity. your tech 2 is down and you don’t have a heroes hall. and you can’t tap the verdant tree you just gained control of with assimilate as it has arrival fatigue:

1 Like

True, want to kill Vir instead? I will add 2 gold and if you kill him draw a card? Don´t know how to fix it otherwise?

If you’re using the standard spreadsheet, and a browser that it works correctly in, you can use “File” -> “Version History” -> “See Version History” to find an earlier snapshot, then click “Restore this version” and progress from there. That’s often how errors are corrected in forum tournaments, so I think it’s worth trying if you haven’t done it before.

If you’d rather not, or if your browser doesn’t play nice with the version history feature, you can just edit your last turn posting to use only one hero, then I’ll retake my turn from there.

Either way, I’d prefer to reassess my turn based on how you choose to patrol, if that’s alright, since I made some very tough decisions where it was hard to decide which way to go.

P2T6


Tech StartingHand Workers

TECH
Hyperion
Tricycloid


STARTING HAND
Forgotten Fighter
Brave Knight
Assimilate
Elite Training
Tricycloid


WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Time Spiral
Forgotten Fighter


NextHand

Tricycloid
Fading Argonaut
Plasmodium
Elite Training


Tech 2 card(s)
Get Paid + float - ($15)
Worker - ($14)
Repair Tech II and Summon Vir Garbarean - ($12)
Assimilate your Verdant Tree - ($9)
Play Brave Knight - ($6)
Build Tower - ($3)
Nullcraft gives 1 damage to your Tech II

Float ($3)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Brave Knight (4/3) - Readiness
  • :ps_: Scavenger:
  • :pschip: Technician: Vir Garbarean (2/3) Level 1
  • :target: Lookout:

In Play:

  • :heart: Verdant Tree HP: 3 - Healing 1, technical
  • :exhaust: Nullcraft

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 11

P1T7


Tech StartingHand Workers

TECH
Judgment Day
Judgment Day


STARTING HAND
Ironbark Treant
Tiger Cub
Merfolk Prospector
Spore Shambler


WORKERS
Rich Earth
Young Treant
Forest’s Favor
Playful Panda
Merfolk Prospector


NextHand

Tiger Cub
Feral Strike
Sparring Partner


Discard

Judgment Day
Judgment Day
Insurance Agent
Insurance Agent
Verdant Tree


Tech 2 card(s)
Get Paid + float - ($14)
Worker - ($13)
Insured Insurance Agent attacks Brave Knight - ($14)
Insurance Agent gives its life to chase Brave Knight away.
Bigby kills Vir
Calamandra breaks Verdant Tree - ($10)
Ironbark Treant - ($7)
Spore Shambler - ($4)

Float ($4)
Stash 1, Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2AAA) Tanky, resist 1
  • :psfist: Elite: Spore Shambler (3/3) Enhance, resist 1 [2+]
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Training Grounds (4) Enhancement, training
  • L5 Calamandra Moss (5/3) Sneaky, warding, summoner
  • L5 Bigby Hayes (4/1) Stash, sideline, study

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 3 (Law)
  • :heart: Tech Lab HP: 4 (Discipline)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 5

Gold:

  • Gold: 4
  • Workers: 9

Thoughts

Workering the Merfolk since it’s such an easy target for the Nullcraft, and it’s whole purpose is to generage gold, same as a worker. Hmm… kinda tempting to summon a tiger, since I can’t meaningfully suppress his Tech II anymore… but if I don’t take down that Tree, he might play a tech III unit next turn, and I am not ready to deal with that. Guess I should play some units, too, as I’ll need defense from Hyperion and Now!, though it leaves me hurting for cards again. But, at least I’ll have the Tiger Cub ready to worker next turn, and can then build a Tech III for myself. Might be too little too late, but let’s give it a shot.

Shouldn´t you have 5 cards again? 2 Insurance Agents died? It´s really hard for me to follow who is insured and who isn´t, sorry :flushed:

Edit: O.k. I think I got it.

The Insurance Agent is a bit tricky, to get the payout the Insurance Agent has to see the specific unit it put an insurance rune on die. Also, I had a confusing typo in my turn, which I will now correct.

Would totally love to have 5 cards, but I thought breaking the Tree and patrolling against haste was more important.

1 Like

Thank you Nekoatl. Did you give Bigby and Calamandra damage for the Tower? If you forgot: Do you want to change anything?

1 Like

No to both, will correct, good catch!

1 Like

P2T7


StartingHand Workers

STARTING HAND
Tricycloid
Elite Training
Plasmodium
Fading Argonaut
Assimilate


WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Time Spiral
Forgotten Fighter
Plasmodium


NextHand

Hyperion
Promise of Payment
Battle Suits
Overeager Cadet
Tricycloid


Discard

Assimilate
Brave Knight
Fading Argonaut
Elite Training


Tech 0 card(s)
Get Paid + float - ($14)
Worker - ($13)
Play Tricycloid - ($8)
Destroy your Tech II with Tricycloid Fire
Play Max Geiger and bring him to level 5. Trash Tricycloid and bring him back. - ($2)
Summon General Onimaru. - ($0)
Finish Calamandra with Tricycloid Fire. Onimaru to Level 3. Kill Bigby with Nullcraft. Onimaru to Level 5.

Float ($0)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (3/3+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Max Geiger (3/4) Level 5
  • :target: Lookout:

In Play:

  • :exhaust: Nullcraft
    General Onimaru (3/4) - Level 5 - Frenzy 1 - Readiness

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 12

Not that it matters now, but in the “old” Turn 7 you played 2 Ironbark Treants?

1 Like

P1T8


Tech StartingHand Workers

TECH
Hero’s Monument
Hero’s Monument


STARTING HAND
Tiger Cub
Sparring Partner
Feral Strike


WORKERS
Rich Earth
Young Treant
Forest’s Favor
Playful Panda
Merfolk Prospector
Tiger Cub


NextHand

Feral Strike
Jurisdiction
Sparring Partner


Discard

Judgment Day
Judgment Day
Insurance Agent
Insurance Agent
Verdant Tree
Feral Strike
Hero’s Monument
Hero’s Monument


Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
Rebuild Tech II
Grave Stormborne - ($10)
Train Grave to max
Sparring Partner - ($9)

Float ($9)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2AAA) Tanky
  • :psfist: Elite: Spore Shambler (3/3) Enhance [2+]
  • :ps_: Scavenger: Sparring Partner (2/2) Trains
  • :pschip: Technician: L7 Grave Stormborne (5/5) Sparkshot, readiness [sword]
  • :target: Lookout:

In Play:

  • Training Grounds (4) Enhancement, training

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tech Lab HP: 4 (Discipline)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 8

Gold:

  • Gold: 9
  • Workers: 10

Thoughts

Gonna put Grave in Technician to make the card draw very tempting. Other units are just support to try to keep my infrastructure protected. If he doen’t kill Grave, though, something’s getting the sword. I’m worried Assimilate will take my Training Grounds, but nothing I can do about that right now… and so long as I don’t let him keep it very long, the value balance will still favor me. At least he hasn’t enough gold to tech up yet, but I’m sure it’s just a matter of time with 12 workers.

P2T8


Tech StartingHand Workers

TECH
The Art of War
The Art of War


STARTING HAND
Battle Suits
Overeager Cadet
Tricycloid
Promise of Payment
Hyperion
Octavian


WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Time Spiral
Forgotten Fighter
Plasmodium


NextHand

Now!
Promise of Payment
Assimilate
Overeager Cadet


Tech 2 card(s)
Get Paid - ($12)
No Worker
Play Battle Suits - ($10)
Play Hyperion and kill your Ironbark Treant. I draw a card. Max Geiger suicides into Grave Stormborne - ($5)
Suicide Tricycloid into Grave and kills him. You draw a card. General Onimaru to Level 7. Summon Vir Garbarean. - ($3)
Play Tricycloid with Promise of Payment. 3 damage with Tricycloid fire to your Training grounds.
Nullcraft destroys your Training grounds.
General Onimaru kills your Spore Shambler
Onimaru to Level 8 - ($2)

Float ($2)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tricycloid (3/3+1A)
  • :psfist: Elite: Soldier C (2/1)
  • :ps_: Scavenger: Soldier A (1/1)
  • :pschip: Technician: Soldier B (1/1)
  • :target: Lookout:

In Play:

  • :exhaust: Nullcraft
  • General Onimaru (4/5) - Level 8 - Frenzy 1 - Readiness
  • Vir Garbarean - (2/3) - Level 1
  • Battle Suits - +1ATK for non-token Soldiers and Mystics
  • :exhaust: Hyperion (5/4) - Haste - Suited up

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 12

Edit: Onimaru is at level 8, not 5.

P1T9


Tech StartingHand Workers

TECH
Scribe
Scribe


STARTING HAND
Sparring Partner
Feral Strike
Jurisdiction
Jurisdiction


WORKERS
Rich Earth
Young Treant
Forest’s Favor
Playful Panda
Merfolk Prospector
Tiger Cub


NextHand

Rampant Growth
Feral Strike
Training Grounds
Judgment Day


Tech 2 card(s)
Get Paid + float - ($19)
Bigby Hayes - ($17)
Jurisdiction: Injunction, disable Tech II and tech II units. - ($12)
Tech III - ($7)
Sparring Partner - ($6)
Calamandra Moss, maxband - ($0)

Float ($0)
Stash 1, Discard 1, draw 2, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Sparring Partner (2/2A) Trains
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Sparring Partner (2/2) Trains
  • :target: Lookout:

In Play:

  • L5 Calamandra Moss (4/5) Sneaky, warding, summoner
  • L1 Bigby Hayes (2/3) Stash

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Law)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Discipline)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 15
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

If he can kill a hero, he’ll probably choose Calamandra, in which case I should stash my other Jurisdiction… but if he can’t, I’m much better off with Feral Strike… unless I get lucky and draw Judgment Day. Maybe I should buff Cal so she can survive Oni? No, Nullcraft would counter and I’d be telegraphing. Hmm… tricky, tricky. I think I should just hope he doesn’t have Unphase… or AoW.

Have you considered oni’s soldier have sparkshot? I would usually not mention this, but this is a casual so i hope unity will not mind.

1 Like