[Casual] Nekoatl [Law]/Present/Anarchy vs flagrantangles [Blue]

P2T2


Tech Starting Hand Workers

TECH
Lobber
Lobber


STARTING HAND
Fruit Ninja
Timely Messenger
Tenderfoot
Spark
Wither


WORKERS
Granfalloon Flagbearer
Fruit Ninja


Next Hand

Older Brother
Helpful Turtle
Bloom
Spark
Brick Thief


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I. - ($3)
Hire a Tenderfoot. - ($2)
Jaina kills the Tinkerer.

Float ($2)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot 1/2
  • :target: Lookout:

In Play:

  • Jaina (1) 3/3 +

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 7
    \
Thoughts

Let us begin again.

@Nekoatl’s turn!

P1T3


Tech StartingHand Workers

TECH
Seer
Vortoss Emblem


STARTING HAND
Forgotten Fighter
Nullcraft
Battle Suits
Origin Story
Fading Argonaut


WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter


NextHand

Gilded Glaxx
Vortoss Emblem
Neo Plexus
Time Spiral


Tech 2 card(s)
Get Paid + float + scavenger - ($8)
Worker - ($7)
Prynn Pasternaak - ($5)
Origin Story, unsummon Jaina - ($2)
Fading Argonaut - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Prynn Pasternaak (1/3A) Recharge [4 time]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Fading Argonaut (2/3) Resist 1 [3 time]

Future:

  • Plasmodium [1 time]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Thoughts

I want to be able to quickly recycle Seers, so I should prioritize at least one Garrison… is what I’d like to say, but I won’t have enough gold to deploy it and the Glaxx this cycle, so it should wait… in which case, a Seer may be the best choice. I think it’s worth dropping the Argonaut here, to put pressure on that Tenderfoot, to increase the threat posed by the Plasmodium.

P2T3


Tech Starting Hand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Older Brother
Bloom
Brick Thief
Spark
Helpful Turtle


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Spark


Next Hand

Flagstone Garrison
Wither
Lobber
Lobber
Timely Messenger


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Hire a Brick Thief who steals a brick out of your Tech I. - ($6)
Build Tech II - Fire. - ($2)
Build a Tech Lab - Peace. - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Brick Thief 3/1
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot 1/2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

Let’s see if we can’t have some fun with Hotter Fire.

@Nekoatl’s turn!

P1T4


Tech StartingHand Workers

TECH
Assimilate
Seer


STARTING HAND
Time Spiral
Neo Plexus
Gilded Glaxx
Vortoss Emblem


WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Neo Plexus


NextHand

Nullcraft
Battle Suits
Seer


Discard

Time Spiral
Assimilate
Seer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Gilded Glaxx - ($3)
Vortoss Emblem the Glaxx
Prynn trades with Brick Thief
Fading Argonaut kills Tenderfoot
Plasmodium breaks Tech Lab
Vir Garbarean - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Vir Garbarean (2/3A) Foresight
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Gilded Glaxx (3/4) Stubborn, target {Vortoss Emblem [3 time]}
  • Fading Argonaut (2/2) Resist 1 [2 time]
  • Plasmodium (4/4) Haste

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 8

Thoughts

Man, I’m burning through cards quickly! But, I can’t midband Prynn here 'cuz I need to float gold to protect my Glaxx. If he plays Garrisons, however, I may not even need to tech up. Actually… I don’t strictly need to keep Prynn alive after casting the Emblem, though it could mean delaying Origin Story… although, emptying my hand could also cause a delay. I think I’ll go for the trade, as it means I can break that Tech Lab.

P2T4


Tech Starting Hand Workers

TECH
Hotter Fire
Hotter Fire


STARTING HAND
Lobber
Timely Messenger
Wither
Lobber
Flagstone Garrison
Older Brother


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Spark
Older Brother


Next Hand

Wither
Flagstone Garrison
Hotter Fire
Helpful Turtle
Bloom


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Rebuild the Tech Lab. - ($7)
Summon General Onimaru. - ($5)
Hire two Lobbers. - ($3)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Lobber 1 2/2A
  • :psfist: Elite: Lobber 2 3/2
  • :ps_: Scavenger:
  • :pschip: Technician: Onimaru (1) 2/3
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 9
Thoughts

Oh no. I should have switched the bits around!

@Nekoatl’s turn!

P1T5


Tech StartingHand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Seer
Nullcraft
Battle Suits


WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Neo Plexus
Nullcraft


NextHand

Origin Story
Tinkerer


Discard

Time Spiral
Assimilate
Seer
Fading Argonaut
Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($9)
Peek
Worker - ($8)
Battle Suits - ($6)
Seer, add to Vortoss Emblem - ($5)
Glaxx kills SQL
Fading Argonaut trades with Elite
Midband Vir - ($1)
Vir kills Onimaru
Plasmodium breaks Tech Lab

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Seer (3/1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • L7 Vir Garbarean (3/5) Foresight, accelerate
  • Gilded Glaxx (4/2) Stubborn, target {Vortoss Emblem [3 time]}
  • Plasmodium (4/4) Haste

Future:

  • Mech [2 time]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 9

Thoughts

Definitely burning through cards quickly. But, this is decent pressure I’m applying, so it’s probably okay? Gotta be careful to recharge the Emblem so I have enough time to play the Tinkerer next turn and use it to further recharge the Emblem the turn after. Also… I should probably go ahead and start working towards Garrisons. But I might still have the chance to steal them, so I’ll prioritize cheap units before the reshuffle. Also… since I need to use Seers to recharge the Emblem, I won’t be able to use them as much (if at all) to manipulate fading, so I maybe shouldn’t go for Past. Peace/Future has some potential, particularly in provide cards to discard to activate Reavers. In any case, I should go with Peace as my spec, I think. The question is… should I build it now, or wait until later? If I do it now, I can break his Tech Lab again… which I think is a pretty big deal, so I guess I’ll do that. Putting Seer as SQL so a Messenger can’t take her out and clear the way for a Lobber to take down the Glaxx… though there’s still a risk of a Lobber taking out the Seer and a spell weakening the Glaxx to the point where it can be killed by a messenger, and the chance of it dying to double Lobber.

P2T5


Tech Starting Hand Workers

TECH
Doubleshot Archer
Doubleshot Archer


STARTING HAND
Bloom
Flagstone Garrison
Helpful Turtle
Hotter Fire
Wither
Tenderfoot


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Spark
Older Brother
Helpful Turtle


Next Hand

Flagstone Garrison
Brick Thief
Timely Messenger
Hotter Fire


Discard

Lobber
Lobber
Wither
Doubleshot Archer
Doubleshot Archer
Flagstone Garrison
Bloom


Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Rebuild the Tech Lab. - ($10)
Summon Jaina Stormborne. - ($8)
Jaina casts Wither on the Gilded Glaxx. - ($6)
Research Hotter Fire. - ($3)
Summon Troq Bashar. - ($1)

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Troq (1) 2/3A
  • :psfist: Elite: Tenderfoot 2/2
  • :ps_: Scavenger:
  • :pschip: Technician: Jaina (1) 2/3
  • :target: Lookout:

In Play:

  • Hotter Fire

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Oh no. I should have switched the bits around!

@Nekoatl’s turn!

P1T6


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Origin Story
Tinkerer


WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Neo Plexus
Nullcraft
Origin Story


NextHand

Overeager Cadet
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Plasmodium kills Troq
Seer trades with Jaina
Tech II: Peace - ($5)
Tinkerer - ($3)

Float ($3)
Discard 0, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Vir Garbarean (3/5A) Foresight, accelerate
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tinkerer (1/2) Tinker
  • :target: Lookout:

In Play:

  • Battle Suits
  • Gilded Glaxx (3/1) Stubborn, target [1-] {Vortoss Emblem [2 time]}
  • Plasmodium (4/2) Haste

Future:

  • Mech [1 time]

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10

Thoughts

Guess that’s all the stalling I can do… at least without sacrificing the Glaxx, which is not an option worth considering. It’s time go for Garrisons, if ever there was one!

P2T6


Tech Starting Hand Workers

TECH
Overeager Cadet
Overeager Cadet


STARTING HAND
Brick Thief
Flagstone Garrison
Timely Messenger
Hotter Fire
Bloom
Overeager Cadet
Flagstone Garrison
Wither
Doubleshot Archer


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Spark
Older Brother
Helpful Turtle
Bloom


Next Hand

Lobber
Doubleshot Archer
Lobber
Doubleshot Archer
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($11)
Build a Flagstone Garrison. - ($8)
Hire a Brick Thief and draw a card; Brick Thief steals a brick out of your Tech II and puts it into my Base. - ($6)
Hire an Overeager Cadet and draw a card.
Build another Flagstone Garrison. - ($3)
Hire a Timely Messenger and draw 2 cards. - ($2)
Worker. - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet 2/2A
  • :psfist: Elite: Tenderfoot 2/2
  • :ps_: Scavenger: Timely Messenger 1/1
  • :pschip: Technician: Brick Thief 2/1
  • :target: Lookout:

In Play:

  • Hotter Fire
  • Flagstone Garrison 1
  • Flagstone Garrison 2

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 11
Thoughts

Hmmmmm, well, we’ll see what we can make work from here.

@Nekoatl’s turn!

P1T7


Tech StartingHand Workers

TECH
Assimilate
Knight of the Conclave


STARTING HAND
Overeager Cadet
Overeager Cadet


WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Neo Plexus
Nullcraft
Origin Story


NextHand

Flagstone Garrison
Fading Argonaut
Seer
Flagstone Garrison


Discard

Overeager Cadet
Overeager Cadet
Assimilate
Knight of the Conclave


Tech 2 card(s)
Get Paid + float - ($13)
Peek
Vir plays Seer from the future, adds to Vortoss Emblem - ($12)
Peek
Prynn Pasternaak, maxband - ($4)
Prynn trashes Overeager Cadet
Plasmodium kills Timely Messenger
Tinkerer adds to Prynn - ($3)

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Mech (6/7A) Untargetable
  • :psfist: Elite:
  • :ps_: Scavenger: L7 Prynn Pasternaak (3/5) Recharge, freeze, banish [3 time]
  • :pschip: Technician: Seer (3/1)
  • :target: Lookout:

In Play:

  • Battle Suits
  • L7 Vir Garbarean (3/5) Foresight, accelerate
  • Gilded Glaxx (3/1) Stubborn, target [1-] {Vortoss Emblem [2 time]}
  • Plasmodium (4/1) Haste
  • Tinkerer (1/2) Tinker

Trashed:

  • Overeager Cadet

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 3
  • Workers: 10

Thoughts

Boo, dead draw, and no topdeck help, either. I guess I could go fishing, if I’m willing to risk losing another brick… and I think I am, considering even if I whiff, I’ll get one card closer for next turn. Well, that’s what I get for reducing my hand size so much. Guess I should eat his Cadets to take them out of cycle until I can nab his Garrisons.

P2T7


Tech Starting Hand Workers

TECH
Wrecking Ball
Wrecking Ball


STARTING HAND
Lobber
Doubleshot Archer
Overeager Cadet
Lobber
Doubleshot Archer
Wither
Hotter Fire
Wrecking Ball
Brick Thief
Lobber
Tenderfoot
Timely Messenger
Wrecking Ball


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Spark
Older Brother
Helpful Turtle
Bloom


Next Hand

Timely Messenger
Lobber
Wrecking Ball
Brick Thief
Wither


Tech 2 card(s)
Get Paid + float + Scavenger - ($13)
Tenderfoot and Brick Thief attack the Mech and deal 2 damage through the armor; Brick Thief steals a brick from your Tech II and adds it to my base. - ($12)
Hire a Lobber and draw 2 cards. - ($11)
Lobber suicides against the Mech.
Hire a Doubleshot Archer, reshuffle, and draw 2 cards. - ($8)
Hire an Overeager Cadet and draw 2 cards.
Hire a Lobber and draw the final 2 cards. - ($7)
Research even Hotter Fire. - ($4)
Lobber exhausts to deal 3 damage to your Tech II and destroy it.
Summon Troq Bashar. - ($2)
Troq heaves two Wrecking Balls at your Tech I and destroys it.
Hire a Lobber and Timely Messenger who trade with the Mech. - ($0)

Float ($0)
Discard 4, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet 2/2A
  • :psfist: Elite: Troq (1) 3/3
  • :ps_: Scavenger: Doubleshot Archer 4/3 - Long Range
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Hotter Fire 1
  • Hotter Fire 2
  • Flagstone Garrison 1
  • Flagstone Garrison 2
  • Overeager Cadet - Time Trashed
  • Lobber 2/2

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

This was a good turn, but I don’t have a difficult Patrol Zone to get through and I suspect Assimilate is coming through soon.

@Nekoatl’s turn!

Did you mean to have the Brick Thief steal from my Tech II?

1 Like

Yes! Oopsie daisy.

P1T8


Tech StartingHand Workers

TECH
Double Time
Knight of the Conclave


STARTING HAND
Seer
Fading Argonaut
Flagstone Garrison
Flagstone Garrison


WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Neo Plexus
Nullcraft
Origin Story


NextHand

Knight of the Conclave
Flagstone Garrison
Overeager Cadet
Knight of the Conclave
Overeager Cadet


Tech 2 card(s)
Get Paid + float - ($13)
Rebuild Tech I
Peek
Vir casts Assimilate from the future, I’ll take one of those Flagstone Garrisons, thanks! - ($10)
Tinkerer adds to Prynn
Prynn trashes Overeager Cadet
Prynn kills Troq
Seer trades with Doubleshot Archer
Plasmodium and Glaxx break your Tech I
Fading Argonaut - ($8)
Garrison draw Time Spiral and cast it to add to Prynn - ($7)

Float ($7)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Fading Argonaut (3/3) [3 time]
  • :target: Lookout:

In Play:

  • Battle Suits
  • Flagstone Garrison (4) {Stolen}
  • L7 Prynn Pasternaak (3/2) Recharge, freeze, banish [2 time]
  • L7 Vir Garbarean (3/5) Foresight, accelerate
  • Gilded Glaxx (3/1) Stubborn, target [1-] {Vortoss Emblem [1 time]}
  • Plasmodium (4/1) Haste
  • Tinkerer (1/2) Tinker

Trashed:

  • Overeager Cadet
  • Overeager Cadet

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 7
  • Workers: 10

Thoughts

Okay, I definitely want to play Assimilate off the top of my deck, and use it to take a Garrison with which I can hopefully accelerate my cycle to case more Assimilates. Question is, do I exhaust Vir to do so? Let’s see what I can do by attacking… looks like he’d be useful as an attacker, but I can still break his Tech I without him, and pulling from the deck gives me more access to time runes.

P2T8


Starting Hand Workers

STARTING HAND
Lobber
Wither
Brick Thief
Wrecking Ball
Timely Messenger
Doubleshot Archer
Wrecking Ball
Tenderfoot
Doubleshot Archer
Flagstone Garrison


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Spark
Older Brother
Helpful Turtle
Bloom


Next Hand

Wrecking Ball
Flagstone Garrison
Wither
Lobber
Wrecking Ball


Tech 0 card(s)
Get Paid + Scavenger - ($12)
Rebuild Tech I.
Hire a Brick Thief who steals a brick out of the assimilated Garrison; draw a card. - ($10)
Lobber exhausts to destroy my assimilated Garrison.
Hire a Timely Messenger and draw a card. - ($9)
Hire a Doubleshot Archer and draw a card. - ($6)
Hire a Tenderfoot, reshuffle, and draw a card. - ($5)
Hire another Doubleshot Archer and draw a card. - ($2)
Summon General Onimaru. - ($0)

Float ($0)
Discard 5, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brick Thief 2/1A
  • :psfist: Elite: Timely Messenger 2/1
  • :ps_: Scavenger: Tenderfoot 1/2
  • :pschip: Technician: Doubleshot Archer 1 4/3
  • :target: Lookout: Doubleshot Archer 2 4/3

In Play:

  • Hotter Fire 1
  • Hotter Fire 2
  • Flagstone Garrison 1
  • Overeager Cadet - Time Trashed
  • Overeager Cadet - Time Trashed
  • Lobber 2/2
  • Onimaru (1) 2/3

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

The loss of Tech I wasn’t quite as impactful as it might have been, especially since the cadets are lost in time.

@Nekoatl’s turn!

P1T9


Tech StartingHand Workers

TECH
Double Time
Vortoss Emblem


STARTING HAND
Overeager Cadet
Flagstone Garrison
Knight of the Conclave
Overeager Cadet
Knight of the Conclave


WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Neo Plexus
Nullcraft
Origin Story


NextHand

Assimilate
Flagstone Garrison


Discard

Vortoss Emblem
Gilded Glaxx
Plasmodium
Double Time
Vortoss Emblem


Tech 2 card(s)
Get Paid + float - ($17)
Rebuild Tech II
Peek
Swap - ($16)
Double Time - ($10)
Knight of the Conclave
Knight of the Conclave
Overeager Cadet
Overeager Cadet
Vir kills Brick Thief
Prynn kills Tenderfoot
Gilded Glaxx trades with Doubleshot Archer
Plasmodium trades with Doubleshot Archer
Fading Argonaut kills Timely Messenger
Tinkerer removes from Double Time
Surplus - ($5)

Float ($5)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Overeager Cadet (3/2)
  • :target: Lookout:

In Play:

  • Battle Suits
  • L7 Prynn Pasternaak (3/1) Recharge, freeze, banish [2 time]
  • L7 Vir Garbarean (3/3) Foresight, accelerate
  • Fading Argonaut (3/1) [2 time]
  • Tinkerer (1/2) Tinker

Trashed:

  • Overeager Cadet
  • Overeager Cadet

Future:

  • Double Time [2 time]
  • Knight of the Conclave [3 time]
  • Knight of the Conclave [3 time]

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Surplus HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 5
  • Disc: 5

Gold:

  • Gold: 5
  • Workers: 10

Thoughts

Emblem is gone, meaning my heroes are vulnerable to Fire spells. However, since I’ve been so invested in maintaining that combo much of the game, he may not have been teching them, and he doesn’t have a Tech III yet, meaning they can’t be cheated in. In any case, I won’t draw an Emblem until after the reshuffle, so I should take this opportunity to trade the Glaxx with one of those troublesome Archers. I am definitely playing the Double Time off top of deck this turn, before Vir can be killed. Bonus if he has to choose between Prynn and Vir, and prioritizes Vir to prevent a second casting (which also is unavailable until after reshuffle). And despite the Cadets and Knights being intended to combo with my unavailable Garrisons, I’d better play them now in the hopes that maybe my Tech II can survive the turn so the Garrison I just put on top of deck can be played. Looks like I’m about to hit the 20 gold limit, so I should build an add-on… and with this much gold, an empty hand, and a strong desire to divert damage from my tech buildings, the Surplus seems like the perfect choice.

P2T9


Starting Hand Workers

STARTING HAND
Wrecking Ball
Wrecking Ball
Lobber
Flagstone Garrison
Wither
Tenderfoot
Doubleshot Archer
Doubleshot Archer
Brick Thief
Lobber 1 2/2
Timely Messenger
Wrecking Ball
Wither
Lobber 2 2/2
Wrecking Ball


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Spark
Older Brother
Helpful Turtle
Bloom


Next Hand

Wrecking Ball
Wrecking Ball
Timely Messenger
Doubleshot Archer
Doubleshot Archer


Tech 0 card(s)
Get Paid + Scavenger - ($12)
Rebuild my previously Assimilated Flagstone Garrison. - ($9)
Summon Troq Bashar. - ($7)
Troq throws a Wrecking Ball at your Tech II.
Troq chucks another Wrecking Ball at your Tech I.
Hire a Lobber and draw 2 cards. - ($6)
Onimaru trades with your Squad Leader Cadet.
First Lobber trades with the Technician Cadet.
Second Lobber suicides into Vir, dealing 2 damage to him.
Troq casts Wither on Prynn, killing her; Troq gains 2 levels and my trashed units return. ($4)
Hire a Tenderfoot, draw 1, reshuffle, and draw another. - ($3)
Hire a Lobber and draw 2 cards. - ($2)
Hire a Timely Messenger and draw 2 cards. - ($1)
Hire another Lobber and draw the final card. - ($0)
The Lobbers exhaust to destroy both your Tech I and Tech II.
Timely Messenger trades with Vir; Troq midbands.
Troq chucks 2 Wrecking Balls at your Surplus and destroys it.

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet 2 2/2A
  • :psfist: Elite: Tenderfoot 2/2
  • :ps_: Scavenger: Overeager Cadet 1 2/2
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Hotter Fire 1
  • Hotter Fire 2
  • Flagstone Garrison 1
  • Flagstone Garrison 2
  • Troq (5) 3/4
  • Lobber 1 2/2
  • Lobber 2 2/2

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

Uh oh, DOUBLE TIME.

@Nekoatl’s turn!

not paid for wither here.

1 Like

P1T10


Tech StartingHand Workers

TECH
Boot Camp
Boot Camp


STARTING HAND
Flagstone Garrison
Assimilate
Seer


WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Neo Plexus
Nullcraft
Origin Story


NextHand

Assimilate
Flagstone Garrison
Time Spiral
Boot Camp
Seer


Tech 2 card(s)
Get Paid + float - ($15)
Rebuild Tech I
Tinkerer removes from Double Time, second turn incoming!
Fading Argonaut trades with SQL… better to burn out than to fade away!
General Onimaru - ($13)
Heroes’ Hall - ($11)
Level up Onimaru - ($10)

Float ($10)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • L2 General Onimaru (2/3) Frenzy 1
  • Tinkerer (1/2) Tinker

Future:

  • Knight of the Conclave [2 time]
  • Knight of the Conclave [2 time]

Buildings:

  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 10
  • Workers: 10

Thoughts

Yeah, I realized after I posted that I should have traded the Tinkerer for the Messenger and destroyed the Garrison with the Plasmodium… I need to build a Heroes’ Hall now so I can summon Onimaru this turn and summon Vir next turn to Assimilate. Taking Boot Camps to facilitate aggression and to provide a mechanism to trigger reshuffles in case Vir’s abilities stall out from empty deck.

And now I am the one to play lots of units!

P1T11


Tech StartingHand Workers

TECH
Drill Sergeant
Drill Sergeant


STARTING HAND
Flagstone Garrison
Assimilate
Seer
Time Spiral
Boot Camp
Vortoss Emblem
Boot Camp
Fading Argonaut
Assimilate
Flagstone Garrison
Seer
Gilded Glaxx
Overeager Cadet
Plasmodium
Vortoss Emblem
Flagstone Garrison
Double Time


WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Neo Plexus
Nullcraft
Origin Story


NextHand

Time Spiral
Drill Sergeant
Vortoss Emblem
Drill Sergeant
Boot Camp


Tech 2 card(s)
Get Paid + float - ($20)
Rebuild Tech II
Vir Garbarean - ($18)
Peek (and again after every card draw)
Tinkerer removes from Knight of the Conclave
Assimilate a Flagstone Garrison! - ($15)
Seer, remove from the other Knight of the Conclave - ($14)
Boot Camp Vir - ($13)
Boot Camp Vir - ($12)
Fading Argonaut - ($10)
Assimilate a Flagstone Garrison! - ($7)
Swap - ($6)
Overeager Cadet
Seer, ability fizzles - ($5)
Overeager Cadet
Gilded Glaxx - ($2)
Vortoss Emblem the Glaxx
Plasmodium - ($0)
Onimaru kills Scavenger

Float ($0)
Discard 5, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Knight of the Conclave (5/4A) Resist 1
  • :psfist: Elite: Overeager Cadet (4/2)
  • :ps_: Scavenger: Overeager Cadet (3/2)
  • :pschip: Technician: Knight of the Conclave (5/4) Resist 1
  • :target: Lookout:

In Play:

  • Battle Suits
  • Flagstone Garrison (4) {Stolen}
  • Flagstone Garrison (4) {Stolen}
  • L2 General Onimaru (2/1) Frenzy 1
  • L1 Vir Garbarean (4/5) Foresight [2+]
  • Gilded Glaxx (4/4) Stubborn {Vortoss Emblem [3 time]}
  • Seer (3/1)
  • Seer (3/1)
  • Fading Argonaut (3/3) [3 time]
  • Tinkerer (1/2) Tinker

Future:

  • Plasmodium [3 time]

Buildings:

  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

Thoughts

I’m very worried about my base health, but stopping his engine is the most effective way to reduce his damage output, I think.

GG!

P2T10


Starting Hand Workers

STARTING HAND
Wrecking Ball
Wrecking Ball
Timely Messenger
Doubleshot Archer
Doubleshot Archer


WORKERS
Granfalloon Flagbearer
Fruit Ninja
Spark
Older Brother
Helpful Turtle
Bloom


Next Hand

Wither
Brick Thief


Discard

Overeager Cadet
Overeager Cadet
Wrecking Ball
Wrecking Ball


Tech 0 card(s)
Get Paid + Scavenger - ($12)
Troq heaves 2 Wrecking Balls at your Base, dealing 4 damage.
The Lobbers exhaust to deal 6 damage to your Base, destroying it.
Hire 2 Doubleshot Archers. - ($6)
Hire a Timely Messenger. - ($5)

Float ($5)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Timely Messenger 1/1A
  • :psfist: Elite: Tenderfoot 2/2
  • :ps_: Scavenger: Doubleshot Archer 1 4/3
  • :pschip: Technician: Doubleshot Archer 2 4/3
  • :target: Lookout:

In Play:

  • Hotter Fire 1
  • Hotter Fire 2
  • Flagstone Garrison 1 - Assimilated
  • Flagstone Garrison 2 - Assimilated
  • Troq (5) 3/4
  • Lobber 1 2/2
  • Lobber 2 2/2

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Peace)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 5
  • Workers: 11
Thoughts

The power of Hotter Fire was really on display here.