P1T7
Starting Hand Workers
STARTING HAND
Elite Training
Free Speech
Guardian of the Gates
WORKERS
Bluecoat Musketeer
Building Inspector
Spectral Aven
Lawful Search
Manufactured Truth
Jail
Next Hand
Free Speech
Traffic Director
Discard
Lawbringer Gryphon
Lawbringer Gryphon
Tax Collector
Overeager Cadet
Reputable Newsman
Free Speech
Elite Training
Tech 0 card(s)
Get Paid + float - ($11)
Hire a Guardian of the Gates. - ($8)
Summon Sirus Quince and his Mirror Illusion. - ($6)
Quince casts Free Speech, removing your heroes’ abilities and preventing them from casting spells. - ($4)
Summon General Onimaru. - ($2)
Onimaru casts Elite Training on the Porkhand Magistrate and the Guardian of the Gates. - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: Guardian of the Gates 2/6AA Anti-air, Sparkshot
-
Elite: Onimaru (1) 3/3
-
Scavenger: Porkhand Magistrate 3/3A Anti-air, Sparkshot
-
Technician: Mirror Illusion 0/1
-
Lookout:
In Play:
- Censorship Council
- Quince (1) 1/3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Law)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Uh oh, spaghettios.
@Nekoatl’s turn!
P2T7
Tech StartingHand Workers
TECH
Second Chances
Slow-Time Generator
STARTING HAND
Seer
Seer
Second Chances
WORKERS
Time Spiral
Hardened Mox
Nullcraft
Forgotten Fighter
Temporal Research
Origin Story
NextHand
Brave Knight
Fading Argonaut
Discard
Plasmodium
Second Chances
Slow-Time Generator
Tech 2 card(s)
Get Paid - ($11)
Second Chances - ($9)
Brave Knight fights Guardian of the Gates, flees, gets a second chance
Midband Onimaru - ($5)
Onimaru kills Guardian of the Gates
Plasmodium trades with Porkhand Magistrate
Maxband Prynn - ($2)
Prynn kills Onimaru
Tinkerer kills Mirror Illusion
Knight of the Conclave breaks Censorship Council
Seer, add to Prynn - ($1)
Seer, add to Prynn - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
-
Squad Leader: Brave Knight (4/3A) Readiness, cowardly
-
Elite:
-
Scavenger:
-
Technician: Knight of the Conclave (5/4) Resist 1
-
Lookout:
In Play:
- Battle Suits
- Second Chances
- L5 General Onimaru (3/1) Frenzy 1, readiness
- L7 Prynn Pasternaak (3/1) Recharge, freeze, banish [5 time]
- Knight of the Conclave (5/3) Resist 1
- Seer (3/1)
- Seer (3/1)
- Tinkerer (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Past)
-
Tech III HP: 5
Economy Info:
Cards:
Gold:
Thoughts
So, Prynn doesn’t lose a time counter during my upkeep, but doesn’t gain one if I attack with her. Not sure about doubling up on Chances, but if I get the Rememberer to start doing work, it could come in handy, maybe? Though I do need to watch for competition between fading and Brave Knights, I think I have enough tools to make that manageable. The Slow-Time Generator is basically to discourage and punish expensive plays like Censorship Council, and a less active board should enhance the value of cheating in units for free via tech II Past.
P1T8
Starting Hand Workers
STARTING HAND
Traffic Director
Free Speech
Arrest
WORKERS
Bluecoat Musketeer
Building Inspector
Spectral Aven
Lawful Search
Manufactured Truth
Jail
Next Hand
Arresting Constable
Reputable Newsman
Free Speech
Porkhand Magistrate
Tech 0 card(s)
Get Paid + Scavenger - ($11)
Quince creates 2 Mirror Illusions. - ($7)
Quince casts Free speech, removing your heroes’ abilities and preventing them from casting spells. - ($5)
Build Tech III. - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Quince (1) 1/3A
-
Elite:
-
Scavenger: Mirror Illusion 0/1
-
Technician: Mirror Illusion 0/1
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Law)
-
Tech III HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
We’re going down, sugar.
@Nekoatl’s turn!
P2T8
Tech StartingHand Workers
TECH
Flagstone Garrison
Flagstone Garrison
STARTING HAND
Brave Knight
Fading Argonaut
WORKERS
Time Spiral
Hardened Mox
Nullcraft
Forgotten Fighter
Temporal Research
Origin Story
NextHand
Neo Plexus
Rememberer
Origin Story
Discard
Plasmodium
Second Chances
Slow-Time Generator
Seer
Seer
Fading Argonaut
Flagstone Garrison
Flagstone Garrison
Tech 2 card(s)
Get Paid - ($11)
Brave Knight - ($8)
Seers trade with Mirrors
Knight of the Conclave breaks Tower
Knight of the Conclave breaks Tech III
Onimaru and Prynn break Tech II
Tinkerer adds a rune to Prynn
Tech Lab: Peace - ($7)
Vir Garbarean - ($5)
Float ($5)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Brave Knight (4/1A) Readiness, cowardly
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Brave Knight (4/3) Readiness, cowardly, resist 1
In Play:
- Battle Suits
- Second Chances
- L5 General Onimaru (3/1) Frenzy 1, readiness
- L7 Prynn Pasternaak (3/1) Recharge, freeze, banish [6 time]
- L1 Vir Garbarean (2/3) Foresight
- Knight of the Conclave (5/2) Resist 1
- Knight of the Conclave (5/4) Resist 1
- Tinkerer (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Past)
-
Tech III HP: 5
-
Tech Lab HP: 4 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
Must break Tech III. Looks like I can take out the Tower and Tech II as welll, very nice. Using Seers as sacrifices so they can be replayed. I think I’ve got this pretty well locked down, and now that I’m confident I can smash the Censorship Council, I’ll go for Garrisons.
Who/what killed Quince? Also can you add a rune to Prynn if Free Speech has removed Fading from her?
1 Like
I think you can. The text on Seer just says “a card (or forecasted card) with at least one time rune”. Free Speech doesn’t remove runes, so Prynn still has hers. The same way you can add a rune to Tricycloid, you should be able to add one to non-Fading Prynn.
2 Likes
The SQL Brave Knight killed Quince, leaving it at 1 HP after the Tower shot.
1 Like
I can’t imagine I’ll survive, but let’s see.
P1T9
Starting Hand Workers
STARTING HAND
Arresting Constable
Porkhand Magistrate
Reputable Newsman
Free Speech
Elite Training
WORKERS
Bluecoat Musketeer
Building Inspector
Spectral Aven
Lawful Search
Manufactured Truth
Jail
NextHand
Traffic Director
Arrest
Lawbringer Gryphon
Free Speech
Lawbringer Gryphon
Discard
Free Speech
Elite Training
Arresting Constable
Tech 0 card(s)
Get Paid + Scavenger - ($10)
Summon General Onimaru. - ($8)
Rebuild the Tower. - ($5)
Rebuild Tech II.
Hire a Reputable Newsman who opposes spells and upgrades that cost 3. - ($3)
Hire a Porkhand Magistrate. - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Onimaru (1) 2/3A
-
Elite: Reputable Newsman 1/3 [3]
-
Scavenger:
-
Technician: Porkhand Magistrate 2/3
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 14
-
Tech I HP: 5
-
Tech II HP: 5 (Law)
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
We’re going down, sugar.
@Nekoatl’s turn!
Indeed, there’s no stopping this train now. GG WP!
P2T9
Tech StartingHand Workers
TECH
Overeager Cadet
Rememberer
STARTING HAND
Neo Plexus
Origin Story
Rememberer
WORKERS
Time Spiral
Hardened Mox
Nullcraft
Forgotten Fighter
Temporal Research
Origin Story
Neo Plexus
NextHand
Flagstone Garrison
Seer
Overeager Cadet
Tech 2 card(s)
Get Paid + float - ($16)
Worker - ($15)
Rememberer - ($10)
Tinkerer removes a rune from Rememberer, which remembers a Rememberer
Wounded Brave Knight kills Onimaru, flees, gets a second chance
Brave Knight kills Newsman
Maxband Onimaru - ($9)
Prynn banishes Porkhand Magistrate
Knight of the Conclave hits your base x2
Onimaru breaks your base, GG WP!
Float ($9)
Discard 1, reshuffle, draw 3
Board Info:
In Patrol:
-
Squad Leader: Brave Knight (4/1A) Readiness, cowardly
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Brave Knight (4/3) Readiness, cowardly, resist 1
In Play:
- Battle Suits
- Second Chances
- L8 General Onimaru (4/4) Frenzy 1, readiness
- L7 Prynn Pasternaak (3/1) Recharge, freeze, banish [3 time]
- L1 Vir Garbarean (2/3) Foresight
- Rememberer (3/3) [3 time]
- Rememberer (3/3) [2 time]
- Knight of the Conclave (5/3) Resist 1
- Knight of the Conclave (5/1) Resist 1
- Tinkerer (1/1)
- Soldier (1/1) Sparkshot
- Soldier (1/1) Sparkshot
- Soldier (1/1) Sparkshot
Trashed:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Past)
-
Tech III HP: 5
-
Tech Lab HP: 4 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
Going for the kill instead of overlooking lethal to break tech buildings. That’s a sign of my growth as a player!
1 Like
Well done! I’m down to continue if you are! If you would, I think I’d like to try [Bashing]/Fire/Peace.
1 Like
It was a lot easier to play around Jail and Censorship Council when I expected to face them right from the beginning.
Sure, I’ll start us off after taking a bit of time to try to wrap my head around this interesting and unexpected build of yours.
1 Like
Are you certain about this interaction? I know Brave Knight doesn’t die here, but doesn’t he leave play from combat damage?
I am. He leaves play from his ability, not from combat damage. Leaving play from combat damage would be dying to combat damage, in which case his ability would be worded more like Reteller of Truths or Rambasa Twin.
1 Like
Alright, time to see if my guesses are anything close to what you’re planning. GL HF!
P1T1
StartingHand Workers
STARTING HAND
Fading Argonaut
Temporal Research
Nullcraft
Plasmodium
Hardened Mox
WORKERS
Hardened Mox
NextHand
Forgotten Fighter
Neo Plexus
Tinkerer
Time Spiral
Battle Suits
Discard
Nullcraft
Temporal Research
Fading Argonaut
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Plasmodium - ($1)
Float ($1)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
Future:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
In terms of a general theme, I guess there’s direct damage, but… the choice to include Bashing is rather baffling, if that’s the case… I would think both Finesse and Blood would be much more attractive options. Guess I’ll just have to let it play out and see how things go, but the combo between Garrisons and Lobbers is particularly concerning. Guess I’ll make that my primary point of concern for now. But what to do about it…? I guess tech lockout is my only option for defense. Boot Camp Shimmer Rays, maybe? Well, first I probably will need to deal with Onimaru backed by Neutral spells. I guess Plasmodium is the most impactful option.
Same to you!
P2T1
Starting Hand Workers
STARTING HAND
Tenderfoot
Wither
Spark
Fruit Ninja
Bloom
WORKERS
Fruit Ninja
Next Hand
Helpful Turtle
Timely Messenger
Older Brother
Brick Thief
Granfalloon Flagbearer
Discard
Bloom
Spark
Tenderfoot
Wither
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Jaina Stormborne. - ($2)
Jaina Blooms herself. - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Jaina (1) 3/4A
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Let’s see if I remember how to play this one.
T1: Overeager Cadets
T2: Lobbers
T3: Flagstone Garrisons
T4: Wrecking Balls
T5: Jaina Spells
@Nekoatl’s turn!
P1T2
Tech StartingHand Workers
TECH
Brave Knight
Origin Story
STARTING HAND
Neo Plexus
Battle Suits
Forgotten Fighter
Time Spiral
Tinkerer
WORKERS
Hardened Mox
Forgotten Fighter
NextHand
Nullcraft
Origin Story
Fading Argonaut
Tinkerer
Brave Knight
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Vir Garbarean - ($1)
Time Spiral, remove from Plasmodium - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: L1 Vir Garbarean (2/3A) Foresight
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
Future:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Jaina lead? That’s unexpected. And with Bloom on her, she’s a prime candidate for Origin Story. But first, I need to defend… but with Neutral spells supporting her, she can kill any patroller. I need to send out something low value then… which, counterintuitively, means a hero, since free levels are irrelevant in the face of Origin Story. Problem is, I can’t be sure if she’ll take the kill… but if she doesn’t, she doesn’t get free levels, in which case Origin Story can wait.
P2T2
Tech Starting Hand Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Brick Thief
Older Brother
Timely Messenger
Granfalloon Flagbearer
Helpful Turtle
WORKERS
Fruit Ninja
Granfalloon Flagbearer
Next Hand
Brick Thief
Spark
Tenderfoot
Bloom
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I. - ($3)
Hire a Helpful Turtle. - ($1)
Hire a Timely Messenger. - ($0)
Jaina attacks Vir for 2 damage through the Armor.
Timely Messenger kills Vir; Jaina gains 2 levels.
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Helpful Turtle 1/2
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
This seems fine but the Plasmodium is a pain in the buns.
T1: Overeager Cadets
T2: Lobbers
T3: Flagstone Garrisons
T4: Wrecking Balls
T5: Jaina Spells
@Nekoatl’s turn!
P1T3
Tech StartingHand Workers
TECH
Rememberer
Second Chances
STARTING HAND
Nullcraft
Origin Story
Tinkerer
Brave Knight
Fading Argonaut
WORKERS
Hardened Mox
Forgotten Fighter
Nullcraft
NextHand
Temporal Research
Battle Suits
Time Spiral
Rememberer
Neo Plexus
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Prynn Pasternaak - ($3)
Origin Story unsummons Jaina - ($0)
Plasmodium kills Turtle
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: L1 Prynn Pasternaak (1/3A) Recharge [4 time]
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Hmm… if I go for a Rememberer, it’ll be a prime target for Hired Stomper, Bamstamper Lizzo, and all of Jaina’s spells… but with Second Chances, it’d need to be killed twice in one turn to stay dead.
P2T3
Tech Starting Hand Workers
TECH
Lobber
Lobber
STARTING HAND
Bloom
Brick Thief
Tenderfoot
Spark
Overeager Cadet
WORKERS
Fruit Ninja
Granfalloon Flagbearer
Spark
Next Hand
Older Brother
Wither
Timely Messenger
Bloom
Overeager Cadet
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Hire an Overeager Cadet.
Build Tech II - Peace. - ($2)
Summon General Onimaru. - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Overeager Cadet 2/2A
-
Elite: Onimaru (1) 3/3
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Peace)
Economy Info:
Cards:
Gold:
Thoughts
I’m not feeling too tense now.
T1: Overeager Cadets
T2: Lobbers
T3: Flagstone Garrisons
T4: Wrecking Balls
T5: Jaina Spells
@Nekoatl’s turn!
P1T4
Tech StartingHand Workers
TECH
Seer
Seer
STARTING HAND
Neo Plexus
Temporal Research
Battle Suits
Time Spiral
Rememberer
WORKERS
Hardened Mox
Forgotten Fighter
Nullcraft
Temporal Research
NextHand
Second Chances
Fading Argonaut
Tinkerer
Origin Story
Brave Knight
Discard
Rememberer
Time Spiral
Battle Suits
Seer
Seer
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II: Past - ($2)
Plasmodium kills Overeager Cadet
Neo Plexus - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Neo Plexus (3/2)
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- L1 Prynn Pasternaak (1/3) Recharge [3 time]
- Plasmodium (4/1) Haste
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Past)
Economy Info:
Cards:
Gold:
Thoughts
Hmm… if I go for a Rememberer, it’ll be a prime target for Hired Stomper, Bamstamper Lizzo, and all of Jaina’s spells… but with Second Chances, it’d need to be killed twice in one turn to stay dead.