P1T8
Tech StartingHand Workers
TECH
Now!
Now!
STARTING HAND
Skeletal Archery
Nether Drain
Argonaut
Doom Grasp
Reteller of Truths
WORKERS
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons
Pestering Haunt
Poisonblade Rogue
Graveyard
Thieving Imp
Skeletal Archery
NextHand
Skeleton Javelineer
Temporal Distortion
Nether Drain
Temporal Distortion
Macciatus, The Whisperer
Discard
Argonaut
Spectral Flagbearer
Doom Grasp
Reteller of Truths
Nether Drain
Now!
Now!
Tech 2 card(s)
Get Paid + scavenger - ($12)
Worker - ($11)
Rebuild Tech II
Argonaut - ($8)
Sirus Quince - ($6)
Max Geiger - ($4)
Mirror Illusion - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Argonaut (3/4A) Readiness
-
Elite:
-
Scavenger: L1 Max Geiger (2/3) Sparkshot
-
Technician: L1 Sirus Quince (1/3) Mirror
-
Lookout:
In Play:
- Mirror Illusion (0/1)
- Mirror Illusion (0/1)
Buildings:
-
Base HP: 15
-
Tech I HP: 5
-
Tech II HP: 5 (Truth)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Still trying to push back… maybe haste will help, if I can live long enough to gain access to it. Also attempting to seed Mirrors for future maxband copying, most likely they’ll be killed, but better that than more building damage.
GG WP, want to swap?
Game 1 Player 2, Turn 8
P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str
Starting Hand
Events of Turn:
Upkeep:
- Get Gold (11+2float)
- Choose to tech 2 cards in
All Teched Cards
Earthquake, Bloodlust
Doubling Barbarbarian, Bloodlust
Crash Bomber, Tiny Basilisk
Tiny Basilisk, Whitestar Grappler
Thunderclap, Earthquake
Desperation, Crash Bomber
Kidnapping, Bird’s Nest
Main:
- Insta-build tech2 Strength (9)
- Drakk + Midband (4)
-
Kidnapping Argonaut (0)
- Bird kills Geiger, you get 1g, Rook midbands
- Rook kills Quince, Drakk Maxbands
- Argo (4) + Midori (5) + wisp (2, no longer midori buffed) + shambler (1) + panda (4) deal 16 to your base, GG WP!
1 Like
Okay we swap and run it back, GL HF!
Game 2 Player 1, Turn 1
P2 [Necro]/Truth/Present vs P1 [Balance]/Blood/Str
Starting Hand
Tiger Cub
Spore Shambler
Verdant Tree
Forest’s Favor
Ironbark Treant
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Spore Shambler (1)
- Worker (0)
Workers
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Spore Shambler (2/3)
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Rich Earth
Young Treant
Playful Panda
Rampant Growth
Merfolk Prospector
End of Turn Discard
My Thoughts
Desperation is way better than it deserves to me. Buff birds still feel like the play in this situation so I think I stick to it, probably Panda + Rook next turn
GL HF!
P2T1
StartingHand Workers
STARTING HAND
Poisonblade Rogue
Graveyard
Summon Skeletons
Pestering Haunt
Deteriorate
WORKERS
Summon Skeletons
NextHand
Sacrifice the Weak
Thieving Imp
Skeletal Archery
Discard
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Graveyard - ($2)
Poisonblade Rogue - ($0)
Pestering Haunt
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Poisonblade Rogue (3/1) Pierce, infect
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Graveyard (3)
- Pestering Haunt (1/1) Unstoppable, aggressive, incorporeal, meek
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
May as well go for an explosive opening! Bonus if I bait out a Nature Reclaims after getting some unit replays from the Graveyard.
Oooh dumping the board hard are we
Game 2 Player 1, Turn 2
P2 [Necro]/Truth/Present vs P1 [Balance]/Blood/Str
Starting Hand
Rich Earth
Young Treant
Playful Panda
Rampant Growth
Merfolk Prospector
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Playful Panda (3)
- Merfolk Prospector (2)
- Spore Shambler taps, lends a rune to wisp
- Worker (1)
Workers
Rich Earth, Ironbark Treant
-
-
Patrol as below
- Discard 2 rs Draw 4
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Merfolk Prospector (1/1+1)
-
Elite:
-
Scavenger:
-
Technician: Wisp (1/2)
-
Lookout:
In Play:
- Spore Shambler (1/2)
- Playful Panda (2/2)
Economy Info:
Cards:
Gold:
End of Turn Hand
Rampant Growth
Bird’s Nest
Verdant Tree
Forest’s Favor
End of Turn Discard
My Thoughts
Pre-teching thunderclap along with the birds, think this is about as good a defense as I can mount, PBR suuuucks in this case but lucky me it has to go in the graveyard which I’m good with. Do I take the 50/50 no deteriorate though? I think I will play those odds, SQL merfolk, no free shots for haunt
1 Like
“We” indeed, to my surprise!
P2T2
Tech StartingHand Workers
TECH
Dreamscape
Hallucination
STARTING HAND
Skeletal Archery
Thieving Imp
Sacrifice the Weak
WORKERS
Summon Skeletons
Sacrifice the Weak
NextHand
Skeleton Javelineer
Hallucination
Jandra, the Negator
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rogue trades with Prospector.
Thieving Imp, discard #3 of 4. - ($2)
Replay Rogue from Graveyard - ($0)
Haunt damages base.
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp (2/2A)
-
Elite:
-
Scavenger: Poisonblade Rogue (2/1) Pierce, infect
-
Technician:
-
Lookout:
In Play:
- Graveyard (3)
- Pestering Haunt (1/1) Unstoppable, aggressive, incorporeal, meek
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
$2 is a fair trade for $1 and a card. Gonna try going harder on Illusion spells, since I’m not building any infrastructure and he has lots of units.
Gotta be LB coming right?
Game 2 Player 1, Turn 3
P2 [Necro]/Truth/Present vs P1 [Balance]/Blood/Str
Starting Hand
Rampant Growth
Bird’s Nest
Verdant Tree (discarded)
Forest’s Favor
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Tiny Basilisk, Crash Bomber
Bird’s Nest, Thunderclap
Main:
- Rook (5)
- Bird’s Nest (3)
- Tech1 (1)
- Spore Shambler lends a rune to Big Bird
- Worker (0)
Workers
Rampant Growth, Rich Earth, Ironbark Treant
-
-
Patrol as below
- Discard 1 Draw 3
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
In Patrol:
-
Squad Leader: Wisp (1/2+1armor)
-
Elite:
-
Scavenger: Tweetie Bird (1/1)
-
Technician: Playful Panda (2/2)
-
Lookout:
In Play:
- Spore Shambler (0/1)
- Big Bird (2/2)
- Rook (2/4)
- Bird’s Nest
Economy Info:
Cards:
Gold:
End of Turn Hand
Young Treant
Thunderclap
Tiger Cub
End of Turn Discard
My Thoughts
Well no tech1 for Neko either… We’ll see what he’s up to. Thunderclap looks less good right now
Hmm, May Bee.
P2T3
Tech StartingHand Workers
TECH
Free Speech
Hallucination
STARTING HAND
Jandra, the Negator
Skeleton Javelineer
Hallucination
WORKERS
Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
NextHand
Deteriorate
Free Speech
Skeletal Archery
Dreamscape
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Haunt damages Panda, replay from Graveyard.
Rogue trades with Wisp.
Tech I - ($4)
Tower - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Thieving Imp (2/2)
-
Lookout:
In Play:
- Graveyard (3)
- Pestering Haunt (1/1) Unstoppable, aggressive, incorporeal, meek
In Graveyard:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tower HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Rogue for Wisp+ isn’t a terrible trade, and is much better than the Rogue getting picked off by a 1/1 Bird. Imp for a technician Panda is pretty bad, though, so he patrols. Going for a Tower to punish Bird aggression, for whatever that’s worth. Now, should I risk summoning Geiger into this mess, and risk Quince gettling locked out? When the alternatives are to offer up the Rogue or Javelineer to being picked off by Birds? I’m leaning towards yes, but this could really bite me… guess I’d better not… a Tech I can soak more damage, anyway. Also, the Birds could ignore Geiger to focus down the Graveyard, which seems fairly likely. Patrolling technician to maximize my chances of drawing a Hallucination.
Game 2 Player 1, Turn 4
P2 [Necro]/Truth/Present vs P1 [Balance]/Blood/Str
Starting Hand
Young Treant
Thunderclap
Tiger Cub
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except turn 1)
All Teched Cards
Earthquake x2
Tiny Basilisk, Crash Bomber
Bird’s Nest, Thunderclap
Main:
-
Maxband Rook, break the tower, your base to 18 (0)
- Big Bird kills Imp, you get 1g
- Tweetie Bird kills Haunt
- Panda hits your tech1 to 3hp
Workers
Rampant Growth, Rich Earth, Ironbark Treant
-
-
Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Spore Shambler (0/1)
-
Technician:
-
Lookout:
In Play:
- Playful Panda (2/1)
- Big Bird (2/2)
- Tweetie Bird (1/1)
- Rook (4/6 lvl 8)
- Bird’s Nest
Economy Info:
Cards:
Gold:
End of Turn Hand
Verdant Tree
Earthquake
Young Treant
Merfolk Prospector
Tiger Cub
End of Turn Discard
My Thoughts
EQ rush let’s go. Leave Haunt up and take the Graveyard? or allow the Imp replay? I think I’d rather keep as much board as possible, don’t let haunt get a free panda kill next turn
P2T4
Tech StartingHand Workers
TECH
Spectral Flagbearer
Spectral Flagbearer
STARTING HAND
Dreamscape
Deteriorate
Skeletal Archery
Free Speech
Hallucination
WORKERS
Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
Skeletal Archery
NextHand
Spectral Flagbearer
Skeleton Javelineer
Deteriorate
Hallucination
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Sirus Quince - ($6)
Dreamscape - ($3)
Hallucination kills Big Bird and Panda. - ($1)
Replay Haunt
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info:
In Patrol:
-
Squad Leader: Mirror Illusion (0/1A)
-
Elite:
-
Scavenger:
-
Technician: L1 Sirus Quince (1/3) Mirror
-
Lookout:
In Play:
- Graveyard (3)
- Dreamscape
- Pestering Haunt (1/1) Unstoppable, aggressive, incorporeal, meek
In Graveyard:
- Poisonblade Rogue
- Thieving Imp
Buildings:
-
Base HP: 18
-
Tech I HP: 3
Economy Info:
Cards:
Gold:
Thoughts
He left the Graveyard intact? Interesting… well, here’s hoping he doesn’t have Rampant Growth in hand, but that seems somewhat unlikely.
Game 2 Player 1, Turn 5
P2 [Necro]/Truth/Present vs P1 [Balance]/Blood/Str
Starting Hand
Verdant Tree
Earthquake
Young Treant
Merfolk Prospector
Tiger Cub
Events of Turn:
Upkeep:
- Get Gold (7)
- Big Bird hatches, less buff than before
- Tech 2 cards in (except turn 1)
All Teched Cards
Crashbarrow x2
Earthquake x2
Tiny Basilisk, Crash Bomber
Bird’s Nest, Thunderclap
Main:
- Rook kills SQL
- Tweetie Bird kills haunt again
-
Earthquake, your tech1 falls, your base to 12, graveyard takes a tickle (2)
- Merfolk Prospector (1)
- Worker (0)
Workers
Tiger Cub, Rampant Growth, Rich Earth, Ironbark Treant
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Spore Shambler (0/1)
-
Technician: Merfolk Prospector (1/1)
-
Lookout: Big Bird (1/1)
In Play:
- Tweetie Bird (1/1)
- Rook (4/6 lvl 8)
- Bird’s Nest
Economy Info:
Cards:
Gold:
End of Turn Hand
Crash Bomber
Tiny Basilisk
Forest’s Favor
Earthquake
End of Turn Discard
My Thoughts
I like this position just fine. Tech up next turn, should be able to finish his base with Drakk even if Free speech blocks another EQ or Thunderclap
P2T5
Tech StartingHand Workers
TECH
Macciatus, The Whisperer
Reteller of Truths
STARTING HAND
Hallucination
Skeleton Javelineer
Deteriorate
Spectral Flagbearer
WORKERS
Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
Skeletal Archery
Skeleton Javelineer
NextHand
Deteriorate
Free Speech
Hallucination
Spectral Flagbearer
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Rebuild Tech I
Thieving Imp, discard #3 of 4 - ($6)
Expensive Hallucination kills Birds. - ($3)
Float ($3)
Discard 2, draw 3, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp (2/2A)
-
Elite:
-
Scavenger:
-
Technician: L1 Sirus Quince (1/3) Mirror
-
Lookout:
In Play:
In Graveyard:
- Poisonblade Rogue
- Pestering Haunt
Buildings:
-
Base HP: 12
-
Tech I HP: 5
Economy Info:
Cards:
Gold:
Thoughts
Should have popped Free Speech last turn, wasn’t careful enough about checking Rook’s level. Now I’m terribly wasting gold, but it’s the only way I might be able to keep my Tech I intact long enough to build a Tech II.
And now the lull
Game 2 Player 1, Turn 6
P2 [Necro]/Truth/Present vs P1 [Balance]/Blood/Str
Starting Hand
Crash Bomber
Tiny Basilisk
Forest’s Favor (discarded)
Earthquake
Events of Turn:
Upkeep:
- Get Gold (8)
- Birds hatch
- Tech 2 cards in (except turn 1)
All Teched Cards
Shoddy Glider, Desperation
Crashbarrow x2
Earthquake x2
Tiny Basilisk, Crash Bomber
Bird’s Nest, Thunderclap
Main:
- Crash Bomber (7)
- Tiny Basilisk (5)
- Tech 2 Blood (1)
- Merfolk prospects (2)
- Rook kills Imp, takes 2
- skip worker
Workers
Tiger Cub, Rampant Growth, Rich Earth, Ironbark Treant
-
-
Patrol as below
- Discard 1 rs Draw 3
Board Info:
Buildings:
-
Base HP: 19
- Tech1 HP: 5
- Tech2 HP: 5 BLOOD
In Patrol:
-
Squad Leader: Crash Bomber (2/2+1armor)
-
Elite: Tiny Basilisk (1+1/2)
-
Scavenger: Big Bird (1/1)
-
Technician: Tweetie Bird (1/1)
-
Lookout: Spore Shambler (0/1)
In Play:
- Rook (4/4 lvl 8)
- Merfolk Prospector (1/1)
- Bird’s Nest
Economy Info:
Cards:
Gold:
End of Turn Hand
Thunderclap
Crashbarrow
Crashbarrow
End of Turn Discard
My Thoughts
If I had Thunderclap I’d probably do that + EQ Neko down to 4hp, but without it time to tech up, desperation to help draw into all the heavy hitters and a glider to blow stuff up. Think I should be able to close
…
Ooooof double barrow draw, that’s a rough break for Neko, I should have this locked up
P2T6
Tech StartingHand Workers
TECH
Free Speech
Spectral Roc
STARTING HAND
Spectral Flagbearer
Hallucination
Free Speech
Deteriorate
WORKERS
Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
Skeletal Archery
Skeleton Javelineer
NextHand
Hallucination
Spectral Flagbearer
Reteller of Truths
Discard
Hallucination
Free Speech
Deteriorate
Spectral Flagbearer
Free Speech
Spectral Roc
Tech 2 card(s)
Get Paid + float - ($13)
Hallucination kills Tiny Basilisk and Crash Bomber. - ($11)
Free Speech - ($9)
Tech II: Truth - ($5)
Thieving Imp, discard #1 of 3 - ($2)
Deteriorate kills Merfolk Prospector. - ($1)
Float ($1)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp (2/2A)
-
Elite:
-
Scavenger:
-
Technician: L1 Sirus Quince (1/3) Mirror
-
Lookout:
In Play:
In Graveyard:
- Poisonblade Rogue
- Pestering Haunt
Buildings:
-
Base HP: 12
-
Tech I HP: 5
-
Tech II HP: 5 (Truth)
Economy Info:
Cards:
Gold:
Thoughts
Gotta use Deteriorate here so the Imp can properly protect Quince from Rook. That Tech II: Blood likely means I’m done either way, though.
GG WP!
Game 2 Player 1, Turn 7
P2 [Necro]/Truth/Present vs P1 [Balance]/Blood/Str
Starting Hand
Thunderclap (discarded)
Crashbarrow
Crashbarrow
Events of Turn:
Upkeep:
- Get Gold (8+2float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Shoddy Glider, Bloodlust
Shoddy Glider, Desperation
Crashbarrow x2
Earthquake x2
Tiny Basilisk, Crash Bomber
Bird’s Nest, Thunderclap
Main:
- Drakk + lvl 2 (7)
-
Crashbarrow, kill Imp and overpower Quince, you draw 1, Drakk to midband (4)
-
A second Crashbarrow (bingo draw) + Rook + Birds hit your base for 12 (it was at 11 from the bomber death), GG WP! (1)
GG WP. Seems like your deck is a fairly strong counter to my deck. Well, I also made some mistakes during both of those games, though, so it’s possible that with more familiarity, I could put up more of a fight. In case you’re up for more games:
P1T1
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Deteriorate
Summon Skeletons
Thieving Imp
Poisonblade Rogue
WORKERS
Sacrifice the Weak
NextHand
Jandra, the Negator
Graveyard
Skeletal Archery
Pestering Haunt
Skeleton Javelineer
Discard
Summon Skeletons
Deteriorate
Poisonblade Rogue
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Thieving Imp, discard #2 of 5 - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger: Thieving Imp (2/2)
-
Technician:
-
Lookout:
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Nothing much to do here, defaulting to Imp.
1 Like
GG WP I just don’t think Dreamscape + Hallucination is practical to win with.
I picked the deck b/c I saw it in @charnel_mouse’s list of potential “balanced decks” that might be in play for XCAPS, and I think it’s pretty good. Shambler + Drakk + Birds is a nasty recipe. Hard to commit to Rook max against Garth but being able to fall back on Blood to finish base damage made it seem worth.
I’m down to play one or two more GL HF!
Game 3 Player 2, Turn 1
P1 [Necro]/Truth/Present vs P2 [Balance]/Blood/Str
Starting Hand
Rampant Growth
Ironbark Treant (discard)
Rich Earth
Verdant Tree
Spore Shambler
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Rook (3)
- Rich Earth (0)
- Worker
Workers
-
-
Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
-
Base HP: 20
In Patrol:
-
Squad Leader: Rook (2/4+1armor)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
Economy Info:
Cards:
Gold:
End of Turn Hand
Merfolk Prospector
Playful Panda
Young Treant
Tiger Cub
End of Turn Discard
My Thoughts
Worked last time? Let’s do it again XD
1 Like
It’s also my regular deck Birds → Drakk is great, I’m not sure why I stopped using Bird’s Nest.
I wouldn’t try Dreamscape + Hallucination on its own, but in conjunction with Dreamscape’s synergy with Macciatus and Reteller, it becomes much more appealing.
Even more so with Graveyard, because the Reteller gives a way to prune obsolete units and generally reduce the load the Graveyard needs to bear. If Dreamscape is earning value independent of Illusion sniping, then Hallucination offers very efficient removal for all but the most disposable (cough Birds cough) units. It probably wasn’t the best idea to go for it early game while struggling to get access to tech II stuff, though… I had hoped being able to thin out your units would help me buy time, then I’d be able to capitalize on the synergy later, but that was overly optimistic.
P1T2
Tech StartingHand Workers
TECH
Doom Grasp
Nether Drain
STARTING HAND
Jandra, the Negator
Pestering Haunt
Skeleton Javelineer
Graveyard
Skeletal Archery
WORKERS
Sacrifice the Weak
Jandra, the Negator
NextHand
Skeletal Archery
Pestering Haunt
Nether Drain
Poisonblade Rogue
Summon Skeletons
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Garth Torken - ($2)
Skeleton - ($1)
Skeleton Javelineer - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader: Thieving Imp (2/2A)
-
Elite:
-
Scavenger: Skeleton (1/1)
-
Technician: Skeleton Javelineer (1/1) [javelin]
-
Lookout:
In Play:
- L1 Garth Torken (1/3) Reanimate
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
But… as tempting as it is to bring it out now, while I have access, I think I need to prioritize getting Skeletons in play. Birds won’t be able to attack the turn they’re played anyway, so I think it should be okay to wait.