Where did Setsuki disappear to?
Oh she’s backline, my bad
Booooo, that means I can’t worker.
P2T5
Tech StartingHand Workers
TECH
Free Speech
Free Speech
STARTING HAND
Summon Skeletons
Death Rites
Bone Collector
Immortal
WORKERS
Graveyard
Poisonblade Rogue
Sacrifice the Weak
Jandra, the Negator
NextHand
Skeletal Archery
Thieving Imp
Skeleton Javelineer
Eyes of the Chancellor
Deteriorate
Discard
Pestering Haunt
Summon Skeletons
Bone Collector
Death Rites
Free Speech
Free Speech
Tech 2 card(s)
Get Paid - ($9)
Max Geiger - ($7)
Immortal - ($1)
Haunt and Argonaut kill SQL.
Bone Collector expensively kills Setsuki. - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: L3 Max Geiger (2/4A) Sparkshot, swap
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: Argonaut (3/1) Readiness
- Lookout: Immortal (5/5) Indestructible, resist 1
In Play:
- Bone Collector (3/2) Reanimate
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Truth)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 6
Gold:
- Gold: 0
- Workers: 9
Thoughts
Taking Eyes was indeed the right choice, but unfortunately, I won’t have access to it until next turn, at the earliest… which, in the worst case, means not having access to it at all… so maybe I should play the Immortal and switch to a Tower? But, if I do that, then I can’t replay it after bouncing it… which I guess is fine for now, since I’ve yet to tech Temporal Distortion. Next question is, can I afford to? And that’s a no, at least without skipping a worker. The best my Bone Collector can do is kill Setsuki, but if I want to gain free levels from it, I’ll have to skip a worker… upside, I’d be able to draw 5 cards next turn… downside, weaker economy… also, any hero I’d summon would likely just be killed straight away and turned into free levels, but if I don’t, I’m looking at the loss of my Tech II… and a Tower won’t help much on that front. I think I have to do it.
Game 5 Player 1, Turn 6
P2 [Necro]/Truth/Present vs P1 [Ninja]/Anarchy/Future
Starting Hand
Snapback
Gilded Glaxx
Chaos Mirror
Sensei’s Advice
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gilded Glaxx, Gunpoint Taxman
Glorious Ninja, Assimilate
Porcupine, Chaos Mirror
Glorious Ninja, Fox’s Den School
Gunpoint Taxman, Gilded Glaxx
Main:
- Zane + lvl 2 (5)
- Sensei’s Advice to GN (3)
- GN kills Geiger, Zane to level 4
- Zane kills Scav, we each get 1g (4)
- Maxband Zane, shove Argo to scav, we both get 1g again (3)
- Chaos Mirror Immortal and Smoker, smoker breaks your tech2, your base to 18 (1)
- Worker (0)
Workers
Gilded Glaxx, Grappling Hook, Savior Monk, Fox Viper, Morningstar Flagbearer
- Patrol as below
- Discard 1 Draw 1 rs Draw 2
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 NINJAS
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Smoker (1/1, Invisible)
- Glorious Ninja (4/3, invisible)
- Fox’s Den School (4hp, invisible)
- Zane (4/4 lvl 6)
- Safe Attacking
Economy Info:
Cards:
- Hand: 3
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Aged Sensei
Assimilate
Chaos Mirror
End of Turn Discard
My Thoughts
I guess I try to make Sets or Gunships a win con, and continue to use my invisibles as much as possible in the meantime
P2T6
Tech StartingHand Workers
TECH
Temporal Distortion
Temporal Distortion
STARTING HAND
Thieving Imp
Deteriorate
Skeleton Javelineer
Eyes of the Chancellor
Skeletal Archery
WORKERS
Graveyard
Poisonblade Rogue
Sacrifice the Weak
Jandra, the Negator
Skeleton Javelineer
NextHand
Skeletal Archery
Free Speech
Summon Skeletons
Argonaut
Eyes of the Chancellor
Tech 2 card(s)
Get Paid + scavengers - ($11)
Worker - ($10)
Rebuild Tech II
Thieving Imp - ($7)
Immortal breaks Tech II.
Bone Collector damages Tech I.
Break Tech Lab to build Tower - ($4)
Garth Torken - ($2)
Skeleton - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Skeleton (1/1A)
- Elite:
- Scavenger: Skeleton (1/1)
- Technician: L1 Garth Torken (1/3) Reanimate
- Lookout:
In Play:
- Bone Collector (3/2) Reanimate
- Immortal (5/5) Indestructible
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5 (Truth)
- Tower HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 1
- Workers: 10
Thoughts
Sigh… no Eyes for me. I’m less worried about Zane’s spells than I am about invisible Ninjas, so I’ll leave him on board and go for tech buildings. Going for Temporal Distortion now… if I can increase my Skeleton count, I’ll be able to attack with the Immortal, bounce it for a Skeletal Lord, and use the Lord to resummon the Immortal, who can then patrol. Here’s hopin’. However, I’m starting to think I should maybe swap out Truth for Past, even though it’ll leave me more vulnerable to Assimilate… reason being, if I use Present to warp in more units, that slows my draw cycle, and makes it harder to consistently spam Free Speech… then again, if I can keep a maxed Geiger alive, R&D becomes a remedy for that problem… the question is, how consistently can I make that work?
I will fold to that, GG WP!
I’m down to try a new deck on Monday, tough for me to deal with skeletons and immortals though (and lichs bargain which I was surprised I didn’t see yet)
GG, WP! I actually thought I was losing that one, by a little. Not sure if I want to stick with the same deck, tweak it a bit, or switch to something completely different. Please let me know if you have a preference.
Naw no preference, whatever’s good!
I think if you had whiffed the immortal I probably could have closed it out, but it was lucky enough for me to combo draw the FDSchool and GN, still wasn’t enough. Garth is just tough to deal with if you don’t have good unit control
Alright, guess I’ll switch to [Necromancy]/Past/Present then, action to you whenever you’re ready!
I whiffed Eyes of the Chancellor when I drew the Immortal, so I’m not sure how much better off you’d have been if they were reversed. I also had Free Speech on the way in case you tried to Assimilate Eyes of the Chancellor.
I did have assimilate on deck XD
Okay I will roll with [Blood]/Discipline/Past, another model’s choice, GL HF!
Game 6 Player 1, Turn 1
P2 [Necro]/Past/Present vs P1 [Blood]/Discipline/Past
Starting Hand
Pillage
Bombaster
Bloodburn
Careless Musketeer
Scorch
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Bloodburn (1)
- Worker (0)
Workers
Careless Musketeer
- Patrol as below
- Discard 3 Draw 5
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodburn
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Charge
Nautical Dog
Mad Man
Makeshift Rambaster
Bloodrage Ogre
End of Turn Discard
My Thoughts
Tough starting hand, oh well
Nice to see that I’m not the only player who goes for T1 Bloodburn! Though when I do, my opponent usually rushes me, and then I lose. So, on that note… GL HF!
P2T1
StartingHand Workers
STARTING HAND
Summon Skeletons
Skeleton Javelineer
Jandra, the Negator
Graveyard
Pestering Haunt
WORKERS
Summon Skeletons
NextHand
Deteriorate
Skeletal Archery
Thieving Imp
Discard
Graveyard
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)
Skeleton Javelineer - ($0)
Pestering Haunt
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Jandra, the Negator (3/3A) Overpower, cursed
- Elite:
- Scavenger:
- Technician: Skeleton Javelineer (1/1) [javelin]
- Lookout:
In Play:
- Pestering Haunt (1/1) Unstoppable, aggressive, incorporeal, meek
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 3
- Deck: 2
- Disc: 1
Gold:
- Gold: 0
- Workers: 6
Thoughts
Oh, wow, a Bloodburn opener… first time I’ve seen someone other than myself try that. I guess he’s planning to use it to pick of my Skeletons and the Haunt, which I’ll just have to accept. It’s no immediate threat, though, so I shouldn’t hesitate to deploy the Haunt, if nothing else. Getting Skeletal Lords just became a higher priority, though. I should probably be more concerned about tech II blood units, though. For now, I think I’ll aim for Stewardesses, and it’s very possible he’ll do the same… but before he can field one, Jandra and the Haunt will have an opportunity to attack, which should be hard to deal with.
It may prove unwise indeed XD
Game 6 Player 1, Turn 2
P2 [Necro]/Past/Present vs P1 [Blood]/Discipline/Past
Starting Hand
Charge
Nautical Dog
Mad Man
Makeshift Rambaster
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Stewardess of the Undone, Crash Bomber
Main:
- Bloodrage Ogre (3)
- Worker (2)
- Tech1 (0)
Workers
Nautical Dog, Careless Musketeer
- Patrol as below
- Discard 3 rs Draw 5
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Bloodrage Ogre (3/2+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodburn
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Stewardess of the Undone
Pillage
Crash Bomber
Scorch
Bombaster
End of Turn Discard
My Thoughts
Stewardess should help against Jandra, might lose the T1 to StW but if so them’s the breaks we’ll make due
P2T2
Tech StartingHand Workers
TECH
Second Chances
Second Chances
STARTING HAND
Thieving Imp
Deteriorate
Skeletal Archery
WORKERS
Summon Skeletons
Thieving Imp
NextHand
Sacrifice the Weak
Second Chances
Poisonblade Rogue
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Garth Torken - ($1)
Deteriorate BROgre
Haunt and Javelineer kill BROgre, 2 blood runes.
Jandra deals 3 damage to your Tech I.
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: L1 Garth Torken (1/3A) Reanimate
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Jandra, the Negator (3/3) Overpower, cursed
- Skeleton Javelineer (1/1)
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 5
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
Garth should be enough to keep the Rambaster at bay. Jandra’s probably about to get bounced, but upsides are that doesn’t give blood runes, and Stewardesses themselves aren’t too scary once in play. Although it is worth noting that both their arrival ability and Prunn’s maxband can devestate token-based strategies. I should go for a Chronofixer to guard against Rewind, Second Chances to guard against Undo (both copies, 'cuz Versatile Style), and if I’m going to use tokens, I need to make generating them very efficient. I think it’s best if I skip tech I entirely and rush for Second Chances. At this point, my cycle’s slow enough that I should probably tech it in immediately. Well… it’s probalby fine to buy a Skeleton for now, he’ll likely prioritize removing Jandra… then again, I’m about to draw into StW, and if my guess is right, both Jandra and the Javelineer will be removed before my next turn, in which case having no units to sacrifice would be an advantage… but, if he whiffs on Stewardess, it might be better to have the Skeleton on hand so I don’t have to sacrifice her… which mainly matters if I have enough gold to get a worker, a Skeleton, StW, and my Tech II next turn. Do I? … No, so I’ll float the gold. Now, then… to attack with Jandra, or put her in Lookout to make Stewardess more expensive? If I’m able to break his Tech I next turn, that’ll delay his Tech II, and against Blood especially, that matters. So, I’ll take the chance.
So far looks okay XD
Game 6 Player 1, Turn 3
P2 [Necro]/Past/Present vs P1 [Blood]/Discipline/Past
Starting Hand
Stewardess of the Undone
Pillage
Crash Bomber
Scorch
Bombaster
Events of Turn:
Upkeep:
- Get Gold (6)
- Tech 2 cards in (except turn 1)
All Teched Cards
Training Grounds, Mind-Parry Monk
Stewardess of the Undone, Crash Bomber
Main:
- Grave (4)
- Stewardess of the Undone, bounce Jandra to your hand (1)
- Bloodburn Jav ded, -2 +1 runes
- Worker (0)
Workers
Pillage, Nautical Dog, Careless Musketeer
- Patrol as below
- Discard 3 Draw 3 rs Draw 2
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 2
In Patrol:
- Squad Leader: Grave (2/3+1armor lvl 1)
- Elite:
- Scavenger: Stewardess of the Undone (2/3)
- Technician:
- Lookout:
In Play:
- Bloodburn
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Charge
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Bombaster
End of Turn Discard
My Thoughts
Yay stewardess! We’ll go grave too, to bully
Leading with Jandra against Past may not have been the best move…
P2T3
Tech StartingHand Workers
TECH
Temporal Distortion
Temporal Distortion
STARTING HAND
Sacrifice the Weak
Poisonblade Rogue
Second Chances
WORKERS
Summon Skeletons
Thieving Imp
Poisonblade Rogue
NextHand
Graveyard
Skeletal Archery
Second Chances
Deteriorate
Discard
Skeleton Javelineer
Sacrifice the Weak
Jandra, the Negator
Second Chances
Temporal Distortion
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Sacrifice the Weak kills Stewardess, 1 blood rune (bringing you up to 2, I believe?). - ($5)
Skeleton - ($4)
Tech II: Past - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Skeleton (1/1A)
- Elite:
- Scavenger:
- Technician: L1 Garth Torken (1/3) Reanimate
- Lookout:
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Past)
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 6
Gold:
- Gold: 0
- Workers: 8
Thoughts
Patrolling Skeleton as SQL so it can survive a burn, at least.
Indeed, BB at 2 after the Stewie death
Game 6 Player 1, Turn 4
P2 [Necro]/Past/Present vs P1 [Blood]/Discipline/Past
Starting Hand
Charge
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Bombaster
Events of Turn:
Upkeep:
- Get Gold (7+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Mind-Parry Monk, Reversal
Training Grounds, Young Lightning Dragon
Stewardess of the Undone, Crash Bomber
Main:
- Mad Man crashes into Skele, BB@3 (7)
- BB kills skele, BB@2
- Mid Grave, kill Garth, you draw 1, Grave to level 5 (5)
- Worker (4)
- Tech 2 Discipline (0)
Workers
Bombaster, Pillage, Nautical Dog, Careless Musketeer
- Patrol as below
- Discard 3 Draw 4 rs Draw 1
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 2
- Tech2 HP: 5 Discipline
In Patrol:
- Squad Leader: Grave (3/3+1armor lvl 5)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Bloodburn, 2 runes
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Crash Bomber
Training Grounds
Young Lightning Dragon
Scorch
Bloodrage Ogre
End of Turn Discard
My Thoughts
I call BS I don’t think you pre-teched Tech2 that hard
If only your Stewardess draw had been 1 turn slower.
P2T4
Tech StartingHand Workers
TECH
Immortal
Immortal
STARTING HAND
Skeletal Archery
Graveyard
Deteriorate
Second Chances
Pestering Haunt
WORKERS
Summon Skeletons
Thieving Imp
Poisonblade Rogue
Graveyard
NextHand
Immortal
Temporal Distortion
Sacrifice the Weak
Skeletal Archery
Temporal Distortion
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Second Chances - ($5)
Tech Lab: Present - ($4)
Max Geiger, midband - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: L3 Max Geiger (2/4A) Sparkshot, trade
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Second Chances
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Past)
- Tech Lab HP: 4 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
Whew, no Rambaster! Safe! Unfortunately, I have no patrollable unit to rely on… a hero can soak Grave’s attack, but after that, I’m wide open. Well, even if I did, Grave could kill 2 things if he used his sword rune. So, now… do I go for Rememberers, or try for Immortals? Ya know… there is a chance he might try for the 2Chances/Kidnapping/Bounce combo, which would be devastating… but all I can really do to stop that is try to keep him away from tech II entirely. He has a better chance of breaking a Tech Lab than a Tech II, but the Immortals should offer much more sturdy defense… and I don’t even have Seers to pair with the Remembers yet, nor anything for them to fetch if I did… they’d quite likely just get killed before they could do much of anything, so Immortals it is. Besides, they’re uniquely unfetchable by Garth. It feels a bit wasteful, but I’ll pay to midband Geiger so Grave can’t kill him single-handedly… this should slightly increase the chances of my Tech II surviving long enough for me to drop an Immortal.
You went for it, damn… Thought for sure it wouldn’t be pre-teched tech2 stuff but this doesn’t look great… Just clarifying, you are not floating 4 yes?
Game 6 Player 1, Turn 5
P2 [Necro]/Past/Present vs P1 [Blood]/Discipline/Past
Starting Hand
Crash Bomber
Training Grounds
Young Lightning Dragon
Scorch
Bloodrage Ogre
Events of Turn:
Upkeep:
- Get Gold (7+1scav)
- Tech 2 cards in (except turn 1)
All Teched Cards
Origin Story, Kidnapping
Mind-Parry Monk, Reversal
Training Grounds, Young Lightning Dragon
Stewardess of the Undone, Crash Bomber
Main:
- Training Grounds (7)
- Maxband Grave, kill Geiger (5)
- Young Lightning Dragon (2)
- Crash Bomber (1)
Workers
Bombaster, Pillage, Nautical Dog, Careless Musketeer
- Patrol as below
- Discard 2 Draw 4
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 2
- Tech2 HP: 5 Discipline
In Patrol:
- Squad Leader: Grave (5/3+1armor lvl 7, sword)
- Elite:
- Scavenger:
- Technician: Crash Bomber (2/2)
- Lookout: Young Lightning Dragon (3/3)
In Play:
- Bloodburn, 2 runes
- Training Grounds (4hp)
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 4
Gold:
- Gold: 1
- Workers: 8
End of Turn Hand
Mind-Parry Monk
Makeshift Rambaster
Stewardess of the Undone
Reversal
End of Turn Discard
My Thoughts
WHELP, that’s a bummer
That’s correct, I originally forgot to pay for Geiger, and while editing it in, forgot to update the econ info.
P2T5
Tech StartingHand Workers
TECH
Seer
Seer
STARTING HAND
Sacrifice the Weak
Skeletal Archery
Temporal Distortion
Temporal Distortion
Immortal
WORKERS
Summon Skeletons
Thieving Imp
Poisonblade Rogue
Graveyard
Sacrifice the Weak
NextHand
Jandra, the Negator
Pestering Haunt
Deteriorate
Second Chances
Immortal
Discard
Temporal Distortion
Skeletal Archery
Temporal Distortion
Seer
Seer
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Immortal - ($2)
Prynn Pasternaak - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Immortal (5/5A) Indestructible
- Elite:
- Scavenger:
- Technician: L1 Prynn Pasternaak (1/3) [4 time]
- Lookout:
In Play:
- Second Chances
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Past)
- Tech Lab HP: 4 (Present)
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 5
Gold:
- Gold: 0
- Workers: 10
Thoughts
Ugh, what to worker here… I don’t want to give up any of these cards… guess I’ll just skip and buy a Skeleton instead… wait, no, it would just die to a Stewardess. Getting both Distortion in hand now really hurts… now I won’t have them next turn. Ugh, guess I’ll just get rid of Archery and hope I can get by with Shimmer Rays… no, I can’t bring myself to do it; I’ll just let go of StW, it would prefer tokens over bouncable cards anyway Guess it coulda been worse, at least I didn’t whiff on the Immortal.