[spoiler]Ready or Not
Rememberer
Fading Argonaut
Seer
Second Chances
----------[/spoiler]
Tech 2 card(s)
Get Paid - ($8)
Prynn Pasternaak - ($6)
Level Prynn, trash Skeletal Lord - ($0)
Knight kills Skeleton
Knight trades with Executioner, Necromancer creates a Skeleton
Max kills Scavanger and Technician, you get $1 and raw 1
Tinkerer kills Lookout
Mox kills Midori
Hooded Executioner
Death Rites
Blackhand Resurrector
Skeleton Javelineer
T-Rex
Tech 0 card(s)
Get Paid - ($10)
Scav gold and technician draw - ($11)
Grave - ($9)
Death Rites - ($5)
Exhaust and sac Resurrector to fetch maxband Midori, Tinkerer is destroyed, Necro makes a skeleton
Old skeleton suicides into Prynn, Knight is destroyed
Necromancer kills Prynn from long range, you draw, Grave to lvl 3, Skeletal Lord returns
Skeleton Javelineer - ($4)
Garth sacs Javelineer, I draw, Necro makes a skeleton
Worker - ($3)
Bone Collector - ($1)
Garth makes a skeleton - ($0)
Garth hits your base for 3 damage
You appear to be giving your Skeletons an extra +1/+1. Did you originally play the other Lord, remove it from your turn, and then forget to reduce the Skeletons’ stats?
Yeah, I should have seen that coming, but with the quirkiness of Midori’s midband ability, especially in conjunction with Calamandra’s, I tend to disregard it when devising strategies. However, how did you manage to summon 3 heroes without a Tech III or Heroes Hall?
It’s my understanding that Blackhand Resurrector’s ability circumvents all the normal restrictions on summoning heroes, including when they died and how many are already in play.
In retrospect, I should have done a number of things differently, but I think it’s too late to dig myself out of this hole, so I’ll resign. GG, WP. Are you up for a rematch?
I feel like Grave deserves some time in the spotlight, after spending almost all of last game on the bench. I might regret that if I need Deteriorate next turn, but I don’t know what I’ll want to do with my measly 2 gold anyway…
STARTING HAND
Hardened Mox
Time Spiral
Neo Plexus
Battle Suits
Nullcraft
WORKERS
Nullcraft
NextHand
Forgotten Fighter
Fading Argonaut
Temporal Research
Plasmodium
Tinkerer
Discard
Time Spiral
Neo Plexus
Battle Suits
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hardened Mox - ($1)
Tech I - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1A) Indestructible
Elite:
Scavenger:
Technician:
Lookout: In Play:
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3 Gold:
Gold: 0
Workers: 6
Thoughts
This time, I’ll plan to play Battle Suits as Reclaims bait, go for Rewind instead of Stewardesses, and try to delay my forecasted units until just after the Rewind rather than trying to rush them alongside other units. I’m building Tech I early as bait to reduce the damage my base takes.
STARTING HAND
Jandra, the Negator
Deteriorate
Poisonblade Rogue
Thieving Imp
Pestering Haunt
WORKERS
Summon Skeletons
Poisonblade Rogue
NextHand
Jandra, the Negator
Bone Collector
Deteriorate
Graveyard
Thieving Imp
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Heroes’ Hall - ($0)
Pestering Haunt
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Grave lvl 1 (2/3A)
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton Javelineer (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Pestering Haunt
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
That early tech 1 makes me think Nekoatl might go for an early reshuffle with Temporal Research. But even if he draws into his teched cards, the only ones he could afford are KotC and Seer, which aren’t really fearsome tempo plays at this point. I feel pretty safe setting up a second hero and teching aggressive units for next turn. Unfortunately, Sparring Partner is out in this match-up since Origin Story and Undo render him pretty weak.
TECH
Knight of the Conclave
Knight of the Conclave
STARTING HAND
Forgotten Fighter
Temporal Research
Tinkerer
Fading Argonaut
Plasmodium
WORKERS
Nullcraft
Forgotten Fighter
NextHand
Fading Argonaut
Neo Plexus
Knight of the Conclave
Knight of the Conclave
Tinkerer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Plasmodium - ($3)
Vir Garbarean - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1A) Indestructible
Elite:
Scavenger:
Technician: L1 Vir Garbarean (2/3)
Lookout:
In Play:
Future:
Plasmodium [3 time]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
Playing Vir as a stall tactic, even though I expect him to die. I also want to increase my hand size this turn because I hope to play multiple cards next turn.
STARTING HAND
Deteriorate
Bone Collector
Jandra, the Negator
Graveyard
Thieving Imp
WORKERS
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
NextHand
Thieving Imp
Sacrifice the Weak
Skeletal Archery
Tiny Basilisk
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Garth - ($3)
Deteriorate Mox to sideline it
Javelineer pings Vir from long range
Grave finishes Vir, midbands and heals, you draw
Garth makes a skeleton - ($2)
Bone Collector - ($0)
Haunt pings your tech 1 for 1 damage
I’m going down a card and giving an extra one to Nekoatl, but I think it’s worth it for the advantageous board position. I can make up for it with Garth, if I really need to.
I’m going for Necro again since Training Grounds is susceptible to Assimilate, and I seem to be in a position to spam skellies again. Reversal is there in case I see an opening for a tech kill in the next couple of turns.
Next turn I’ll probably tech up behing Basilisk, and tech Resurrector, maybe with another Grave spell.
STARTING HAND
Sacrifice the Weak
Tiny Basilisk
Skeletal Archery
Thieving Imp
WORKERS
Summon Skeletons
Poisonblade Rogue
Jandra, the Negator
Thieving Imp
NextHand
Reversal
Graveyard
Deteriorate
Skeletal Lord
Discard
Pestering Haunt
Skeletal Archery
Sacrifice the Weak
Blackhand Resurrector
Death Rites
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Necro) - ($2)
Grave sidelines Mox
Bone Collector kills Prynn, makes skeleton #2, Garth to lvl 3, you get 1 gold
Haunt trades with Seer
Garth hits your tech 1 for 1 damage
Tiny Basilisk - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Tiny Basilisk (1/2A)
[I]Elite[/I]: Skeleton #2 (2/1)
[I]Scavenger[/I]: Skeleton Javelineer (1/1)
[I]Technician[/I]: Skeleton #1 (1/1)
[I]Lookout[/I]: Grave lvl 3 (3/2)
[B]In Play:[/B]
Garth lvl 3 (1/3)
Bone Collector (3/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necro)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Teching Death Rites this early is a bit of a risk, but it’s really good value if I can land it. Ideally, I use next turn to maxband Garth and fetch a Necromancer or the 2nd Skelelord, and play Skelelord from hand (or possibly Reversal, if an opportunity presents itself). That will hopefully generate enough pressure to discourage Origin Story on Nekoatl’s T5. I’m kind of expecting that to be his big (i.e. expensive) timed attack turn anyway, with Geiger in to cast Now!.
I could’ve broken tech 1 this turn, but with 3/4 of Nekoatl’s teched cards showing, I’d rather conserve my hand size and make sure my patrol keeps Garth safe.
STARTING HAND
Seer
Fading Argonaut
Time Spiral
Tinkerer
Temporal Research
WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus
Temporal Research
NextHand
Rewind
Seer
Seer
Rewind
Time Spiral
Tech 2 card(s)
Get Paid + Scavanger - ($9)
Worker - ($8)
Fading Argonaut - ($6)
Vir Garbarean - ($4)
Float ($4)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (2/1A) Indestructible
Elite:
Scavenger: L1 Vir Garbarean (2/3) Sparkshot
Technician: Fading Argonaut (3/3) [3 time]
Lookout:
In Play:
Battle Suits
Future:
Plasmodium [2 time]
Knight of the Conclave [2 time]
Knight of the Conclave [2 time]
Buildings:
Base HP: 20
Tech I HP: 3
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 0
Gold:
Gold: 4
Workers: 9
Thoughts
Ditching Research due to awkward usage conditions. If I need draws later, hopefullly I can manage R&D. I’m doubling up on Rewind because I can’t afford to miss this chance on an unlucky discard. I’ll probably worker one of them in the near future. I’m worried that by not building a Tech II this turn, I’m tipping my hand, but I don’t see any way around that. With luck, it’ll go unnoticed and Garth will maxband something into play.
Blackhand Resurrector
Sacrifice the Weak
T-Rex
Skeletal Archery
Skeleton Javelineer
Discard
Deteriorate
Bone Collector
Pestering Haunt
Death Rites
Reversal
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Garth to midband - ($6)
Garth sidelines Mox
Garth to maxband, he heals, fetch Necromancer from discard - ($3)
Garth sacs Javelineer, I draw, Necro makes skeleton #3
Garth sacs skeleton #3, I draw
Skeletal Lord - ($0)
Deteriorate Fargo
Skeleton #2 trades with Fargo, you draw
Bone Collector trades with Vir, makes new skeleton #2, Necro makes new skeleton #3, Grave to lvl 5, you get 1 gold
Grave breaks your tech 1
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Tiny Basilisk (1/2A)
[I]Elite[/I]: Grave lvl 5 (4/2)
[I]Scavenger[/I]: Skeleton #1 (2/2)
[I]Technician[/I]: Skeleton #2 (2/2)
[I]Lookout[/I]: Skeleton #3 (2/2)
[B]In Play:[/B]
Garth lvl 7 (3/4)
Skeletal Lord (3/3)
Necromancer (3/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Nekoatl is definitely setting up a big next turn with all that floating gold, but hopefully I can put a damper on that by clearing his board and breaking his tech 1.
I would’ve played Reversal, if I didn’t have actually decent odds of drawing a freshly-teched T-Rex using Garth’s midband, and dropping it immediately with Skelelord.
…
Whiffed it on the 1st try. I can try just one more time, since I could still have enough skeletons to tap T-Rex in.
…
Whiffed it again, and drew Death Rites a turn early, to boot. I guess that’s what I get for gambling… In that case, I’ll keep TinyB to patrol rather than trading him for an extra skelly. I should still have a few good options next turn, even if my Skelelord gets trashed or I lose all my skellies or w/e. Maxband Grave/Resurrector + Midbandori are a couple that spring to mind.
STARTING HAND
Rewind
Time Spiral
Rewind
Seer
Seer
Tinkerer
WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus
Temporal Research
Hardened Mox
NextHand
Fading Argonaut
Rewind
Time Spiral
Seer
Vortoss Emblem
Tech 2 card(s)
Get Paid + float + Scavanger - ($14)
Rebuild Tech I
Prynn Pasternaak - ($12)
Mox can’t attack Basilisk, so it’ll crawl past and kill Grave
Max Prynn - ($8)
Rewind - ($4)
Worker - ($3)
Time Spiral: remove from Plasmodium - ($2)
Plasmodium kills Garth
Tinkerer - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: L7 Prynn Pasternaak (3/5) [4 time]
Technician: Tinkerer (1/2)
Lookout:
In Play:
Battle Suits
Plasmodium (4/1) Haste
Future:
Knight of the Conclave [1 time]
Knight of the Conclave [1 time]
Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
I wasn’t expecting to pull off a full board clear; this gives me some flexibility in my tech choices. I’m not thrilled with my remaining Tech I options, so I’ll go for spells, and since Prynn has 2 methods of unit removal right now, I’ll take an Emblem and a Story.
Wow! In retrospect I probably should’ve seen that coming, but I definitely did not. Very well played, and probably game-ending, but I’ll try to hold out a few more turns.
P1T6
Tech StartingHand Workers
TECH
Doom Grasp
Moment’s Peace
STARTING HAND
Skeleton Javelineer
T-Rex
Skeletal Archery
Blackhand Resurrector
Sacrifice the Weak