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
I was trying to be as subtle as possible during the setup in hopes of maximizing the effect of Rewind when the time came… defending as passively and repetitively as practical and floating the minimum required gold. I don’t feel like I’ve secured the win yet, but I’ll do my best to protect the advantage.
"P2T6
Tech StartingHand Workers
TECH
Rememberer
Rememberer
STARTING HAND
Fading Argonaut
Undo
Rewind
Time Spiral
Seer
WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus
Temporal Research
Hardened Mox
NextHand
Seer
Plasmodium
Rewind
Origin Story
Tech 2 card(s)
Get Paid - ($10)
Tech II - ($6)
Prynn kills Javelineer
Plasmodium trades with Midori, you get $1
Prynn sends Resurrector back in time 100 years
Tinkerer adds to Prynn
Fading Argonaut - ($4)
Vortoss Emblem: Argonaut
Seer: add to Prynn - ($3)
L7 Prynn Pasternaak (3/4) [4 time, 1 dmg] {Blackhand Resurrector}
Tinkerer (1/2)
Future: Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Past)
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 3
Workers: 10
Thoughts
Now let’s see if I can get some Rememberers to put my Past units into play for free. My priority is defense, though, as Black has nasty tricks for making stuff die. I need to use Emblem to make a flagbearer or risk losing Prynn to Doom Grasp. Tinkerer won’t work because it could be Sacrificed to remove the protection. Knights won’t work because their resist can allow the pauper trick to bypass Flagbearers. Seer and Plasmodium won’t work because Deteriorate could finish them off and expose Prynn. Enemy units won’t work because they can just kamikaze. That leaves only Argonaut as a viable choice. I need to cycle Seers to fuel Prynn’s removal, which leaves Rewind and Spiral. I’d like to worker Rewind and use Spiral to pump Prynn, but dropping below 2 cards means I’ll give up my 2/3 chance of drawing a Rememberer. I’m toying with the idea of deploying a Generator, in which case having more than 10 workers wouldn’t help me, and Time Spiral is bad value compared to Seers, so I’ll hold back.
Tech 0 card(s)
Get Paid + float - ($11)
Scav gold - ($12)
Skip worker
Grave - ($10)
Tower instead of Heroes’ Hall - ($7)
Necromancer - ($3)
Skeletal Lord - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeletal Lord (3/3A)
[I]Elite[/I]: Grave lvl 1 (3/3)
[I]Scavenger[/I]: Tiny Basilisk (1/2)
[I]Technician[/I]:
[I]Lookout[/I]: Necromancer (3/3)
[B]In Play:[/B]
Blackhand Resurrector (trapped by Prynn)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
The only way I can see of getting back into this game is playing Moment’s Peace next turn, for a chance to tech up to tier 3 with a Balance tech lab, and then trying for T-Rexes. But even that may not be enough once the Remember engine gets going.
I got lucky to draw that when I did, otherwise I would have been terrified of Doom Grasp. I didn’t quite manage lethal damage, but I think I’ve got the situation under control now.
"P2T7
Tech StartingHand Workers
TECH
Research and Development
Research and Development
STARTING HAND
Seer
Origin Story
Rewind
Plasmodium
WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus
Temporal Research
Hardened Mox
Plasmodium
NextHand
Rewind
Rememberer
Rememberer
Discard
Origin Story
Seer
Rewind
Research and Development
Research and Development
Tech 2 card(s)
Get Paid + float - ($13)
Seer: add to Prynn - ($12)
Tinkerer adds to Prynn
Prynn sends Lord and Necromancer back in time - ($11)
Seer trades with Basilisk, you get $1
Origin Story: Grave - ($8)
Knight breaks Tower, takes an arrow, your base to 16
Knight breaks Tech II, your base to 14
Prynn and Argonaut break Tech I, your base to 12
Max Geiger - ($6)
Level Max, bounce Seer, adds to Prynn - ($2)
Worker - ($1)
With the tech buildings down, I’m not concerned about new units posing a threat, so I’ll prepare Research and Development which allows me to solve my hand size issues and postpone all other tech choices. With that in mind, I’ll resume converting unwanted cards to workers.
Yeah, there’s no way I’m coming back from that, GG WP!
This isn’t the first time I’ve suffered a surprise boardwipe while going for a Necro plan. I don’t know, I tend to get caught up in my own plans (cheating in a T-Rex with Skeletal Lord, or whatever), and lose sight of what my opponent is up to.
Would you mind if I switch to Necro/Discipline/Peace for the next game? I feel like Midori isn’t pulling his weight…
That is, if you’re up for another game.
I tend to do the same thing, I think in part because I’m often more interested in pulling off some cool combo than actually winning, but playing so many games as Blue against FrozenStorm’s Black seems to have partially broken that habit for me.
I don’t mind the switch; tech I Balance units leave much to be desired as patrollers. I’m actually kind of curious if I can make the forecast/Rewind combo work if my opponent is expecting it. I guess it’s my turn to go first:
"P1T1
StartingHand Workers
STARTING HAND
Hardened Mox
Plasmodium
Fading Argonaut
Neo Plexus
Time Spiral
WORKERS
Neo Plexus
NextHand
Nullcraft
Forgotten Fighter
Tinkerer
Temporal Research
Battle Suits
Discard
Time Spiral
Plasmodium
Fading Argonaut
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Hardened Mox - ($0)
Poisonblade Rogue could be an interesting counter to Mox, as long as Nullcraft doesn’t show up next turn. I might want to use spells for cheap next turn, so I’ll lead with Garth this time.
TECH
Knight of the Conclave
Knight of the Conclave
STARTING HAND
Forgotten Fighter
Temporal Research
Nullcraft
Tinkerer
Battle Suits
WORKERS
Neo Plexus
Forgotten Fighter
NextHand
Knight of the Conclave
Fading Argonaut
Knight of the Conclave
Temporal Research
Tinkerer
Tech 2 card(s)
Get Paid - ($5)
Nullcraft - ($3)
Nullcraft kills Rogue, you get $1
Worker - ($2)
Tech I - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Nullcraft (1/1) Flying, haste, immune to Deteriorate
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
I can’t allow that Rogue to poison my Mox, and Nullcraft is the most efficient counter I have right now. I just realized that Gilded Glaxx won’t be removed by Rewind. Knights are still the priority, but I’ll plan to tech some Glaxx soon after.
STARTING HAND
Skeletal Archery
Pestering Haunt
Deteriorate
Jandra, the Negator
Sacrifice the Weak
WORKERS
Summon Skeletons
Jandra, the Negator
NextHand
Overeager Cadet
Sacrifice the Weak
Skeleton Javelineer
Deteriorate
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($3)
Garth makes a skeleton - ($2)
Skeletal Archery - ($0)
Pestering Haunt
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
[I]Squad Leader[/I]: Garth lvl 1 (1/3A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Skeleton (1/1), anti-air In Play:
Pestering Haunt (1/1)
Skeletal Archery Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0 Gold:
Gold: 0
Workers: 7
Thoughts
Well, the Rogue gambit failed. I knew it was a coin toss, but I do need an answer to Nullcraft now that it’s out. Skeletal Archery is Assimilate-able, but even so it would leave me ahead in gold, since it doesn’t give Nekoatl anything. And either way, playing it thins my deck.
Overeager Cadets could be nice to play post-Rewind, and could let me pour more gold into my heroes.
…
After the draw: pretty good split after the reshuffle. I can tech up with Cadet and a skelly or two, then drop Bone Collector and a 2nd hero on T4.
Wow, this game is turning out to be so interesting. It’s one surprise after another.
"P1T3
Tech StartingHand Workers
TECH
Vortoss Emblem
Vortoss Emblem
STARTING HAND
Fading Argonaut
Tinkerer
Knight of the Conclave
Temporal Research
Knight of the Conclave
Battle Suits
Plasmodium
Time Spiral
WORKERS
Neo Plexus
Forgotten Fighter
Battle Suits
NextHand
Tinkerer
Temporal Research
Vortoss Emblem
Fading Argonaut
Nullcraft
Tech 2 card(s)
Get Paid + float - ($7)
Nullcraft kills Skeleton
Knight of the Conclave
Knight of the Conclave
Prynn Pasternaak - ($5)
Temporal Research - ($3)
Plasmodium - ($1)
Worker - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1A)
Elite:
Scavenger: L1 Prynn Pasternaak (1/3) [4 time]
Technician:
Lookout:
Future:
Knight of the Conclave [3 time]
Knight of the Conclave [3 time]
Plasmodium [3 time]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I was expecting a Tower, but Skeletal Archery? I guess I’ll have to Assimilate it, but in the meantime it’s better to trade than to get sniped. Hmm… if I want to Rewind on schedule, I can’t afford to do much else until then… I have to either postpone the Rewind or the Assimilation. I wish I had considered the impact of P1’s reduced gold income sooner. I guess there’s no harm in waiting until after to Assimilate, and delaying Rewind seems risky. In that case, maybe I should just tech Emblems for the $0? Units with long-range can’t suicide by attacking…
STARTING HAND
Skeleton Javelineer
Overeager Cadet
Deteriorate
Sacrifice the Weak
WORKERS
Summon Skeletons
Jandra, the Negator
Skeleton Javelineer
NextHand
Graveyard
Bone Collector
Thieving Imp
Poisonblade Rogue
Discard
Deteriorate
Sacrifice the Weak
Overeager Cadet
Doom Grasp
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Necro) - ($2)
Overeager Cadet
Garth makes a skeleton - ($1)
Haunt pings your tech 1
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Overeager Cadet (2/2A)
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout: In Play:
Garth lvl 1 (1/3)
Pestering Haunt (1/1)
Skeletal Archery Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 4 Gold:
Gold: 1
Workers: 8
Thoughts
The plan (which I only thought of now) is to use Doom Grasp or a Wight to kill Prynn just before the critical Rewind turn. The corollary is that Prynn has to stay on board until then, i.e. I shouldn’t give her a chance to suicide on my patrol. The backup plan is simply having as many heroes and cheap units (especially Cadets) on board when Rewind hits. That’ll give me a chance to recover, since Necro tech 2 is pretty bad when played from behind.
Next turn I’ll probably play Grave and maxband Garth to fetch a Wight, but we’ll see what happens. Wight won’t do me a lot of good if Prynn is already at maxband and ready to trash things left and right. In that case, I might go for BC and Heroes’ Hall instead.