(Casual) P1 FrozenStorm [Demonology/Necromancy]/Finesse vs P2 cstick [Finesse]/Present/Discipline

FYI, Graveyard should be at 2 from the Tenderfoot attack last turn.

P1T3


Tech StartingHand Workers

TECH
Temporal Distortion
Star-Crossed Starlet


STARTING HAND
Older Brother
Nimble Fencer
Granfalloon Flagbearer
Helpful Turtle
Spark


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle


NextHand

Bloom
Nimble Fencer
Wither
Timely Messenger


Discard

Spark
Older Brother
Granfalloon Flagbearer
Temporal Distortion
Star-Crossed Starlet


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Geiger attacks Skeleton, sparks Garth
Play Nimble Fencer - ($3)
Fencer kills Garth
Geiger maxbands, trashing and returning Fencer
Spark Javelineer - ($2)
Fencer breaks Graveyard
Build Heroes’ Hall - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Tenderfoot (1/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Geiger (3/4)
  • Nimble Fencer (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Okay, I’m always attacking Skele with Geiger and hitting Garth with sparkshot, killing Garth with Fencer to maxband Geiger to flicker Fencer, killing Jav somehow (either with Tenderfoot or Spark), and having Fencer break the Graveyard. I think I want to use Spark to kill the Javelineer, patrol the Tenderfoot, and build Heroes’ Hall. Patrolling helps protect me from potential Nimble Fencers on the attack back, and spending a card on Spark to kill the Javelineer isn’t bad because it delays my reshuffle for a turn to let me tech more cards. I want to build Heroes’ Hall so that I can punish Frozenstorm for trying to patrol heroes next turn. Next turn, I may either build tech 2 and tech Maestro + Grounded Guide, or play Grave and try and keep the pressure on with something like R&D + Sparring Partner. I’ll patrol Tenderfoot in Scavenger since I don’t want to trigger a reshuffle. SQL would let it survive a Fencer attack, but with the Haunt already on the board, that’s not super valuable.

Yes apologies for not marking it previously, that graveyard isn’t lasting long is it? :wink:

Link to all relevant rule changes

Game 2 Player 2, Turn 3

P2 Nightmare vs P1 [Finesse]/Present/Discipline

Starting Hand

Sacrifice the Weak
Skeletal Archery
Deteriorate
Nimble Fencer
Summon Skeletons (techn)

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)
All Teched Cards

Dark Pact, Maestro
Nimble Fencer x2


Main:

  • Haunt pings your base to 19
  • Nimble Fencer (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Nimble Fencer
Thieving Imp
Deteriorate
Skeleton Javelineer
Dark Pact

End of Turn Discard
My Thoughts

Teching up here seems the best investment of gold, it’s so much threat to have up that forcing CStick to think about downing it every turn when I can use Dark Pact to dig up units for it buys me a lot of space to do other Vandy/Garth/River things that are good even if he does. This deck is so annoying lol


P1T4


Tech StartingHand Workers

TECH
Research & Development
Research & Development


STARTING HAND
Wither
Timely Messenger
Nimble Fencer
Bloom


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Wither


NextHand

Spark
Timely Messenger
Older Brother


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bloom Geiger - ($4)
Geiger kills Fencer
Play Grave - ($2)
Play Nimble Fencer - ($0)
Fencers + Tenderfoot break Tech 2

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Grave (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Geiger (4/3)
  • Nimble Fencer A (2/3)
  • Nimble Fencer B (2/3)
  • Tenderfoot (1/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

If I build Tech 2 this turn, I’m a damage short of getting the break, so I’ll stay at Tech 1 and put out Grave instead. I’ll tech 2x R&D to recover my hand and get through my deck faster. Frozenstorm could go for maxband Garth for Baron next turn, but I should be able to power through that.

… I got a pretty bad hand on the redraw, so I may need to slow down and tech up next turn.

Well that’s some firepower right there…

Link to all relevant rule changes

Game 2 Player 2, Turn 4

P2 Nightmare vs P1 [Finesse]/Present/Discipline

Starting Hand

Nimble Fencer
Thieving Imp
Deteriorate
Skeleton Javelineer
Dark Pact

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards (except turn 1)
All Teched Cards

Star-Crossed Starlet, Nether Drain
Dark Pact, Maestro
Nimble Fencer x2


Main:

  • Thieving Imp, discard #3 of 3 (5)
  • Garth (3)
  • Make a skeleton (2)
  • Worker (1)
  • Pestering Haunt hits your base to 18
Workers

Skeleton Javelineer, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1

Board Info:

Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician:
  • :target: Lookout: Garth (1/3 lvl 1)

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Maestro
Sacrifice the Weak
Summon Skeletons
Graveyard
Deteriorate

End of Turn Discard
My Thoughts

I’m tempted to maxband Vandy and kill Grave, who I think would be a problem, but I can’t pass up the opportunity to kill the card count. I expect actually that cstick probably went Geiger ulti, but if I hit it w/ Imp or make getting to it tougher… that’s gonna be tough for him. Plus I wanna keep ahead on gold econ. Garth skele and imp it is


P1T5


Tech StartingHand Workers

TECH
True Power of Storms
True Power of Storms


STARTING HAND
Older Brother
Timely Messenger
Spark


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Wither


NextHand

Research & Development
Bloom
Star-Crossed Starlet


Discard

Older Brother
Spark
Timely Messenger
True Power of Storms
True Power of Storms


Tech 2 card(s)
Get Paid - ($8)
Midband Grave - ($6)
Grave kills Imp
Play Spark to kill Skeleton - ($5)
Fencer A + Tenderfoot kill Garth, Grave to L5
Geiger + Fencer B break Tech 2
Maxband Grave - ($3)

Float ($3)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L7 Grave (4/5+A) (Sword)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Geiger (4/3)
  • Nimble Fencer A (2/2)
  • Nimble Fencer B (2/3)
  • Tenderfoot (1/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

R&D->R&D should guarantee TPOS next turn, which should hopefully kill.

1 Like

Link to all relevant rule changes

Game 2 Player 2, Turn 5

P2 Nightmare vs P1 [Finesse]/Present/Discipline

Starting Hand

Maestro
Sacrifice the Weak
Summon Skeletons
Graveyard
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (9+1float+1scav)
  • Tech 2 cards (except turn 1)
All Teched Cards

Star-Crossed Starlet, Leaping Lizard
Star-Crossed Starlet, Nether Drain
Dark Pact, Maestro
Nimble Fencer x2


Main:

  • Vandy (9)
  • Deteriorate Tenderfoot, it dies (8)
  • Sacrifice the Weak, Healthy fencer dies (6)
  • Summon Skeletons (3)
  • Graveyard (1)
  • Haunt keeps chipping away at your base, now 17.
Workers

Skeleton Javelineer, Skeletal Archery, Poisonblade Rogue, Jandra, the Negator

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 3

Board Info:

Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Skeleton (1/1)
  • :exhaust: Technician:
  • :target: Lookout: Skeleton (1/1)

In Play:

  • Pestering Haunt (1/1)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 9

End of Turn Hand

Dark Pact
Star-Crossed Starlet
Nimble Fencer

End of Turn Discard
My Thoughts

I think it’s worth dumping my hand to clear up some of these attackers, get some skeletons down to block, and giving graveyard as another threat.


GG!

P1T6


Tech StartingHand Workers

TECH
Martial Mastery
Argonaut


STARTING HAND
Star-Crossed Starlet
Research & Development
Bloom
Temporal Distortion
Granfalloon Flagbearer
Research & Development
Older Brother
Argonaut
Timely Messenger
Tenderfoot (1/1)
Spark
Nimble Fencer B (2/3)
Martial Mastery
True Power of Storms
True Power of Storms


WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Wither


NextHand

Bloom
Timely Messenger
True Power of Storms
Research & Development
Martial Mastery


Tech 2 card(s)
Get Paid + float - ($11)
Play Research and Development, draw 3 shuffle draw 2 - ($9)
Play Research and Development, draw 5 - ($7)
Play Martial Mastery, discard 1 draw last two cards - ($6)
Grave kills Vandy
Grave throws sword at scav skeleton
Play Tenderfoot, it kills lookout skeleton with haste - ($5)
Play Star-Crossed Starlet - ($3)
Starlet, Fencer, and Gieger hit base to 7
Play True Power of Storms, revealing and discarding True Power of Storms and Granfalloon Flagbearer, dealing 10 to your base - ($0)

Float ($0)
Discard 6, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • L5 Geiger (4/3)
  • Nimble Fencer A (2/2)
  • Tenderfoot (1/1)
  • L7 Grave (4/3)
  • Star-Crossed Starlet

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 4
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Teching MM + Argonaut to avoid the situation where I bottom key cards.

I ended up bottoming both TPOS, so martial mastery was key.

4 Likes

LOL GG WP! Very nice

Up for Bo3?

You bet, random for side select? I rolled 45

I rolled a 6, so you’re up

Let’s do it then, GL HF!

Link to all relevant rule changes

Game 3 Player 1, Turn 1

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Pestering Haunt
Poisonblade Rogue
Deteriorate
Graveyard
Jandra, the Negator

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards (except turn 1)
All Teched Cards

Main:

  • Vandy (2)
  • Pestering Haunt
  • Worker (1)
Workers

Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Vandy (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

End of Turn Hand

Thieving Imp
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer
Summon Skeletons

End of Turn Discard
My Thoughts

Not a bad start, we can work with it. Probably next turn Imp + Skele + T1


GL;HF

P2T1


StartingHand Workers

STARTING HAND
Older Brother
Fruit Ninja
Granfalloon Flagbearer
Timely Messenger
Wither


WORKERS
Fruit Ninja


NextHand

Bloom
Spark
Helpful Turtle
Brick Thief
Tenderfoot


Discard

Timely Messenger
Wither
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Grave - ($2)
Play Older Brother - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L1 Grave (2/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger: Older Brother (2/2)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

I’ll try Grave this time. He’s free to mid vandy and use her + haunt to kill Grave for 2 free levels, but I think that’s fine. I guess he could actually build heroes’ hall > tech 1 then, which is… maybe not fine. My follow up would be Tenderfoot + Hero + Tech 1, with bro in sql and tenderfoot in tech. Probably I tech Nimble Fencer + Two-Step and hope that’s enough to break through before T4 Metamorphosis. I think that’s a good enough plan that I can justify putting Grave in SQL here. If he doesn’t kill Grave, I might have a decent attack next turn, or at least force him to think carefully about how he patrols.

Link to all relevant rule changes

Game 3 Player 1, Turn 2

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Thieving Imp
Sacrifice the Weak
Skeletal Archery
Skeleton Javelineer
Summon Skeletons

Events of Turn:


Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards (except turn 1)
All Teched Cards

Nimble Fencer, Dark Pact


Main:

  • Haunt hits your base to 19
  • Thieving Imp, discard #3 of 5 (3)
  • Skeleton Javelineer (2)
  • Worker (1)
  • Tech1 (0)
Workers

Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:

In Play:

  • Vandy (2/3 lvl 1)
  • Pestering Haunt (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Dark Pact

End of Turn Discard
My Thoughts

Pretty board heavy response, gotta be a little careful, but plan remains, let’s keep at it


P2T2


Tech StartingHand Workers

TECH
Nimble Fencer
Rambasa Twin


STARTING HAND
Bloom
Helpful Turtle
Brick Thief
Tenderfoot
Spark


WORKERS
Fruit Ninja
Brick Thief


NextHand

Spark
Timely Messenger
Bloom
Rambasa Twin


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Grave - ($3)
Grave kills Imp
Play Tenderfoot - ($2)
Build Tech 1 - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • L3 Grave (3/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

I could kill Vandy here - Bloom bro to kill imp, spark the Jav, and mid Grave to kill Vandy. That doesn’t seem worth it, though: I’d go down to 3 cards, skip Tech 1, Bro surely dies to Haunt/Deteriorate, and Grave likely dies to Fencer. I think the best choice is to mid Grave and eat the Imp, play Tenderfoot, and build Tech 1. The main question left is how to patrol with Grave. Not patrolling means that Frozenstorm needs more resources to kill Grave, but it’s still not too hard, as a single fencer scores a kill. I could put Grave in Technician, but that allows for sparkshot value. Tenderfoot next to Grave in scav is quite bad actually, since it allows Vandy kill tenderfoot + spark grave, then haunt or jav kills grave. I could put the tenderfoot in elite, but at that point I’d rather just not patrol grave and leave tenderfoot in technician. Maybe I get lucky and he doesn’t draw his tech cards so Grave survives. I’ll tech Rambasa to clog the board and Fencer to potentially counterattack (plus it’s cheap enough that I can play both cards if I draw them).

Link to all relevant rule changes

Game 3 Player 1, Turn 3

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Sacrifice the Weak
Jandra, the Negator
Summon Skeletons
Dark Pact
Nimble Fencer + Deteriorate (DP)

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards (except turn 1)
All Teched Cards

Star-Crossed Starlet, Nimble Fencer
Nimble Fencer, Dark Pact


Main:

  • Dark Pact, base to 18 draw 2 (5)
  • Midband Vandy, kill SQL (3)
  • Nimble Fencer, kill technician, you draw 1 (1)
  • Jav hucks a spear at Grave
  • Haunt trades with Grave, Vandy maxbands and dooms Jav
  • Worker (0)
Workers

Summon Skeletons, Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 1 rs Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 5)
  • Skeleton Javelineer (3/3 doomed)
  • Nimble Fencer (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Graveyard
Sacrifice the Weak
Deteriorate
Jandra, the Negator
Pestering Haunt

End of Turn Discard
My Thoughts

Let’s kill all the counter-pressure and that should pave the way smooth to tech up.


P2T3


Tech StartingHand Workers

TECH
Hyperion
Argonaut


STARTING HAND
Bloom
Timely Messenger
Spark
Rambasa Twin
Nimble Fencer


WORKERS
Fruit Ninja
Brick Thief
Spark


NextHand

Argonaut
Wither
Helpful Turtle
Granfalloon Flagbearer


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Nimble Fencer - ($4)
Fencer kills your Fencer
Play Rambasa Twin - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Rambasa Twin A (4/2)
  • :ps_: Scavenger:
  • :pschip: Technician: Rambasa Twin B (3/2)
  • :target: Lookout:

In Play:

  • Nimble Fencer (2/1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

That’s about what I expected. Luckily, I drew my own Fencer off of the technician draw, so I can at least kill his in retaliation. My next turn hand sucks unless I draw something good off of the reshuffle, so I’m likely going to spend next turn teching up. I should probably tech one tech 2 unit to play on turn 5, but going for 2 tech 2 cards leaves me high and dry if he can break my tech on turn 5, which is decently likely. Probably I need a way to help defend or break serve. I don’t see an easy way to do the latter, so I’ll just tech an Argonaut.
I’ll patrol in Elite + Technician here. Patrolling in scav->elite allows sparkshot+deteriorate to kill a twin, which lets an enemy fencer kill mine and live. Patrolling in SQL is worse than Elite vs Vandy, especially with Wither in my next draw. Patrolling with just one twin risks a tech break.

Link to all relevant rule changes

Game 3 Player 1, Turn 4

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Graveyard
Sacrifice the Weak
Deteriorate
Jandra, the Negator
Pestering Haunt

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards (except turn 1)
All Teched Cards

Maestro, Nether Drain
Star-Crossed Starlet, Nimble Fencer
Nimble Fencer, Dark Pact


Main:

  • Graveyard (5)
  • Jandra, the Negator (2)
  • Worker (1)
Workers

Summon Skeletons, Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Jandra, the Negator (3/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Vandy (4/5 lvl 5)
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Thieving Imp
Nimble Fencer
Dark Pact
Star-Crossed Starlet

End of Turn Discard
My Thoughts

Big yikes, that hurts, I did not draw well to tech up so think I want Graveyard and Jandra. I’m drawing into Dark Pact so I could get kinda crazy next turn if I don’t get mad attacks


P2T4


Tech StartingHand Workers

TECH
Tricycloid
Temporal Distortion


STARTING HAND
Helpful Turtle
Granfalloon Flagbearer
Wither
Argonaut


WORKERS
Fruit Ninja
Brick Thief
Spark


NextHand

Bloom
Older Brother (2/2+A)
Tenderfoot (1/2)
Hyperion
Timely Messenger


Discard

Wither
Rambasa Twin
Nimble Fencer (2/1)
Granfalloon Flagbearer
Helpful Turtle
Argonaut
Tricycloid
Temporal Distortion


Tech 2 card(s)
Get Paid - ($8)
Play Geiger - ($6)
Wither Jandra - ($4)
Twin A trades with Jandra, returns to Codex
Twin B + Fencer trade with Vandy, Geiger midbands
Build Tech 2: Present - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: L3 Geiger (2/4+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Three options here:
Worker, Play Argonaut, build Tech 2. This is the simplest line. The main question is whether to trade Fencer + Twin for Jandra. Probably yes, since Fencer is vulnerable to Deteriorate next turn.
Worker, Play Grave, Wither Jandra, Twin trades for Jandra, Twin + Fencer kill Vandy, play Argonaut. This builds the most board, but with only 2 attackers and no tech 2, I probably can’t secure a tech break next turn, so he beats me to tech 2.
Skip worker, Play Geiger, Wither Jandra, same attacks as above, build Tech 2. Geiger>Grave here to maxband with the Hyperion next turn. Main downside here is skipping a worker.
I think I like option 3 here, actually. With Geiger + Hyperion ready to go, I have a lot of explosiveness next turn. I’ll tech Trike + TD here, and am likely to tech the second Nimble Fencer and TD for Maestro or Grounded Guide down the line.

Thanks for waiting!

Link to all relevant rule changes

Game 3 Player 1, Turn 5

P1 Nightmare vs P2 [Finesse]/Present/Discipline

Starting Hand

Thieving Imp
Nimble Fencer
Dark Pact
Star-Crossed Starlet
Nimble Fencer (rs techn)

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • rs Draw 1 techn
  • Tech 2 cards (except turn 1)
All Teched Cards

Star-Crossed Starlet, Soul Stone
Maestro, Nether Drain
Star-Crossed Starlet, Nimble Fencer
Nimble Fencer, Dark Pact


Main:

  • Nimble Fencer (7)
  • Nimble Fencer (5)
  • Worker (4)
  • Tech 2 Finesse (0)
Workers

Thieving Imp, Summon Skeletons, Skeletal Archery, Poisonblade Rogue

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Nimble Fencer (2/3a)
  • :target: Lookout:

In Play:

  • Graveyard (3hp, holding Jandra, the Negator)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Deteriorate
Nether Drain
Skeleton Javelineer
Sacrifice the Weak

End of Turn Discard
My Thoughts

Time to tech up I think, could get scary but we’ll work with it!