Casual petE ([Blood]/Peace/Demon) vs Marto (monoPurple)

P1T2


Tech StartingHand Workers

TECH
Knight of the Undone
Knight of the Undone


STARTING HAND
Time Spiral
Hardened Mox
Forgotten Fighter
Plasmodium
Temporal Research


WORKERS
Neo Plexus
Forgotten Fighter


NextHand

Battle Suits
Nullcraft
Plasmodium
Knight of the Undone
Time Spiral


Tech 2 card(s)
Get Paid + float - ($6)
Discard from Imp
Argonaut Fades 1
Worker - ($5)
Tech 1 - ($4)
Summon Vir - ($2)
Heroes' Hall - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut 2/3+A [2]
  • :psfist: Elite:
  • :ps_: Scavenger: lvl 1 Vir 2/3
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 6
Thoughts

Against Imp, possibly Imp + Graveyard, I'll favor Knights and TResearch. If I draw 1 knight or Plasmo and TR, I'll have 4 runes with the last on from Fading Argo. with TR and none of the above, Prynn will do. Else, probably some agression with Battle Suits + Nullcraft, and preparing a solid TR on turn 4. Anyway I'll most probably 'stash' with Vir.

P2 Turn2


Tech StartingHand Workers

TECH
Dark Pact
Brave Knight


STARTING HAND
Pestering Haunt
Skeletal Archery
Skeleton Javelineer
Graveyard
Deteriorate


WORKERS
Jandra, the Negator
Skeletal Archery


NextHand

Dark Pact
Brave Knight
Graveyard
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Vandy - ($4)
Javelineer - ($3)
Pestering Haunt
Tech1 - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Skeleton Javelineer (2/1)
  • :ps_: Scavenger: Thieving Imp (2/2)
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Pestering Haunt (1/1)
  • Vandy lvl 1 (2/3)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0
    Gold:
  • Gold: 1
  • Workers: 7
Thoughts

Could be KOTC+Seers again, mech token to follow? If so Brave Knight + Tower would be a decent set up.


P1T3


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Plasmodium
Time Spiral
Nullcraft
Battle Suits
Knight of the Undone


WORKERS
Neo Plexus
Forgotten Fighter
Plasmodium


NextHand

Temporal Research
Hardened Mox
Tinkerer


Discard

Time Spiral
Battle Suits
Seer
Seer


Tech 2 card(s)
Get Paid - ($6)
Argonaut fades a bit more
Worker - ($5)
Nullcraft - ($3)
Knight of the Undone
Vir peeks
Summon Geiger - ($1)
Nullcraft kills Javelineer, Vir kills Imp, and Argonaut kills Haunt
Time Spiral, adding a rune onto Fading Argonaut - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: lvl 1 Geiger 2/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Nullcraft 1/1
  • Knight of the Undone [3]
  • lvl 1 Vir 2/1
  • Fading Argonaut 2/2 [2]
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4
    Gold:
  • Gold: 0
  • Workers: 7
Thoughts

Could've killed Vandy with Nullcraft + Battle Suits and midband Vir to prevent revenge kill, but that means skip worker. Although Future is by far the cheapest line with Purple, I'm afraid I won't pressure petE enough to mitigate the +2 gpt he'll have soon. So I just kill everything else. With Vir I'm sure to play Knight then TResearch on next turn, so getting down on cards isn't so bad.

P2 Turn3


Tech StartingHand Workers

TECH
Voidblocker
Blackhand Dozer


STARTING HAND
Graveyard
Sacrifice the Weak
Brave Knight
Dark Pact
Deteriorate
Summon Skeletons


WORKERS
Jandra, the Negator
Skeletal Archery
Summon Skeletons


NextHand

Deteriorate
Dark Pact
Poisonblade Rogue
Sacrifice the Weak


Tech 2 card(s)
Get Paid + float + scav - ($9)
Worker - ($8)
Dark Pact, I draw 2, Base to 18HP
StW, Nullcraft dies - ($6)
Brave Knight - ($3)
Tower - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight (3/3)
  • :psfist: Elite: Vandy lvl 1 (3/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 8
Thoughts

Playing StW to get Nullcraft off the board, so I may be able to use the spell to take out a more valuable unit later.


P1T4


Tech StartingHand Workers

TECH
Now!


STARTING HAND
Tinkerer
Temporal Research
Hardened Mox
Knight of the Undone
Battle Suits


WORKERS
Neo Plexus
Forgotten Fighter
Plasmodium
Hardened Mox


NextHand

Nullcraft
Seer
Seer


Discard

Temporal Research
Battle Suits


Tech 1 card(s)
Get Paid - ($7)
Time runes go off Fading Argo ansd Knight
Worker - ($6)
Vir switches topdeck with a card in my hand - ($5)
Knight of the Undone
Temporal Research, draw 1, rs, draw 1 - ($3)
Vir peeks
Tinkerer - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut 2/2+A [1]
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tinkerer 1/2
  • :target: Lookout:
    In Play:
  • Knight of the Undone [2]
  • lvl 1 Vir 2/1
  • Knight of the Undone [3]
  • lvl 1 Geiger 2/3
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 2
    Gold:
  • Gold: 1
  • Workers: 8
Thoughts

Shouldā€™ve killed Vandy, even going low on workers :frowning: Anyway, whatā€™s done is done. Now I must offer free kills to protect my heroes, and pray I can strike back decently on next turn. If he teched Shadow Blade, Iā€™ll have a hard time, else I guess I can endure ? Luckily, no hero can jump in to help Vandy for now.

Did you make a worker? If so, donā€™t think you have the $1 float.

Why that ? I started with 7, spent 1 for worker, 1 for Vir, 2 for TResearch and 2 for Tinkerer, so I guess I float 1 ?

Oh yes, didnā€™t spot. Pretty dumb!

P2 Turn4


Tech StartingHand Workers

TECH
Zarramonde
Overeager Cadet


STARTING HAND
Poisonblade Rogue
Dark Pact
Sacrifice the Weak
Deteriorate
Blackhand Dozer
Skeleton Javelineer


WORKERS
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Dark Pact
Deteriorate


NextHand

Graveyard
Thieving Imp
Pestering Haunt
Voidblocker


Discard

Sacrifice the Weak
Blackhand Dozer
Zarramonde
Overeager Cadet
Dark Pact


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Dark Pact, draw 2, Base to 16HP
Brave Knight kills Fargo
Vandy kills Tinkerer
Poisonblade Rogue - ($5)
Javelineer - ($4)
Tech2 Demonology - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Poisonblade Rogue (3/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:
    In Play:
  • Brave Knight (3/1)
  • Vandy lvl 1 (2/2)
    Buildings:
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5
    Gold:
  • Gold: 0
  • Workers: 9
Thoughts

To break my Tech2, think he needs rune removal (TS, Seer) plus haste (Now!) plus Suits. May happen, but not so likely with Temporal Research in discard. So teching Zarramonde, as I can build Tech3 next turn if Tech2 stands, and have a good chance of drawing the big guy following turn. Also teching Cadet, as Cadet+max Oni walls up well if Tech2 is down.


P1T5


Tech StartingHand Workers

TECH
Hyperion
Hyperion


STARTING HAND
Seer
Seer
Nullcraft 1/1
Now!


WORKERS
Neo Plexus
Forgotten Fighter
Plasmodium
Hardened Mox
Seer


NextHand

Time Spiral
Now!


Discard

Temporal Research
Battle Suits
Fading Argonaut
Tinkerer
Nullcraft
Now!
Hyperion
Hyperion


Tech 2 card(s)
Get Paid + float - ($9)
Draw 1 from Techn
Time runes go off both Knights. One has 1, the other has 2
Vir peeks
Worker - ($8)
Nullcraft - ($6)
Nullcraft trades with Poisoned Rogue
Geiger kills Techn, takes 2 damage, you draw 1
Seer, removes the last rune from Knight #1 - ($5)
Now! on said Knight - ($4)
Knight destroys Tower, taking 1 damage back
Midband Vir - ($0)
Vir kills Vandy and maxbands

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Seer 2/1
  • :target: Lookout:
    In Play:
  • Knight of the Undone 4/3
  • lvl 3 Geiger 2/4
  • Knight of the Undone [2]
  • Mech token [2]
  • lvl 7 Vir 3/5
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 0
  • Disc: 8
    Gold:
  • Gold: 0
  • Workers: 9
Thoughts

Breaking tower is always good news. Now, Iā€™ll have to deal with Tech IIs with no way to clear them out directly, but with Virā€™s mech and my own tech II (or Mas prynn) approaching, I think it should be fine.

P2 Turn5


Tech StartingHand Workers

TECH
Zarramonde
Kidnapping


STARTING HAND
Graveyard
Voidblocker
Pestering Haunt
Thieving Imp
Dark Pact


WORKERS
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Deteriorate
Pestering Haunt


NextHand

Zarramonde
Skeleton Javelineer
Blackhand Dozer
Poisonblade Rogue
Sacrifice the Weak


Discard

Graveyard
Dark Pact
Thieving Imp
Zarramonde
Kidnapping


Tower break takes Base to 14HP
Technician reshuffle and draw
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Voidblocker - ($6)
Tech3 - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Voidblocker (3/6+1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Brave Knight (3/1)
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 5
    Gold:
  • Gold: 1
  • Workers: 10
Thoughts

Here goes with Tech3 build, with likely draw of Zarra next turn. Various combos of TS/Seer/Now/Unphase/Suits and particularly Undo that allow break through to down one or two tech buildings or even my Base. But his hand size is only 2, so letā€™s seeā€¦


P1T6


Tech StartingHand Workers

TECH
R&D
R&D


STARTING HAND
Time Spiral
Now!


WORKERS
Neo Plexus
Forgotten Fighter
Plasmodium
Hardened Mox
Seer


NextHand

Nullcraft
Hyperion


Tech 2 card(s)
Get Paid - ($9)
Time runes fade off Knight #2 and Mech token, both now at 1 rune
Tech II - ($5)
Knight #1 deals 3 to voidblocker after armor and takes 2 damage back. Seer gets tapped
Maxband Geiger. Seer vanishes and comes back standing - ($3)
Seer arrives, removes the last rune from Knight #2, which arrives as well
Geiger kills Voidblocker, Seer is tapped
Vir kills Brave Knight, who goes back into your hand
Now! on Knight #2
Knight hits your base for 4 damage
Time Spiral, Mech token arrives - ($2)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Mech token 6/7
  • :pschip: Technician: Seer 2/1
  • :target: Lookout:
    In Play:
  • Knight of the Undone 4/1
  • lvl 5 Geiger 3/2
  • Knight of the Undone 4/4
  • lvl 7 Vir 3/2
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II (present) HP: 5
  • :heart: Heroes' Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 10
  • Disc: 0
    Gold:
  • Gold: 2
  • Workers: 9
Thoughts

Zarramonde incomingā€¦ Or maybe that's just a decoy so I don't break Tech II? I see no way to hasten Zarramonde, save Drakk's maxband, so at worst, I can kill it straight with Knight + mech token; with the rest of the team I should blast his base. against Voidblocker I'll just Maxband Prynn, I suppose.

After draw: I had solid chances to get some draw, either from Hyperion(s) or R&D/Temporal Research. Nullcraftā€™s cool, if ever another Voidblocker stands in my way. Iā€™d have liked a Now!/time spiral so I could just max Prynn, gain 1 Time Rune from time spiral or attack, and banish any patrollers left before rushing the base down.

Which Tech II spec are you building?

Present, sorry

Do I get technician draw off Brave Knight kill and return to hand? I presume no because of ā€œinsteadā€ in card wording.

I suppose so, Brave Knight doesnā€™t effectively die, so I guess you donā€™t drawā€¦ Not absolutely sure though

Edit: I just check in the rules question topic, and indeed, you donā€™t draw because of instead (contrarily to Reteller of Truth)

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The big guy arrives, but may not be enough.

P2 Turn6


StartingHand Workers

STARTING HAND
Blackhand Dozer
Zarramonde
Sacrifice the Weak
Poisonblade Rogue
Skeleton Javelineer


WORKERS
Jandra, the Negator
Skeletal Archery
Summon Skeletons
Deteriorate
Pestering Haunt


NextHand

Overeager Cadet
Thieving Imp
Sacrifice the Weak
Zarramonde
Poisonblade Rogue


Tech 0 card(s)
Get Paid + float - ($11)
Zarramonde, arrival kill Geiger - ($1)
Javelineer - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Zarramonde (11/11 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Skeleton Javelineer (1/1)
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 10
Thoughts

Crazily, even with Zarra arrival, my Base could fall this turn with various combos of Suits/Nullcraft/Tricycloid/Hyperion. Or close enough that could happen following turn (eg from Tricycloid or Unphase attacker). Iā€™m killing Geiger in case of R&D.


Heā€™s not, I just drew 2 hasty guys out of 2 cardsā€¦

"P1T7


StartingHand Workers

STARTING HAND
Nullcraft
Hyperion


WORKERS
Neo Plexus
Forgotten Fighter
Plasmodium
Hardened Mox
Seer


Get Paid + float - ($11)
Hyperion - ($6)
Nullcraft - ($4)
4/1 Knight, Mech token and Seer team up to kill Zarramonde
Nullcraft kills Javelineer
4/4 Knight, Hyperion ant Vir destroy your base !

I think Hyperion was my only way to blast your base this turn, but even without, Iā€™d just destroy your tech III with Knight/Vir, and maybe summon Prynn for some unit trashing. Killing Geiger was a good pick though, wih 2x Now! and 2! R&D in my deck !

GG, well played again. Donā€™t know whether trying for Tech3 was best shot at a win there. Timing ended up as fast as it could have been, but even then T6 Zarra wasnā€™t enough.

Imho you paid the price of not patrolling Brave Knight on T4, maybe did you forget Readiness ? With BK as SQL Iā€™d have had no choice but to trade badly, or stick to defense/tech II, but in that case Zarramonde wouldā€™ve crushed my board.

By the way, Brave Knight + Tower was pretty good a counter to Knights of the Undone; why not teching a second copy ? Paired with DP and Cadets, they may have dampered my aggro long enough for your Tech II plan to work out (pure guessing at this point).

(just as ever, Iā€™m still willing to play if you want so ! Same specs or others, you choose)

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