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:
Squad Leader: Fading Argonaut 2/3+A [2]
Elite:
Scavenger: lvl 1 Vir 2/3
Technician:
Lookout: In Play:
Buildings:
Base HP: 20
Tech I HP: 5
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.
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:
Squad Leader: lvl 1 Geiger 2/3+A
Elite:
Scavenger:
Technician:
Lookout: In Play:
Nullcraft 1/1
Knight of the Undone [3]
lvl 1 Vir 2/1
Fading Argonaut 2/2 [2] Buildings:
Base HP: 20
Tech I HP: 5
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.
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:
Squad Leader: Fading Argonaut 2/2+A [1]
Elite:
Scavenger:
Technician: Tinkerer 1/2
Lookout: In Play:
Knight of the Undone [2]
lvl 1 Vir 2/1
Knight of the Undone [3]
lvl 1 Geiger 2/3 Buildings:
Base HP: 20
Tech I HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 2 Gold:
Gold: 1
Workers: 8
Thoughts
Shouldāve killed Vandy, even going low on workers Anyway, whatās 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, Iāll have a hard time, else I guess I can endure ? Luckily, no hero can jump in to help Vandy for now.
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:
Squad Leader:
Elite: Poisonblade Rogue (3/1)
Scavenger:
Technician: Skeleton Javelineer (1/1)
Lookout: In Play:
Brave Knight (3/1)
Vandy lvl 1 (2/2) Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Demonology)
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.
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:
Squad Leader:
Elite:
Scavenger:
Technician: Seer 2/1
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:
Base HP: 20
Tech I HP: 5
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, Iāll have to deal with Tech IIs with no way to clear them out directly, but with Virās mech and my own tech II (or Mas prynn) approaching, I think it should be fine.
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:
Squad Leader: Voidblocker (3/6+1)
Elite:
Scavenger:
Technician: Brave Knight (3/1)
Lookout: In Play:
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Demonology)
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 letās seeā¦
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:
Squad Leader:
Elite:
Scavenger: Mech token 6/7
Technician: Seer 2/1
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:
Base HP: 20
Tech I HP: 5
Tech II (present) HP: 5
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. Nullcraftās cool, if ever another Voidblocker stands in my way. Iād 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.
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). Iām killing Geiger in case of R&D.
Heās 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, Iād 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. Donāt 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 wasnāt enough.
Imho you paid the price of not patrolling Brave Knight on T4, maybe did you forget Readiness ? With BK as SQL Iād have had no choice but to trade badly, or stick to defense/tech II, but in that case Zarramonde wouldāve 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, Iām still willing to play if you want so ! Same specs or others, you choose)