Casual petE([Demon]/Blood/Ninja) vs tie([Present]/Peace/Discipline)

@tie GLHF!

P1 Turn1


StartingHand Workers

STARTING HAND
Summon Skeletons
Graveyard
Deteriorate
Jandra, the Negator
Pestering Haunt


WORKERS
Jandra, the Negator


NextHand

Skeleton Javelineer
Thieving Imp
Poisonblade Rogue
Sacrifice the Weak
Skeletal Archery


Discard

Summon Skeletons
Graveyard
Deteriorate


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Vandy - ($1)
Pestering Haunt

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy lvl 1 (2/3 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Pestering Haunt (1/1)
    Buildings:
  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3
    Gold:
  • Gold: 1
  • Workers: 5

P2T1


StartingHand Workers

STARTING HAND
Forgotten Fighter
Nullcraft
Hardened Mox
Temporal Research
Plasmodium


WORKERS
Temporal Research


NextHand

Neo Plexus
Tinkerer
Fading Argonaut
Time Spiral
Battle Suits


Discard

Forgotten Fighter
Plasmodium
Hardened Mox


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Nullcraft, kills Haunt - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Grave (2/3 + 1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Nullcraft (1/1 flying, haste)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Trying out a new combination. Ideally I'd like to use Sparring Partners to boost my Nullcraft, and eventually to feed tokens into the Drill Sergeant machine. Don't love that this deck doesn't have as many options to deal with runaway heroes & units as Past would as starter, but I'd like to try out Temporal Distortion later as a way to crank out more characters for Drill Sergeant

Forgot to mention - GL HF! :smiley:

P1 Turn2


Tech StartingHand Workers

TECH
IPN
Shadow Blade


STARTING HAND
Skeleton Javelineer
Thieving Imp
Poisonblade Rogue
Sacrifice the Weak
Skeletal Archery


WORKERS
Jandra, the Negator
Skeletal Archery


NextHand

Poisonblade Rogue
Graveyard
Pestering Haunt
Sacrifice the Weak
Shadow Blade


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Sacrifice the weak, Nullcraft dies - ($3)
Skeleton Javelineer - ($2)
Tech 1 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy lvl 1 (2/3 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Skeleton Javelineer (1/1)
    In Play:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

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

His specs are pretty strong, particularly at Tech2 in which either Present or Peace wins the long game against mine. So I need to be aggressive early, try to preempt an straight Tech2 battle. Vandy vs Grave is an stable setup, so Teching Shadow Blade to try to get a hero kill, and IPN for presence.


"P2T2


Tech StartingHand Workers

TECH
Brave Knight
Sparring Partner


STARTING HAND
Tinkerer
Battle Suits
Time Spiral
Fading Argonaut
Neo Plexus


WORKERS
Temporal Research
Time Spiral


NextHand

Brave Knight
Nullcraft
Forgotten Fighter
Sparring Partner
Battle Suits


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Fading Argonaut - ($3)
Tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Fading Argonaut (2/3)
  • :target: Lookout:

In Play:

  • Grave lvl 1 (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Tech 1 is just overwhelmingly good across these 3 specs… hard to choose what to do here

"

Just checking, Fargo is marked as +1atk, but is in tech not elite

Oops - should not be +1Atk, fixed

P1 Turn3


Tech StartingHand Workers

TECH
Voidblocker
Crashbarrow


STARTING HAND
Shadow Blade
Poisonblade Rogue
Graveyard
Pestering Haunt
Sacrifice the Weak


WORKERS
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue


NextHand

Pestering Haunt
Thieving Imp
IPN
Summon Skeletons
Deteriorate


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Shadow Blade Fargo, discard #1 of 5, then draw 1 - ($2)
Vandy and Javelineer’s Javelin kill Grave, Vandy to lvl 3

Float ($2)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Vandy lvl 3 (3/4)
  • Skeleton Javelineer (1/1)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0
    Gold:
  • Gold: 2
  • Workers: 7
Thoughts

Shadow Blade sets up OK value trade, stops him going up a card, and gets rid of Grave.

Floating 2 gold to give enough next turn to play IPN (or Imp if he goes down on cards), Tech 2 Demonz + Tech lab Blood. That set up gives decent blockers (Voidblocker, IPN), cheap attack (Crashbarrows, Gliders), and can aim for Tech3 Zarramonde.


"P2T3


Tech StartingHand Workers

TECH
Drill Sergeant
Reversal


STARTING HAND
Battle Suits
Sparring Partner
Forgotten Fighter
Nullcraft
Brave Knight
Hardened Mox


WORKERS
Temporal Research
Time Spiral
Hardened Mox


NextHand

Tinkerer
Neo Plexus
Plasmodium
Reversal


Tech 2 card(s)
Get Paid + float - ($8)
Discard #1 of 5
Draw for Technician
Worker - ($7)
Tech 2 Peace - ($3)
Sparring Partner - ($2)
Nullcraft; kills Skele Jav - ($0)

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


Board Info:
In Patrol:

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

In Play:

  • Nullcraft (1/1 flying haste)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Unfortunate discard, as Brave Knight was the card I wanted. Another route here would be to play a hero to preserve a card, but there are plenty of ways to remove the sparring partner and kill the hero + max level Vandy, so let’s not do that. Instead, will throw Sparring Partner out there as fodder, and shoot for replacing the card

"

P1 Turn4


Tech StartingHand Workers

TECH
Shoddy Glider
IPN


STARTING HAND
IPN
Summon Skeletons
Thieving Imp
Deteriorate
Pestering Haunt


WORKERS
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Pestering Haunt


NextHand

Voidblocker
Shadow Blade
Sacrifice the Weak
Crashbarrow
Graveyard


Discard

Skeleton Javelineer
Deteriorate
Summon Skeletons
Thieving Imp
Shoddy Glider
IPN


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
IPN - ($5)
Tech2 Demonology - ($1)
Tech Lab Blood - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: IPN (6/5)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Vandy lvl 3 (3/4)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6
    Gold:
  • Gold: 0
  • Workers: 8
Thoughts

Awkward, don’t want to leave SP to add runes to a hero or a strong Present unit. But also don’t want to give him the draw to accelerate Present, nor leave Vandy on 2HP by killing. I’ve Crashbarrow and Voidblocker in next hand, so prefer to leave alone. Feels like I’m behind here, may struggle to get a tech 3 build in.


"P2T4


Tech StartingHand Workers

TECH
Drill Sergeant
Flagstone Garrison


STARTING HAND
Neo Plexus
Tinkerer
Plasmodium
Reversal


WORKERS
Temporal Research
Time Spiral
Hardened Mox
Tinkerer


NextHand

Forgotten Fighter
Drill Sergeant
Brave Knight
Battle Suits


Discard

Reversal
Plasmodium
Neo Plexus
Drill Sergeant
Flagstone Garrison


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Grave - ($5)
Reversal IPN; 3 dmg to IPN, & disable - ($2)
Sparring Partner spars w/ Nullcraft
Nullcraft hits Vandy for 2
Onimaru - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Onimaru (2/3 + 1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Grave 2/3
  • Nullcraft (2/2 flying haste)+
  • Sparring Partner (2/2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9

"

P1 Turn5


Tech StartingHand Workers

TECH
Zarramonde
Metamorphosis


STARTING HAND
Crashbarrow
Sacrifice the Weak
Voidblocker
Shadow Blade
Graveyard


WORKERS
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Pestering Haunt
Shadow Blade


NextHand

Crashbarrow
Metamorphosis
Skeleton Javelineer
Voidblocker


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Drakk - ($5)
Crashbarrow kills Oni, overpower kills SP, Vandy to max, +2/2 and doom Nullcraft and IPN - ($2)
Vandy kills Grave, Drakk to lvl 3
Sacrifice the weak, IPN and Nullcraft die - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk lvl 3 (1/3 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:
    In Play:
  • Vandy lvl 5 (4/3)
    Buildings:
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0
    Gold:
  • Gold: 0
  • Workers: 9
Thoughts

Well for one thing, realize he built Tech2 Peace not Present, so forget previous thoughts. I’d also forgotten SP can add a runes to Nullcraft, as the ability isn’t a “buff”.

Though I’ve good cards in hand (Voidblocker, Crashbarrow), don’t see a good line here. Crashbarrow + Vandy can kill Oni and break his Tech2, but he maxes Grave to sword Voidblocker, then kills Vandy with SP + Nullcraft, leaving him 4/5 Grave + $2 unit vs my empty board, pretty bad. Instead I’m clearing his board and getting hero levels, but expect his Peace engine will swamp me quickly. Teching Metamorphosis and Zarramone as best chances.


"P2T5


Tech StartingHand Workers

TECH
Overeager Cadet
Temporal Distortion


STARTING HAND
Brave Knight
Forgotten Fighter
Drill Sergeant
Battle Suits


WORKERS
Temporal Research
Time Spiral
Hardened Mox
Tinkerer


NextHand

Fading Argonaut
Flagstone Garrison
Battle Suits
Reversal


Tech 2 card(s)
Get Paid - ($9)
Drill Sergeant - ($6)
Brave Knight; DS gets a token - ($3)
Move token to Brave Knight
Geiger - ($1)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Brave Knight 4/5 (3/3 + 1/1 token + Sql = 4/4 and 1 armor)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drill Sergeant (3/3)
  • :target: Lookout:

In Play:

  • Geiger lvl1 (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Crashbarrow came through as I thought it might, but was hoping Sac the Weak wasn’t there for Nullcraft. The real problem is an impending Zarramonde. I have no idea how to deal with that situation

"

P1 Turn6


Tech StartingHand Workers

TECH
Zarramone
Crashbarrow


STARTING HAND
Skeleton Javelineer
Metamorphosis
Crashbarrow
Voidblocker


WORKERS
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Pestering Haunt
Shadow Blade
Skeleton Javelineer


NextHand

Sacrifice the Weak
Thieving Imp
IPN
Deteriorate


Discard

Metamorphosis
Voidblocker
Crashbarrow
Zarramone
Crashbarrow


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Metamorphosis, Vandy and Drakk become Demons (to max, +2/2, readiness, invisible) - ($2)
Vandy (6/5) breaks Tech2
Drakk (5/6) breaks Tech1

Float ($2)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vandy lvl 5 (6/5 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger: Drakk lvl 6 (5/6)
  • :pschip: Technician:
  • :target: Lookout:
    In Play:

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5
    Gold:
  • Gold: 2
  • Workers: 10
Thoughts

Good draw with Metamorphosis, and full effect with no Tower to block a Demon. With his tech buildings down, I’ll block with the Demons and look to build Tech 3 next turn.


"P2T6


Tech StartingHand Workers

TECH
Air Hammer
Now


STARTING HAND
Fading Argonaut
Flagstone Garrison
Reversal
Battle Suits


WORKERS
Temporal Research
Time Spiral
Hardened Mox
Tinkerer
Flagstone Garrison


NextHand

Drill Sergeant
Overeager Cadet
Temporal Distortion


Discard

Reversal
Brave Knight
Air Hammer
Now


Tech 2 card(s)
Get Paid - ($10)
Base to 16 b/c tech 1 and tech2 busted
Fading Argonaut; move token to Brave Knight (5/5 now) - ($8)
Geiger hits Vandy for 2, dies; Vandy now 6/4
Grave - ($6)
Reversal on Vandy (now 6/1, disabled) - ($3)
Battle Suits - ($1)
Brave Knight (6/5 after suit) kills Drakk (5/6), goes to hand
Drill Sergeant takes out Tech Lab, base to 18
Rebuild Tech 1
Worker - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (3/3 + 1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Grave lvl 3 (3/4)
  • :target: Lookout:

In Play:

  • Drill Sergeant (4/3)
  • Battle Suits

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Rebuilding one tech building per turn is tough…

"

You need Grave on the board to play Reversal. With Tech2 down, you need to sacrifice Geiger first.

Oops. Should be fixed now, had to rewind & change turn accordingly

Vandy has resist 1, so $4 to target with Reversal

ok will skip the worker then- will edit later, feel free to proceed. shouldn’t impact your turn unless you’re doing something weird to my workers :slight_smile:

P1 Turn7


Tech StartingHand Workers

TECH
Dark Pact


STARTING HAND
Sacrifice the Weak
Deteriorate
Thieving Imp
IPN


WORKERS
Jandra, the Negator
Skeletal Archery
Poisonblade Rogue
Pestering Haunt
Shadow Blade
Skeleton Javelineer


NextHand

Graveyard
Summon Skeletons
Zarramonde
Shoddy Glider


Discard

Metamorphosis
Voidblocker
Crashbarrow
Zarramone
Crashbarrow
Sacrifice the Weak
Deteriorate
Thieving Imp
Dark Pact


Tech 1 card(s)
Get Paid + float + scav - ($13)
STW, Fargo dies - ($11)
IPN - ($8)
Setsuki - ($6)
Tech Lab Blood - ($5)
Tech 3 - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: IPN (4/4 + 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Setsuki lvl 1 (1/3)
  • :target: Lookout:
    In Play:
  • Vandy lvl 5 (6/1) [invisible]
    Buildings:
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Demonology)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Blood)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 9
    Gold:
  • Gold: 0
  • Workers: 10
Thoughts

Tech2 survives, so can get in the Tech3 build. Teching a Dark Pact for deck thinning,