[Casual] Shamusj [Balance] / Peace / Necromancy vs Shadow_Night_Black [Mono Purple]

P1T9


Tech StartingHand Workers

TECH
Ebbflow Archon


STARTING HAND
Seer (3/1)
Assimilate
Yesterday’s Golgort
Knight of the Conclave #1 (4/4)
Argonaut (4/3)
Undo
Fading Argonaut (3/3, Fading 3)
Shimmer Ray (3/4, Fading 2)
Rememberer


WORKERS
Tinkerer
Forgotten Fighter
Neo Plexus
Time Spiral
Temporal Research
Plasmodium (4/4, Haste)
Undo


NextHand

Ebbflow Archon
Seer (3/1)
Rememberer
Yesterday’s Golgort (6/4, Fading 2)
Assimilate


Tech 1 card(s)
Get Paid - ($10)
Scav + Tech - ($11)
KotC, I Draw
Yesterday’s Golgort, I Draw - ($8)
Seer, Rune to Prynn, I Draw - ($7)
Shimmer Ray, I Draw - ($6)
Prynn + Vir break your tech 2, Two runes to golgort, and 1 to Prynn
Worker - ($5)
Discard a card to Shimmer ray
Tech 3 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nullcraft (1/1, Flying)
  • :psfist: Elite:
  • :ps_: Scavenger: Seer (3/1)
  • :pschip: Technician: Yesterday’s Golgort (6/4, Fading 4)
  • :target: Lookout: Shimmer Ray (3/4, Flying, Fading 3)

In Play:

  • Battle Suits
  • Prynn (3/5, lvl 7, Fading 3)
  • Vir (3/3, lvl 5)
  • Garrison (-/4)
  • Knight of the Conclave #1 (Forecast 2, 4/4)
  • Knight of the Conclave #2 (Forecast 3, 4/4)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11

The point when you realise that you forgot the KotC are soldiers, battle suits give them 5 attack, and therefore your opponents merfolk prospector should have died at least 3 turns ago…

1 Like

Are you sure that I can’t choose a Max banded hero for the opponent?

I am. you must give levels to those who can. U have a choice only if there are multiple options. like, it there was a lv 1 vandy and a lv1 rook u could pick.

1 Like

From the rule book itself
"And speaking of heroes dying, whenever a hero dies, one (in-play) opposing hero levels up twice for free. The active player chooses which hero if there are multiple opposing heroes, and they can only choose a hero that actually can level up at least once"

1 Like

"P2T9


Tech StartingHand Workers

TECH
Elite Training
Elite Training


STARTING HAND
Flagstone Garrison
Ironbark Treant
Rampant Growth
Drill Sergeant #2
Moment’s Peace
Bone Collector (3/3A)
Doom Grasp
Elite Training


WORKERS
Spore Shambler
Rich Earth
Tiger Cub
Forest’s Favor
Verdant Tree


NextHand

Moment’s Peace
Fairie Dragon
Bone Collector (3/3)
Fairie Dragon


Discard

Young Treant (0/2)
Elite Training
Overeager Cadet
Rampant Growth
Flagstone Garrison #2
Doom Grasp
Moment’s Peace


Tech 2 card(s)
Get Paid + float - ($16)
Flagstone Garrison - ($13)
Drill Sergeant #1 (draw 1) - ($10)
Rebuild Tech 2
Garth Torken - ($8)
Doom Grasp , sac Treant, Prynn dies,
Drill Sergeant returns as 3/3, Onimaru to L3 ($4)
Merfolk Prospector (1/1) digs to 1G - ($5)
Ironbark Treant (Draw) DS #1,#2 get +1/+1 runes - ($2)
Elite Training on both Skellies - ($0)
Both DS moves one +1/+1 to Skellie #1 (now 4/3A anti-air, sparkshot)
Skellie #2 (2/1A anti air) piles into Golgort, sparkshots Seer
Skelie #1 trades with Shimmer Ray,
Overeager Cadet trades with Golgort

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2 + 3A)
  • :psfist: Elite: DS #2 (4/3)
  • :ps_: Scavenger: DS #1 (3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Onimaru L3 (2/3)
  • Garth Torken L1 (1/3)
  • Flagstone Garrison

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech Lab HP: 4 (Balance)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 10
    "

Thats nice, but you don’t have a tech 2…

nuts, GG I can’t come back from this sadly. Does Assimilate seem a little OP to you? Card advantage and (usually) mana neutral seems a little too good :slight_smile:

It is one of the more powerful anti building/upgrade cards, but then it is something quite easy to plan around. Going against it, is like trying to do an Art of War build against the white starter. Mostly I find it gets no use, as against starter building/upgrades it is far too slow. Plus the only reason garrison worked for me is because I did a build that can take advantage of it. The normal Present/Future lines cant make good use of it, and which case it is a worse nature reclaims as they can get their garrison back.

1 Like

Sounds interesting. What’s an Art of War build?

So I’m not sure I follow. What’s the best way in your opinion to counter Assimilate?

The best way to counter Assimilate is to not play Tech 1/2 Upgrades/Buildings that your opponent can use (Ongoing spell rarely fall into this category, but I have used it against an opponents Mind Control on my Immortal).

Every colour has powerful options that you have to play around, it is the same way you wouldn’t play a single large blocker against black, as Sac the weak or Hooded Executioner can ruin your day. Or pump a lot of gold and cards into a Hero against white due to Snapback.

Now given Assimilate is a spell, you can also do the normal anti spell options, IE kill the hero that casts it. That a) makes me have to put another 2 gold to take your garrisons (which just becomes levels for you, and reduces the amount I can make use of the garrison when I take it), and b) gives you a safe turn when you know it can’t be taken (and if my draws are bad, that can easily extend to 2/3 turns…)

TBH I don’t think Assimilate is stronger than Nature Reclaims. In most cases it is weaker, as it clogs up your deck if they can’t remove their own upgrade/building, and if they can, then you have to keep playing/cycling correctly to have it at the right times, and costs more gold. In the small cases when you can also make use of the upgrade/building (as was the case here, when I chose to not do my normal Tech 2 Present rush, so that I could make use of an assimilated garrison), then it is stronger, but most of the time, your opponent doesn’t play the upgrade/spell, so you’ve committed a resource to counter nothing…

An Art of War build is where you focus on Oni’s ultimate spell. Given a 6/7 Swift striking, Unblockable, Frenzy, Readiness hero can easily destroy your opponents tech/base, and defend easily, it can be very hard for a codex with no hero removal to deal with. A good example would be my last game in the King of the Hill series. I chose a strat that couldn’t answer it, and was forced to watch my base get destroyed.

1 Like

Thanks Shadow, that makes sense. I wonder if I’d just avoided Garth going to 1 health in P2T7 (I forgot about nullcraft) whether the next turns Doom Grasp would have swung things in my favour as I wouldn’t have had to trade Midori and could have used him to remove your stolen Garrison?

Hard to say really, it would have reduced your spam, and I probs would have just built Tech 3 (like I should probs have done T7, which is my alternate line to play.) You then once again don’t have the resources to deal with all my threats (and with 2 remembers + an Archon in deck, getting a Archon down on a turn when my tech 3 lives shouldn’t be too hard), and then your board just falls apart.

Its a bit like What If I killed midori P1T4 rather then your tech lab :stuck_out_tongue: (Very nice bait there btw)

Indeed, “what if’s” are a bit pointless but you started it with your rollback request! :grimacing:

May I have another crack at your mono purple, or would you like to play a different spec?

Im happy to keep play purple :slight_smile: The rollback request was more because it was a very different line of play, rather then just optimising your existing line.

Are you happy for the loser to play first or would you prefer to randomise?

I’m changing spec slightly to [Balance]/Peace/Disease

I dont mind swaping after each game or rerandom, your choice.

ok, let’s go random:

56

Well I randomed 77, so here’s my first turn #neverlucky

P1T1


StartingHand Workers

STARTING HAND
Hardened Mox
Forgotten Fighter
Temporal Research
Fading Argonaut
Time Spiral


WORKERS
Forgotten Fighter


NextHand

Battle Suits
Tinkerer
Plasmodium
Nullcraft
Neo Plexus


Discard

Temporal Research
Fading Argonaut
Time Spiral


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Mox - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Hardened Mox (1/1, Indestructable)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

Well, my experimentation continues…never used Rich Earth before but it seems like value on T1.

"P2T1


StartingHand Workers

STARTING HAND
Ironbark Treant
Rampant Growth
Rich Earth
Verdant Tree
Tiger Cub


WORKERS
Ironbark Treant


NextHand

Forest’s Favor
Playful Panda
Young Treant
Spore Shambler
Merfolk Prospector


Discard

Rampant Growth
Tiger Cub
Verdant Tree


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Rich Earth - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

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

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
    "