Hmm, that’s an interesting build. I wonder what he’s up to? Hmm… my guess is, use Meta to hide Jaina and Setsuki, then have them repeatedly snipe with swift strike and fire arrows. Well, for now, I just need to defend against Black shenanigans. Gotta clear that Haunt or it’ll cause problems later. As for defense… a SQL hero should force Vandy to pay for maxband if she wants an immediate kill, so no free levels… but which hero to use? Not Prynn… I don’t have the support to keep her time counters up, and it’s likely she won’t be able to attack. Not Drakk either, I won’t have enough gold to make his abilities into effective threats.
Oh man, I really should spend more time on thinking about my patrol… sigh
I just didn’t want to spend the amount of time per move that I spent during the last tourney, but well, obviously I’m still far away from the sweet spot of efficiency without blunders…
P1T3
Tech StartingHand Workers
TECH
Inverse Power Ninja
Dark Pact
STARTING HAND
Sacrifice the Weak
Poisonblade Rogue
Inverse Power Ninja
Graveyard
Thieving Imp
after this blunder with Jandra not in elite, it really is a shame that I don’t have deteriorate. I would have happily traded vandy with grave.
Now I have to hope he didn’t tech Reversal, or worst case reversal + Lobber o.O
Fading Argonaut
Forgotten Fighter
Reversal
Sparring Partner
Time Spiral
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech I - ($4)
Maxband Grave - ($0)
Grave throws his sword at the Inverse Power Ninja.
Nullcraft damages your Tech I
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Hardened Mox (1/1) Indestructible, prototype, resist 1
In Play:
L7 Grave Stormborne (4/5) Sparkshot, readiness
Nullcraft (1/1) Flying, haste, nullify
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Ooh, IPN, very interesting! I should probably just throw a sword at it. It’ll make Grave less vulnerable, and I’ll have Reversal available next turn in case Vandy maxbands.
Firehouse
Graveyard
Deteriorate
Jandra, the Negator (3/3A)
Dark Pact
Tech 2 card(s)
Get Paid - ($7)
fetch dark pact from codex & play to draw two - ($6)
StW, finally I get rid of that nullcraft - ($4)
IPN - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Inverse Power Ninja (5/5A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy (3/4, lvl3)
Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
uff, having been afraid of lobber when he didn’t have tech 1… Dough!
on the other hand that means reversal is very likely, so Vandy is going to die. That really is a pity, especially when going the obvious fetch dark pact route, as except for jandra all cards left in deck are way better than what I have in hand. As this will float three Vandy spells in my deck…
Yes, awesome draw from DP!
STARTING HAND
Time Spiral
Reversal
Forgotten Fighter
Sparring Partner
Fading Argonaut
WORKERS
Temporal Research
Plasmodium
Neo Plexus
Forgotten Fighter
NextHand
Training Grounds
Battle Suits
Tinkerer
Martial Mastery
Sparring Partner
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II: Discipline - ($3)
Reversal damages and disabled Inverse Power Ninja - ($0)
Grave breaks your Tech I, your base to 18 HP
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Hardened Mox (1/1) Indestructible, prototype, resist 1
In Play:
L7 Grave Stormborne (4/5) Sparkshot, readiness
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Better to take out the tech building than Vandy, I think… she’s not that big of a threat by herself, so long as I’m not using any patrollers that are capable of dying. Although, I guess, INP with Soul Stone would be a bit awkward to deal with, but still, better than dealing with unstoppable demons or some such shenanigans.
Ah okay, forgot to mark the damage on my tech 1, I see.
But also nullcraft is dead. I assume this only changes your draw or do you want to change anything?
Poisonblade Rogue (2/1A)
Sacrifice the Weak
Dark Pact
Shadow Blade
Pestering Haunt (1/1)
Discard
Hotter Fire
Hotter Fire
Dark Pact
Deteriorate
Inverse Power Ninja (5/5)
Firehouse
Firehouse
Tech 2 card(s)
Get Paid - ($8)
rebuild tech 1
dark pact my base to 14 (it already was on 18)
det mox - ($7)
worker - ($6)
Vandy runs into grave, levels fizzle
graveyard - ($4)
Jaina - ($2)
Float ($2)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Jaina (2/3)
Lookout:
In Play:
Inverse Power Ninja (5/3)
Graveyard (3)
Buildings:
Base HP: 14
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 7
Gold:
Gold: 2
Workers: 9
Thoughts
Prefer to sac Vandy in order to have a chance somewhen later to actually get rid of grave. But that discipline tech 2 is scary for my plan. Both training grounds and YLD are really a pain for this strategy, especially when fighting the uphill battle after that patrol blunder turn 2.
Hotter Fire
Dark Pact
Firehouse
Deteriorate
Firehouse
Discard
Dark Pact
Sacrifice the Weak
Poisonblade Rogue (2/1A)
Shadow Blade
Soul Stone
Cinderblast Dragon
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Tech 2 → Fire - ($6)
replay IPN from grave - ($3)
play technician drawn IPN from hand - ($0)
Float ($0)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader: Inverse Power Ninja (5/5A)
Elite:
Scavenger: Inverse Power Ninja (5/5)
Technician:
Lookout:
In Play:
Graveyard (3)
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Fire)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
against reversal my strategy just isn’t as good as I hoped it might be, but at least for one round I am free from this threat.
it’s a bummer that nullcraft alone can kill my graveyard
Okay, turns out I can’t break your tech buildings… but at least I can hold those Ninjas at bay a little while longer. Now I just have to hope that whatever you deploy next isn’t even more terrifying.
P2T6
Tech StartingHand Workers
TECH
Hero’s Monument
Martial Mastery
STARTING HAND
Reversal
Training Grounds
Reversal
WORKERS
Temporal Research
Plasmodium
Neo Plexus
Forgotten Fighter
Fading Argonaut
NextHand
Hero’s Monument
Tinkerer
Time Spiral
Martial Mastery
Tech 2 card(s)
Get Paid - ($10)
Training Grounds - ($9)
Prynn Pasternaak - ($7)
Train Prynn to max level
Sparring Partner trains Hardened Mox
Ready Sparring Partner - ($5)
Sparring Partner trains Nullcraft
Nullcraft and Hardened Mox kill SQL Inverse Power Ninja
Prynn banishes Scavenger Inverse Power Ninja
Drakk breaks Graveyard
Tech III - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Training Grounds (4) Skill, experience
Training Grounds (4) Skill, experience
L4 Drakk Ramhorn (4/3) Explosive, warcry
L7 Prynn Pasternaak (5/5) Stop, banish [2 time]
Sparring Partner (2/2) Train, frenzy 1
Hardened Mox (2/2) Indestructible, prototype, frenzy 1 [1+]
Argh, no Grave. I keep missing the timing. Well, I can’t reasonably break any tech buildings now, but at least I can clear his board… that’s worth something, right? Better tech up now while I have the chance, though, to make sure I have room to summon Grave when I next draw his spells.
Lol, please look at my hand, so the answer is no, just no. I wanted to see whether I would be able to get firehouse working with IPN & graveyard giving me enough time, but with the jandra blunder in T2 there was just too much pressure. But even without, this most beautiful card of fire tech 2 is just too damn slow for the early tech 2 play.
Nice codex of yours! A soon to be 4/2 mox attacking each turn and 3/2 nullcraft is a nice team together with your monster heros.
Care for another game?
If so, I’ll go for [finesse]/nijutsu/growth
Yeah, Firehouse + Hotter Fire is great at suppression, except they require you to already be applying some pressure first… kinda like Sanatorium. Although, I think the second Firehouse is a lot less valuable than the first, since each kill will only ready one Firehouse. Still, putting them behind Inverse Power Ninjas was a good idea, just didn’t work out so well against my Reversal spell… which I originally didn’t even plan to tech in, but chose to after delaying my Tech I to deal with Jandra.
Sure, I’m eager to keep going, though I probably will wait until tomorrow morning to post my T1. Wanna make sure to go in with a fresh mind.
Hmm, [Finesse], eh? Mox’d be a prime target for Wither, though I could potentially undo and insulate against that with Sparring Partner. Nullcraft’d be a prime target for Discord, though to some degree I could insulate against that with Sparring Partner. Still, I suppose I don’t really need either of them… maybe better just to worker them and be done with it. Rewinding Fencer swarms isn’t great, although both Blood and Past units also have means of inexpensive redployment. One possible answer to Discord would be to use Plasmodium’s haste to get in a strong first hit, but… without adequate support, it’ll have nothing to attack but a $1 SQL. There’s also the risk of Setsuki’s token spam, so I’ll need to be careful to not let her sit on maxband… which would also be the case because of her magnificent maxband ability. Maybe my best opening is to forget about card efficiency and just rush with Grave…? But, the most significant aspect of Neutral starter is the variety of ways to make small adjustments to trades, in other words, I can’t trust my patrollers to hold the line. Longer term… if I have to guess, I’d say I’m looking at Fencers with healing from Ninjutsu and buffs from Growth, so an anti-unit strategy of some sort should be helpful… and that means I’ll want to be able to manipulate the time counters on Prynn. Maybe I should try to lean into that and see where it goes.
STARTING HAND
Hardened Mox
Forgotten Fighter
Nullcraft
Time Spiral
Temporal Research
WORKERS
Plasmodium
Hardened Mox
NextHand
Forgotten Fighter
Nullcraft
Tinkerer
Time Spiral
Neo Plexus
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Grave Stormborne - ($1)
Float ($1)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Fading Argonaut (2/3) Resist 1 [2 time]
In Play:
L1 Grave Stormborne (2/3) Sparkshot
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
Guess i need to get on guard against beefy Setsuki, which means the time counter plan is on hold for now. I’ll try to use the Argonaut as a deterrent, or a speed bump… expending resources to kill something that’s dying on its own should be unpalatable. And that should give me room to prep Grave for aggression. Ended up wasting a card after all… Purple really suffers from lack of $1 units as P1.