NC makes them cautious of maxbanding Vandy and with Forgotten fighter in next hand there’s no good place to patrol the nautical dog - they’ll probably trade it in but then NC can keep Vandy low enough even tinkerer is an acceptable patroller
Good start from Dwardd. That nullcraft is really annoying and I don’t know how to deal with it yet. It will definetly cost me more gold as him. But it leaves some more space on the ground.
I will play a bit more aggressive with Oger, but not as aggressive as usually. I definetly want a short second cycle so no attack. I will try Frozen’s cadet lobber split, although I usally don’t like it. You never know which one you draw. But need to collect some coins for tower or Vandy levels.
I think the best I can do is make it so they need 1 hasty + rambaster, and of those options this should trade the best. they could get through with just a madman either way, so might as well put Tinkerer in Elite so it’ll trade with a lobber too. I want origin story next turn, but I dont really want two in my deck I think with this patrol I have to go double origin
Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”
P2T3
Tech StartingHand Workers
TECH
Immortal
Immortal
STARTING HAND
Temporal Research
Forgotten Fighter
Origin Story
Battle Suits
WORKERS
Hardened Mox
Plasmodium
Forgotten Fighter
NextHand
Temporal Research
Time Spiral
Origin Story
Battle Suits
Neo Plexus
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 Present - ($2)
Vir - ($0)
Fargo trades with Soldier
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: L1 Vir(2/3a)
Elite:
Scavenger: Nullcraft(1/1) (dies at your upkeep)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0 (+1 when NC dies)
Workers: 8
Thoughts
options are: hero and tech 2, or pryn origin story tech up next turn. I feel dumb as their turn was pretty much exactly as I was expecting and now I haven’t origin storied…
Hmmm maybe Dwardd directly teched tech2 cards. Maybe I should have broken tech1 last turn although it felt like overextend with doomed nullcraft and Fargo out and going down on 3 cards.
I have probably a very good hand next turn if I don’t play a card from hand. Needed to go through all purple cards. But my tech2 would even survive Hyperion + TD or similar. But I don’t think he teched so aggressively. I am very happy he did not hit Vandy or Tech1 with nullcraft. This allows me to defend with Vandy only. Watchout is still OS, since he did not bring Prynn. I will try to kill Virr next turn.
Take a lot of float, I can still decide if I will prepare 3meta or go for the garrison next turn.
options are: hero and tech 2, or pryn origin story tech up next turn. I feel dumb as their turn was pretty much exactly as I was expecting and now I haven’t origin storied…
Yes, don’t worry. With this strategy you have to sort out all spells pretty soon. So I would have played pretty bad if I had no unit on hand in t4. But I definetly preferred it this way. The additional card made my hand much better
CAWS22 P1T5
P1 [Fire]/Demonology/Peace vs. P2 [Past]/Present/Future
mm and the other lobber were hiding, so not much I could do. Have to stop here, to ensure a garrison in the next run in case of assimilate or tric with td. But so I can bring Vandy again. It looks pretty solid.
Preparing for a longer fight with a worker, but I am with gold far ahead…
Always wanted to do the 4 lobber attack but the other decks did not survive long enough. When I thought about that deck and the first version with fencers, I thought that will be strong. But it is just a win more…
CAWS22 P1T6
P1 [Fire]/Demonology/Peace vs. P2 [Past]/Present/Future
Tech StartingHand Workers
TECH
Dark Pact
Dark Pact
STARTING HAND
Lobber (2/2)
Drill Sergeant (3/3)
Flagstone Garrison (4)
Mad Man (1/1)
Makeshift Rambaster (1/2)
Bombaster (2/2)
Bloodrage Ogre (3/2)
Dark Pact
Overeager Cadet (2/2)
Overeager Cadet (2/2)
Lobber (2/2)
Dark Pact
Lobber (2/2)
Dark Pact
Bombaster (2/2)
Bloodrage Ogre (3/2)
Dark Pact
Flagstone Garrison (4)
Tech 2 card(s)
Get Paid + float - ($10)
DS, rune + draw - ($7)
Lobber, draw + 2 runes - ($6)
Old lobber with runes and new one sacrifice into Immortal to sideline him
Cadet with 1 rune trades with Fargo
Cadet trades with Neo
MSR, rs draw + 2 runes - ($4)
MM, draw + 2 runes - ($3)
Cadet, draw + 2 runes
Cadet, draw + 2 runes
Lobber, draw + 2 runes - ($2)
DP, draw 1 - ($1)
Lobber, 2 runes - ($0)
Vandy kills Vir maxbands doom MSR
MSR, Dog, 2x lobber deal 12 to your base
Old DS receives all runes and deals 18 to your base
MM with all runes deals 16 total 46 to your base GG!
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Overeager Cadet (2/2)
Elite:
Scavenger: Overeager Cadet (2/2)
Technician:
Lookout:
In Play:
Flagstone Garrison (4)
Drill Sergeant (3/3)
Drill Sergeant (3/3)
Makeshift Rambaster (3/4) doomed
Mad Man (1/1)+++++++++++++++
Nautical Dog (1/1)+
Vandy L3 (3/4)
Lobber (2/2)
Lobber (2/2)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
It is always nice, if you can calculate your turn exactly with the things you will draw…
It is difficult to beat it as I mentioned before, and several things must come together. I believe you can only win by being very aggressive and make a good hit in t4/t5. And bad draws from burning legion must come on top. I know it is very difficult because you have the double threat from meta and peace lobber engine. And Oni is the best second hero for meta.
Your defense in the beginning was good, I did not dare to break tech1, since I had to go down on 3 cards, and your Max sacrifice was too suspicous. And if I lose Vandy, it is difficult to recover from the three cards. I should have probably not doomed nullcraft, because you could have either hit Vandy or tech1 and then I had to play a unit. And the 5 cards were very important. It minimized the risk for bottom deck Garrison. And even if, with 5 cards and DS it will not matter. And you allowed me too much float. Immortals are pretty useless against that deck as well even if you would have had too at that time.
Dreamfire managed it very well, but he had not the meta threat against him.