STARTING HAND
Hardened Mox
Nullcraft
Fading Argonaut
Battle Suits
Tinkerer
WORKERS
Hardened Mox
NextHand
Forgotten Fighter
Plasmodium
Neo Plexus
Temporal Research
Time Spiral
Discard
Nullcraft
Battle Suits
Tinkerer
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Fading Argonaut - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Fading Argonaut (2/3+A) %3
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 5
Thoughts
I don’t see a ton of synergy between my specs here. I think I’ll start this game off by teching Stewardess + Birds for a good start. I don’t really want to invest too much into Rook, because he has Origin Story and Nether Drain, so I’ll probably pick a plan for Tech 2. On his end, I’m most worried about Blood Tech 2 and Crashbarrows. I normally like Disease Tech 2, but I don’t think it does great against Blood. I think I’ll try and go for Past, but with Shimmer Rays. He doesn’t have any anti-air, so by mounting an offense with Birds + Shimmer Ray I’ll hopefully be able to keep him off of his strategy. Going for Past also gives me the opportunity to shift into a Rememberer strategy if the game moves in that direction.
I’m playing Fargo instead of Mox this turn because I’m expecting Stewardess on his side.
This starting hand made me think a lot. I could have just played Plasmodium, but imo there would be a great threat, that I fall behind too quickly and I would trade base health for a turn 3/4 haste unit, which he can plan for and then just remove with a Stewardess.
Garth + Skeleton feels weak, because he will get too much value from his Fargo. If I didn’t miscalculate he can only directly remove whatever hero I play, if he invests heavily and doesn’t play a hero next turn so I wouldn’t lose value. He can damage Garth badly, if he plays Nullcraft or Battlesuits and builds his Tech I, which I can answer with Garth -> Midband and Tinkerer removes Fargo.
I’ll probably have to defend Garth very carefully otherwise this opening will backfire badly, since he has the threat of sickness or birds, which both will be tough. I don’t think he’ll play birds, because there’s no real synergy, but I’m not sure what his deck is supposed to do anyway, so we’ll see
Playing Drakk would be another option, but he lacks the HP imo.
I didn’t consider Tinkerer… I guess I should have played Mox after all. I think it’s better to make him spend a gold than to get 1 damage on Garth.
STARTING HAND
Time Spiral
Forgotten Fighter
Fading Argonaut
Neo Plexus
Hardened Mox
WORKERS
Plasmodium
Hardened Mox
NextHand
Hooded Executioner
Battle Suits
Time Spiral
Neo Plexus
Forgotten Fighter
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($3)
Fading Argonaut - ($1)
Garth makes a Skeleton - ($0)
Tinkerer removes 1 Time Rune from your Fargo
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton(1/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Fading Argonaut(2/3; 3 time runes)
[B]In Play:[/B]
Tinkerer(1/2)
Garth Torken (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
He prolly teched either Stewardess or Birds and especially Stewardess needs an answer (hooded executioner). If he plays birds and a Tech 0 blocker I’ll answer with Stewardess myself. If he plays passively without a heroes’ hall I’ll just level garth to mid and make sure he can’t sacrifice Rook, since he should only be able to do 3 damage then.
He has some options to remove Garth next turn, but I don’t see one, where he really gets ahead. And if he does, I have some hero removal waiting to be teched.
STARTING HAND
Forgotten Fighter
Hooded Executioner
Time Spiral
Battle Suits
Neo Plexus
WORKERS
Plasmodium
Hardened Mox
Battle Suits
NextHand
Forgotten Fighter
Temporal Research
Stewardess of the Undone
Seer
Nullcraft
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Hooded Executioner - ($4)
Tech II Past - ($0)
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Hooded Executioner(3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Tinkerer(1/2)
[B]In Play:[/B]
Garth Torken (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Wow, I was really tired last night and somehow assumed I would draw both teched cards. I expected he’d put up more pressure on me that’s why I felt the need to Tech the HE, but somehow he didn’t. He can still play it his next turn though.
I could have killed Rook this turn with Nullcraft and boosted HE, but I’d lose economy and he could Tech first. I think teching here is better.
However: This turn again he may have options to remove Garth. If he doesn’t, I have a surprise next turn.
STARTING HAND
Battle Suits
Bird’s Nest
Forgotten Fighter
Nullcraft
Temporal Research
WORKERS
Hardened Mox
Plasmodium
Neo Plexus
Forgotten Fighter
NextHand
Time Spiral
Stewardess of the Undone
Tinkerer
Shimmer Ray
Fading Argonaut
Discard
Battle Suits
Nullcraft
Temporal Research
Seer
Seer
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Play Bird’s Nest - ($6)
Build Tech 2: Past - ($2)
Float ($2)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Stewardess of the Undone (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Hawk (1/1)
[I]Technician[/I]: L1 Rook (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Dove (1/1)
Bird’s Nest
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 2
Workers: 8
Thoughts
I don’t really like the idea of having to fight him in the Past, but that’s where this game is headed. I’m teching Seers now because they’ll be useful to help my guys and to get rid of his.
STARTING HAND
Nullcraft
Temporal Research
Stewardess of the Undone
Seer
Forgotten Fighter
WORKERS
Plasmodium
Hardened Mox
Battle Suits
Forgotten Fighter
NextHand
Seer
Time Spiral
Temporal Research
Fading Argonaut
Neo Plexus
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Max Garth -> Rememberer A comes into play from my discard - ($1)
Seer; removes time rune from Remember A - ($0)
Rememberer B comes into play from my discard
Tinkerer -> Remember A gets a time rune
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Hooded Executioner(3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Garth Torken Max Lvl (3/4)
[I]Technician[/I]: Seer (2/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Tinkerer(1/2)
Rememberer A (3/3; 3 TR)
Rememberer B (3/3; 3 TR)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 2
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
I could have played Shimmer Ray after Remember A instead, but if he doesn’t have nullcraft in hand or some other extra damage he won’t be able to remove a single rememberer on his next turn and even if he does, he’ll just bounce back in this way. I don’t think he can destroy my tech either.
Also: If he doesn’t kill Tinkerer now, I should have first shot on archon. I don’t think he can remove both Rememberers till then.
STARTING HAND
Neo Plexus
Seer
Time Spiral
Fading Argonaut
Temporal Research
Nullcraft
WORKERS
Plasmodium
Hardened Mox
Battle Suits
Forgotten Fighter
Neo Plexus
NextHand
Stewardess of the Undone
Time Spiral
Tinkerer
Nullcraft
Seer
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rememberer A+B fade -> Shimmer Ray + Yesterday’s Golgort come into play
Build Tech III - ($3)
Seer; put time rune on Rememberer A - ($2)
Fading Argonaut - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Shimmer Ray (4/3+A; 2 TR, flying)
He has the option to play Rewind, which would open the game up again. He has 11$, which means unless he kills a hero to feed Prynn, he can’t afford it. Still this means that I can’t put Garth into patrol.
He could Undo both Rememberers, but chances are very high that I have a Seer/Time Spiral next turn, so that’s fine.
He can easily remove golgort this turn, but I don’t think he can remove both remberers, which should mean game over next turn.
He CAN kill my Tech III, but only at great cost.
I’ll concede. I was expecting you to go for Blood tech 2, so when you went for Past I wasn’t prepared at all. Fading Argonaut doing absolutely nothing also really hurt. GG
GG! Tinkerer on T1 turned out to be ok against your deck.
I really don’t understand, what your deck is about though. There don’t seem to be any synergies. Mine seemed a lot more solid. Good luck in the remainder of the tournament
That was fun to read through, even if not very long - purely because I very rarely see Tech 2 Past played, so both players doing so was quite refreshing