[details=Starting Hand]
Plasmodium
Temporal Research
Time Spiral
Battle Suits
Fading Argonaut [/details]
##Events of Turn:
###Upkeep:
Get Gold (5)
No techs turn 1
[details=All Teched Cards][spoiler]
[/spoiler][/details]
###Main:
Fading Argonaut (3)
Battle Suits (1)
Worker (0)
[details=Workers]
Plasmodium [/details]
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Fading Argonaut (3/3)
Lookout:
####In Play:
Battle Suits
###Economy Info:
####Cards:
Hand: 4
Deck: 1
Disc: 2
####Gold:
Gold: 0
Workers: 6
[details=End of Turn Hand]
Hardened Mox
Nullcraft
Forgotten Fighter
Neo Plexus [/details]
[details=End of Turn Discard]
Time Spiral
Temporal Research [/details]
[details=My Thoughts][spoiler]
Ugh this looks ugly… No idea what synergy my deck is supposed to have exactly, his looks much better (and from p1 position to boot).
I think I will likely go Past tech 2? Idk I have to be careful of MoLaC…
[/spoiler][/details]
[details=End of Turn Hand]
Tinkerer
Nullcraft
Time Spiral
Temporal Research [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
I think I’m likely going to be playing at tech 1 for a little bit to make sure I keep him off MoLaC, so I’m getting some momentum shift for this next cycle into the deck. Patrolling such that he doesn’t have enough to StW, Midband Drakk and Worker, which means barring a kidnapping, my tech 1 should be safe.
Of course, I whiff both my tech 1 cards (a 20% chance but ugh) so next turn will probably be hero things! …
[/spoiler][/details]
WORKERS
Thieving Imp
Sacrifice the Weak
Summon Skeletons
NextHand
Graveyard
Skeletal Archery
Bone Collector
Poisonblade Rogue
Bloodlust
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Drakk - ($2)
Pestering haunt hits your base to 19
Deteriorate Mox - ($1)
Jandra trades with Fargo, overpower hits base to 18, trigger kills Haunt
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Drakk 2/3+A, lvl 4
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
I guess he forgot how annoyingly good deteriorate is against Mox. If I skipped a worker, I could break his tech 1, but I think that is just too much tempo lost not hitting tech 2 on time. and threatening a maxband drakk seems scary enough for now. If I can develop a decent board next turn, I will probably go Molac, otherwise I might just try to crush him with blood.
[details=End of Turn Hand]
Forgotten Fighter
Bone Collector
Tinkerer
Fading Argonaut
Time Spiral [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Whelp, this is going to be interesting! If he wants to base race I’ll play that game. I’ll see his midband drakk and raise him a maxband of my own! I don’t want to go all-out on War Drums just yet, but I can catch him with a fat cycle here and hope he was trying to clear the board in order to Tech 2 into MoLaC, highly doubting he went for Doom Grasp, and hope to buy myself a cycle of serious pressure.
With next hand now known, I will likely BC + FArgo + HH + Worker, knowing I’m drawing into War Drums I’ll be able to Garth + Skele + Seer / Stewardess + War Drums turn 5 and REALLY put the screws to him. Without haste for his turn 4, I think I have the upper hand despite skipping the worker.
[/spoiler][/details]
[details=My Thoughts]
Okay this is actually going to work out amazingly, I’m going to knock his teeth out next turn and there’s barely anything he can do to stop it. Kidnapping could obviously do some serious damage but I don’t think he can kill Drakk with Garth down, and that means there will be one very big War Drums next turn! [/details]
STARTING HAND
Kidnapping
Jandra, the Negator
Skeleton Javelineer
Deteriorate
WORKERS
Thieving Imp
Sacrifice the Weak
Summon Skeletons
Bloodlust
NextHand
Bone Collector
Jandra, the Negator
Bone Collector
Pestering Haunt
Lich’s Bargain
Tech 2 card(s)
Get Paid + Scav - ($9)
Drakk Midband - ($4)
Kidnapping Bone Collector - ($0)
Your Bone Collector trades with Fargo, I get a skeleton
My first skeleton kills your skeleton at long range
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton 1/1+A
[I]Elite[/I]: Drakk 3/3, lvl 4
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Skeletal Archery
Skeleton 1/1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Well, this game is pretty much done, I can knock out a few things with kidnapping, but then I will have almost nothing for blockers. and given his max drakk, he would be foolish not to have gotten at least 1 war drums, so I have lots of broken things to look forward to if he pulls that off.
[details=Starting Hand]
Seer
Stewardess of the Undone
Temporal Research
War Drums [/details]
##Events of Turn:
###Upkeep:
Get Gold (8)
Make 2 techs
[details=All Teched Cards]
Lich’s Bargain, Seer
Hooded Executioner, Nether Drain
War Drums, Seer
Stewardess of the Undone, Bone Collector [/details]
###Main:
Garth + Skeleton (5)
Stewardess of the Undone, hasty, bounces SQL skeleton to nothing (2)
War Drums, x=4 (0)
Nullcraft deletes your Drakk, my base to 16, my Garth to lvl 3
Drakk kills your skeleton and takes 1 damage
Mox breaks your tech 1, your base to 18
Stewardess (3/3 + 4 drums + 1 frenzy) hits your base to 10hp
No worker, those are for chumps srsly
[details=Workers]
Time Spiral, Neo Plexus, Plasmodium [/details]
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 16
Tech1 HP: 5
Hero’s Hall HP: 4
####In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger:
Technician:
Lookout: Garth (1/3 lvl 3 resist 1)
####In Play:
Mox (2/1)
Nullcraft (1/1)
Stewardess of the Undone (3/3)
Drakk (3/3 from 1 damage lvl 6)
War Drums
Battle Suits
###Economy Info:
####Cards:
Hand: 4
Deck: 6
Disc: 0
####Gold:
Gold: 0
Workers: 8
[details=End of Turn Hand]
Temporal Research
Fading Argonaut
Forgotten Fighter
Seer [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
This should be GG, he’s too far behind on tempo so even Doom Grasp to remove War Drums isn’t going to save the day here (it’s too expensive for him, skipping a worker like he did). I can cheat in another stewardess with Garth and wreck the board anyway, and Prynn can usually find a way to make herself useful [/details]
Yea, I am just gonna go with GG! I completely borked that turn with just drakk blocking, I didn’t think you would kill my drakk, which was badly miscalculated.