Nullcraft
Hardened Mox
Battle Suits
Time Spiral
Forgotten Fighter
Thoughts
Hardened Mox is asking for Sickness, so I think Nullcraft is the obvious play here. Hitting it’s harder without Vandy, so probably looking at facing Plague Spitters.
Get paid - (4)
Worker - (3)
Nullcraft - (1)
Nullcraft hits your base to 19
Discard 3, draw 5
Nullcraft 1/1 (flying; haste; can’t be targeted by (de)buffs)
Base HP: 20
Hand: 5
Fading Argonaut
Neo Plexus
Plasmodium
Tinkerer
Temporal Research
Deck: 0
Discard: 3
Battle Suits
Time Spiral
Forgotten Fighter
Card-count details (opponent-viewable)
Expected: 10
0 on board
5 in hand
5 in deck
0 in discard
0 in workers
Fading Argonaut
Neo Plexus
Plasmodium
Tinkerer
Temporal Research
Thieving Imp discard: 1
Neo Plexus
Thoughts
Discarding Neo Plexus is fine, I still have the Fading Argonaut to wall up with.
Not sure what’s good to tech here. Stewardess is counter-productive against Thieving Imp. Argonaut and Gilded Glaxx are good, but juicy targets for Sacrifice the Weak. Glaxx’s ability makes it a bit more durable, however, and I do have a few other units down already for zhavier to chew through first before Sacrifice the Weak does anything. Now! + Argonaut might be a way to go, if I play Geiger this turn. Yes, I have the money for that, let’s do it.
Teched cards: 2
T2: Argonaut, Now!
Get paid + float - (6)
Worker - (5)
Tech I - (4)
Max Geiger - (2)
Fading Argonaut - (0)
Nullcraft hits your Tech I down to 4
Discard 2, reshuffle 8, draw 4
Battle Suits
Forgotten Fighter
Argonaut
Temporal Research
Thoughts
Battle Suits gives me the option of killing Garth here. That gives me a maxband Geiger and a flickered Fading Argonaut. That lets me use Research and Development, I suppose, but Garth can come in later and put a stop to that. Let’s wait on maxbanding Geiger until I have better units to flicker.
Not sure which spec to take. Present II can have problems against Abominations, although Undo would make that easier. I think I prefer to go for Future II for Void Stars, and Xenostalkers if zhavier goes for Necromancy. Although, he can have Plague Spitters, Void Stars would have problems too. Let’s go for Present II: Hyperions can help me recover hand size too, and I can get more use out of Battle Suits.
Ulp. Hopefully I can make use of hitting Tech II first. Teching in the other Hyperion to get card draw going, and Undo to deal Abominations if they show up. Might be good for Horrors, too.
STARTING HAND
Skeleton Javelineer
Skeletal Archery
Summon Skeletons
WORKERS
Poisonblade Rogue
Graveyard
Jandra, the Negator
NextHand
Carrion Curse
Thieving Imp
Skeletal Lord
Tech 2 card(s)
Get Paid + float - ($9)
Tech 2 Necromancy - ($5)
Skeletal Archery - ($3)
Skeleton - ($2)
Skeleton Javelineer - ($1)
Bone Collector kills Neo, makes a skeleton
Skeleton Pings Geiger for fun
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Skeleton 1/1+A
Elite:
Scavenger: Skeleton 1/1
Technician: Skeleton Javelineer
Lookout:
In Play:
Skeletal Archery
Garth 1/3, lvl 1
Skeleton 1/1
Buildings:
Base HP: 19
Tech I HP: 4
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 3
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
I made a tactical error not playing tech 2 last turn instead of bone Collector, I think. On the bright side, his hand size is doing quite badly, hopefully I can leverage that. Chances are he teched in a couple spells, hopefully I can hit them with carrion curse next turn. Unless I got some ridiculous hand next turn.
Ooh, this could be rough. I think I want to take Distortion / Tech Lab to go for Xenostalkers. I could do with a Tower in the meantime, though.
Patrolling with Vir: if he does survive, I can more consistent drawing into Present II. If he doesn’t, I can still play Undo against any Skeleton Lords that show up.
STARTING HAND
Carrion Curse
Thieving Imp
Skeletal Lord
WORKERS
Poisonblade Rogue
Graveyard
Jandra, the Negator
NextHand
Summon Skeletons
Lord of Shadows
Bone Collector
Discard
Necromancer
Carrion Curse
Tech 2 card(s)
Get Paid + float - ($9)
Make a Skeleton - ($8)
Skeletal Lord - ($5)
2 Skeleton kill Vir, Garth to lvl 3
Midband Garth - ($4)
Garth kills Geiger, goes to lvl 6
Thieving Imp Discard 1 of 3 - ($1)
Maxband Garth, fetch a Skeletal Lord - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Skeleton 3/3+A
Elite:
Scavenger: Thieving Imp 2/2
Technician: Skeletal Lord 3/3
Lookout: Skeletal Lord 3/3
In Play:
Skeletal Archery
Garth 3/4, lvl 7
Skeleton 3/2
Skeleton Javelineer 3/2
Buildings:
Base HP: 19
Tech I HP: 4
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 2
Gold:
Gold: 0
Workers: 8
Thoughts
I’ll just kill geiger and assume thats sufficient to avoid the most annoying spells, and imp is cheaper overall and has the chance to whiff. I’ll go with the guaranteed card lost against present, seeing as I have the option. Now… skip worker and get another unit in play? Yes. Just, Necro or another lord? Think 2 lords gives me more resilience, as much as I want a catapult or necromancer.
STARTING HAND
Lord of Shadows
Bone Collector
Summon Skeletons
WORKERS
Poisonblade Rogue
Graveyard
Jandra, the Negator
NextHand
Hooded Executioner
Sacrifice the Weak
Discard
Necromancer
Carrion Curse
Summon Skeletons
Corpse Catapult
Lich’s Bargain
Tech 2 card(s)
Get Paid - ($8)
Summon Skeletons - ($5)
Make a skeleton - ($4)
of my 6 skeletons, i exhaust 5 and put out Lord of Shadows, leaving Javelineer ready
Javelineer kills Fargo, long range, uses up tower
Skeletal Lord and Imp break Tech 2
Orpal - ($2)
Bone Collector - ($0)
Garth kills Prynn, Orpal to lvl 3
Skeletal Lord hits tower to 1
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Lord of Shadows 8/7+A
Elite:
Scavenger: Orpal 1/3, lvl 3
Technician: Bone Collector 3/3
Lookout:
In Play:
Skeletal Archery
Garth 3/2, lvl 7
Skeleton 3/2
Skeleton Javelineer 3/1
Skeleton 3/3
Skeleton 3/3
Skeleton 3/3
Skeleton 3/3
Thieving Imp 2/2
Skeletal Lord 3/3
Skeletal Lord 3/3
Buildings:
Base HP: 19
Tech I HP: 4
Tech II HP: 5 (Necromancy)
Economy Info: Cards:
Hand: 2
Deck: 3
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
I could forego the lord of shadows and just swing with 3 skeletons instead of 1, and end up with a dead hyperion in addition to damage on his buildings. However, that would not get out Lord of shadows, and thats too good to pass up. I do unfortunately have to put Lord in front, or accept that max geiger and hyperion will kill both blockers and maybe even a now. Amusingly, if I could stash lord to next turn, I would do that instead of play it here, but alas, here we are.
So Imp dies to fargo using up tower instead, then Javelineer kills him, and the skeletal lords break tech 2. Tower remains at full health, and imp is dead, and javelineer is 3/2. I’ll redraw my next hand.
Well played, the two of you. It made for a nice spectator game for me.
Short rules question:
Is jav invisible even when attacking a patroller which can therefore see it? I would have expected the jav to take one damage from tower in this line as well…? (Not that it would have mattered here)