Pestering Haunt
Jandra, the Negator
Graveyard
Deteriorate
Summon Skeletons
Thoughts
Skeleton Lords / Horrors can get bounced / banished, so can Abominations. Xenostalkers can take out Skeletons if Lords aren’t around, Disease has anti-air. Abominations work OK against Present II, if I remember correctly. Necromancy more easily allows use of Sacrifice the Weak. I need to think about this some more.
The obvious play here is Garth + Skeleton + Haunt. Alternatively, Jandra can’t be picked off by the Nullcraft, and I have Imp to play next turn, which doesn’t die with her. She struggles to attack against Fading Argonaut, but for the first turn or two she should be fine. It also leaves open the option of bringing out Orpal for Sickness, rather than going straight into Garth.
I’m not sure what to worker in that case. Summon Skeletons is useful for Necromancy, Pestering Haunt stays useful if I don’t go for Disease. I suppose the former is better to keep if I’m going for Necromancy.
Get paid - (4)
Worker - (3)
Jandra, the Negator - (0)
Discard 3, draw 5
Jandra, the Negator 3/3+1A (overpower; dies: my non-demon units die)
Wow wow wow, this starting hand has no ground units or spells that can effect Jandra. Plasmodium opener vs big demon feels bad, but what can I do? Gonna be a crazy game.
I’ll assume Fading Argonaut will appear next turn. I wonder whether it’s worth taking Gargoyles here. I wonder whether Gargoyles into Cursed Crows for a large air force is viable. If I do, I’ll want a cheap Crypt Crawler or Bone Collector to cover myself on the ground, since I’ll probably be facing down the Plasmodium on the next turn. I’d like to take Plague Spitters, for anti-air and placing runes on Immortals, but I’ve locked myself out of using them just yet by playing Jandra. I’ll take two Gargoyles, and hope for a good split.
Teched cards: 2
T2: 2 x Gargoyle
Get paid - (5)
Worker - (4)
Tech I - (3)
Thieving Imp, you discard card #5 of 5 - (0)
Jandra hits your base to 17
Discard 3, reshuffle 8, draw 5
Thieving Imp 3/3+1A (demon)
Jandra, the Negator 3/3 (overpower; dies: my non-demon units die)
That’s a big board! However, most of the potential attackers have an even amount of attack, so I can slow OffKilter down by making all my patrollers have an odd amount of health. That’s enough to protect a Graveyard if I play it, unless he has Nullcraft + Time Spiral (Tinker can attack) or Forgotten Fighter in hand. I doubt he’ll want to play those, though, with his hand size so low already. Especially the latter, since I can just have the Imp drain his hand again. If I put Jandra in Scavenger, I’ll have 3 gold after worker + Tech II. If the Imp does get bounced I could replay it, otherwise that’s enough for hero + Deteriorate + Gargoyle activation to kill off any surviving attackers. We’ll probably just see no attack and a tech-up here.
We go for Cursed Crow for more hand damage, right? Right. A little early to add Abomination too, I could take Gorgon or a spell. Actually, I’m only drawing one card after the reshuffle, let’s take Abomination now.
Thieving Imp 2/2+1A (demon)
Jandra, the Negator 3/3 (overpower; dies: my non-demon units die)
Gargoyle 0/2 (stone form; stone form: indestructible, can’t attack or patrol; 1g: leave stone form, +3 attack, flying, enter stone form next upkeep, once a turn)
Graveyard HP: 3 (my non-token units go here on death; 4+ buried; destroyed; exhaust: play buried unit)
Base HP: 20
Tech I HP: 5
Hand: 4
Deteriorate
Skeleton Javelineer
Sacrifice the Weak
Gargoyle
Deck: 3
Abomination
Cursed Crow
Summon Skeletons
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 4 teched = 14
4 on board
4 in hand
3 in deck
0 in discard
3 in workers
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
NextHand
Stewardess of the Undone
Temporal Research
Battle Suits
Discard
Nullcraft
Hyperion
Hyperion
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Fading Argonaut Fades, Plasmodium Forecasts
Tinkerer adds Time Rune to Fading Argonaut
Tech 2: Present - ($2)
Float ($2)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Fading Argonaut 2/3a Fading 3
Elite:
Scavenger:
Technician: Neo Plexus 2/2
Lookout:
In Play:
Forecast 1: Plasmodium
Tinkerer 1/2 *
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 3
Gold:
Gold: 2
Workers: 8
Thoughts
Ehh, graveyard? Bold call when I can assimilate, but also impressively annoying with that imp and gargoyle in play. Value will be had before I get a chance to assimilate, though in this economy I’ll probably be better off bashing the graveyard. I think I’ll hold back the attack, and keep with the plan for early Hyperions. That Gargoyle would make short work out of Vir unless he’s maxbanded, which I was hoping to rely on for card choices. At least the Gargoyle won’t prevent Hyperions from rushing past…
Deteriorate
Skeleton Javelineer
Sacrifice the Weak
Gargoyle
Thoughts
Interesting choice to prolong the life of Fading Argonaut. I haven’t seen the two teched cards for this cycle yet, so I probably need to worry about Stewardess of the Undone around now.
The question is whether I try to tech up now, delay it in order to thin Offkilter’s board a bit while he has less cards.
Attack! Worker (6), hero (4), Imp runs into Fading Argonaut, Deteriorate it, Jandra kill it and Plexus, replay Imp (1), maybe play Javelineer. That leaves Plasmodium and Tinker on attack, maybe Nullcraft, maybe Imp getting bounced by Stewardess. Deteriorate also leaves Jandra on more than one health, so Nullcraft can’t just come in and kill her. I could also use the Gargoyle rather than playing a Javelineer, since I think Jandra is safe from combat kills.
Tech up! Worker (6), Tech II (2), Javelineer or hero to add to defence. OffKilter can probably get through my patrol, maybe destroy the Graveyard, but if I’m at Tech II I don’t care as much.
Teching up puts me on a full hand if I play a hero, or put a Javelineer in Technician. Offkilter’s on three cards either way. Ideally I’d like Troq in Elite, since then if Plasmodium kills him it dies to Abomination. Let’s go on offense before Purple really gets going on Present II.
Putting in a Gorgon, to keep my own hand size up, and a Hooded Executioner, to improve my chances of having something to play next turn while teching up. Since I’m up against Present II, I might got good ability opportunities for it later.
Maybe I go for Wrecking Balls later? Intimidation could be nice against those big Present II units. Alternatively, I go with Orpal for - runes, or Garth for cheap patrollers. Cheap patrollers might be handy against big units, actually. Then OffKilter has to choose between gunning down the cheap guys and shooting down my fliers. We’ll wait and see for now.
Get paid - (7)
Worker - (6)
Troq Bashar - (4)
Thieving Imp suicides into Fading Argonaut for 1+1A damage, goes to Graveyard
Deteriorate, Fading Argonaut is 1/1
Jandra kills Fading Argonaut, overpowers to kill Neo Plexus, you draw, takes 1 damage
Thieving Imp returns from Graveyard, you discard card #1 of 4 - (1)
Gargoyle leaves stone form - (0)
Gargoyle hits your Tech II to 2 HP
Discard 2, draw 3, reshuffle 5, draw 1
Thieving Imp 2/2+1A (demon)
Troq L1 1+2/3
Jandra, the Negator 3/2 (overpower; dies from combat damage: my non-demon units die; 1 damage)
Gargoyle 3/2 (flying, enters stone form next upkeep; stone form: indestructible, can’t attack or patrol; 1g: leave stone form, +3 attack, flying, enter stone form next upkeep, once a turn)
Graveyard HP: 3 (my non-token units go here on death; 4+ buried; destroyed; exhaust: play buried unit)
Base HP: 20
Tech I HP: 5
Hand: 4
Abomination
Cursed Crow
Summon Skeletons
Gorgon
Deck: 4
Hooded Executioner
Deteriorate
Sacrifice the Weak
Gargoyle
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
4 on board
4 in hand
4 in deck
0 in discard
4 in workers
STARTING HAND
(Technician draw: Stewardess of the Undone)
Stewardess of the Undone
Battle Suits
Temporal Research
(Shuffle)
Hyperion
Stewardess of the Undone
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
Battle Suits
NextHand
Fading Argonaut
Neo Plexus
Hyperion
Unphase
Discard
Temporal Research
Hyperion
Stewardess of the Undone
Tech 2 card(s)
Get Paid + float - ($10)
Techncian Draw
Imp discard
Plasmodium arrives
Max Geiger - ($8)
Stewardess of the Undone → Return Imp to Hand - ($5)
Plasmodium kills Troq
Maxband Max Geiger → Replay Plasmodium - ($3)
Temporal Research (draw 2) - ($1)
Worker - ($0)
Tinker removes Time Rune from Plasmodium
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Stewardess of the Undone 2/3a
Elite:
Scavenger:
Technician: L5 Max Geiger 3/4
Lookout:
In Play:
Plasmodium Forecast 2
Tinkerer 1/2 *
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 2
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 3
Gold:
Gold: 0
Workers: 9
Thoughts
I can expect my Tech 2 to be bashed next turn, but I’m not out of this yet! Max Geiger can help me cycle my hand, and I am threatening Plasmodium again.
@OffKilter : Shouldn’t you have 6 cards listed in your begin of turn hand?
3 to start with, 1 technician draw, 2 TR draw
But your details only shows five cards in hand.
Your discard/draw count seems to be right again
(6 - imp discard - stewardess - TR - worker = discard 2 & draw 4)
Yepp, there’s definitely one card missing in your discard pile, you probably forgot the technician draw and somehow mixed something else up afterwards so that the other counts align again…
Oh, interesting.
In this case the card discarded from imp was the same as the only card in my deck, so I believe I skipped a step and placed that card from my deck directly in my discard.
I just realized my problem was that I couldn’t get my head wrapped around that you did draw three stewardesses in your hand of 6. With that everything is legit in terms of card count.
As the imp discard got shuffled into the deck with TR, the numbers are correct, I was wrong with my expectation to see 4 cards in the discard pile.
You just missed out on the randomization of your hand after technician draw, hence maybe the discard would have hit a different card, but I already have slowed down the game too much with my pedantic approach, so…
Not really a concern to randomize the hand after technician draw as long as the discard 1 of 4 was random, which it ought to have been. I don’t see an issue here, carry on everyone
Meh, no worries zango, I was already being slow here without assistance.
P1T5
Starting hand: 4
Abomination
Cursed Crow
Summon Skeletons
Gorgon
Thoughts
This is awkward, I’m going to suffer for delaying my Tech II here. Is Thieving Imp or Garth + Skeleton better for patrol here? Skeleton would have to go in front, to die before Jandra. That gives me enough to stop Geiger + Plasmodium getting through, but I’ll lose my entire board in the process. Well, I will either way. No free levels with the Tech II down. The Imp allows Geiger or Plasmodium to get through, but lets me drain OffKilter’s hand again. I’ll patrol with Garth + Skeleton, that way my Graveyard probably survives to play Imp later, if I need to. Possibly quite soon, looking at my next hand.
Taking the other Gorgon here, I really need to worry about efficiently dealing with Tech II Present. Nether Drain would be nice, but a drained Geiger just levels and flickers something again. I’d rather just kill him. Maybe I just gun for Wrecking Ball, as planned.
Get paid - (8)
Gargoyle enters stone form
Tech II Disease - (4)
Gargoyle leaves stone form - (3)
Gargoyle destroys your Tech II, your base to 15
Garth Torken - (1)
Garth summons a Skeleton - (0) Skip worker!
Discard 4, draw 4, reshuffle 7, draw 1
Skeleton 1/1+1A
Garth L1 1/3 (1g: summon a Skeleton, once per turn)
Jandra, the Negator 3/2 (overpower; dies from combat damage: my non-demon units die; 1 damage)
Gargoyle 3/2 (flying, enters stone form next upkeep; stone form: indestructible, can’t attack or patrol; 1g: leave stone form, +3 attack, flying, enter stone form next upkeep, once a turn)
Graveyard HP: 3 (my non-token units go here on death; 4+ buried; destroyed; exhaust: play buried unit)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
Hand: 5
Hooded Executioner
Deteriorate
Sacrifice the Weak
Gargoyle
Abomination