Judge here, I think that @EricF appropriately handled the situation (if you notice your own illegal play, you are welcome and encouraged to edit a change. As a courtesy, best practice would be to tag the opponent and notify the change if they had seen the earlier version and formulated a plan based on that)
Indeed, carry on.
Between the re-draw and noticing that I hadn’t put the Javelineer back in my deck, my draw went from nice to awful. #karma
P2, Turn 6
- Skeletal Archery — Tech 0
- Skeleton Javelineer — Tech 0
- Sacrifice the Weak — Magic
Tech Draw: Pestering Haunt — Tech 0
Add in Gorgon and Ghoul
9 gold (10)
Garth (8)
Sacrifice the Weak Fencer (6)
Max Garth, fetch Cursed Ghoul, give Guide a -1/-1 rune
Discard 3, Draw 5
SQL - Cursed Ghoul (4/5 +1)
Scavenger - L7 Garth (3/4)
Base - 12
Tech I - 5
Tech II - 5 (Disease)
9 workers, 0 gold
Hand: 5
Deck: 4
Discard: 5
Next Hand
- Gorgon
- Lich’s Bargain
- Deteriorate — Magic
- Crow
- Ghoul
Just noticed reversal wasn’t in my discard, so my discard count since turn 5 have been 1 off. No reshuffle until now, so it hasn’t mattered.
P1T7
Tech StartingHand Workers
TECH
Maestro
Earthquake
STARTING HAND
Grappling Hook
Martial Mastery
Aged Sensei
Nimble Fencer
WORKERS
Fox Viper
Fox Primus
Smoker
Morningstar Flagbearer
Aged Sensei
NextHand
Two Step
Martial Mastery
Tech 2 card(s)
Get Paid + float - ($9)
Hook Ghoul from SQL to Elite
Martial Mastery, nothing to discard, draw 2, looks at hand, oooh, nice - ($8)
Grave kills Garth, Rook to lvl 5
Grave uses sword on Ghoul
Nimble Fencer - ($6)
Worker - ($5)
Rook and Guide break Tech 2
Fencer hits base to 6
Float ($5)
Discard 0, reshuffle, draw 2
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Safe Attacking
- Rook 3/5, lvl 5
- Grounded Guide 3/3, -1
- Grave 4/2, lvl 7
- Nimble Fencer 4/4
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Finesse)
- Heroes’ Hall HP: 3
Economy Info:
Cards:
- Hand: 2
- Deck: 12
- Disc: 0
Gold:
- Gold: 5
- Workers: 9
gg! @FrozenStorm
It looks like being at 0 cards isn’t a problem when you have the board control!
I assume you are player 2 for the next game, so go ahead!
I’ll kick it off with Purple Finesse.
Neutral, Anarchy, Feral
So many choices.
Im gonna do something crazy: Demonology Necromancy
I will take Truth for my third. So, [Neutral]/Anarchy/Feral/Truth vs [Purple]/Demon/Necro/Finesse
P1, Turn 1
- Bloom — Magic
- Tenderfoot — Tech 0
- Granfalloon Flagbearer — Tech 0
- Fruit Ninja — Tech 0 -> Worker
- Older Brother — Tech 0
4 gold (4)
Tenderfoot (3)
Cal (1)
Worker (0)
Discard 3, Draw 5
SQL - Tenderfoot (1/2 +1)
Lookout - L1 Cal (2/3)
Base - 20
5 workers, 0 gold
Hand: 5
Deck: 0
Discard: 3
"P2T1
StartingHand Workers
STARTING HAND
Forgotten Fighter
Fading Argonaut
Nullcraft
Tinkerer
Temporal Research
WORKERS
Temporal Research
NextHand
Hardened Mox
Time Spiral
Battle Suits
Neo Plexus
Discard
Forgotten Fighter
Tinkerer
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Nullcraft, pings Cal - ($2)
Fading Argonaut - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader:
- Elite: Fading Argonaut 3/3, fade 3
- Scavenger:
- Technician:
- Lookout:
In Play:
- Nullcraft 1/1
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 6
"
P1, Turn 2
Helpful Turtle — Tech 0
Brick Thief — Tech 0 -> Worker
Spark — Magic
Timely Messenger — Tech 0
Wither — Magic
So, this looks kind of odd, but playing something out is basically just -1 card-in-deck next cycle, at the cost of 1g (since I’m almost certainly going to want to level up Cal next turn anyway)
Tech Spectral Hound + Gunpoint Taxman
5 gold (5)
Worker (4)
Tech I (2)
Level Cal to 3 (0)
Discard 4, rs, Draw 5
SQL - L3 Cal (3/4 +1)
Tenderfoot (1/2)
Base - 20
Tech I - 5
6 workers, 0 gold
Hand: 5
Deck: 4
Discard: 0
Next Hand
- Bloom — Magic
- Granfalloon Flagbearer — Tech 0
- Spectral Hound
- Timely Messenger — Tech 0
- Wither — Magic
"P2T2
Tech StartingHand Workers
TECH
Hooded Executioner
Dark Pact
STARTING HAND
Neo Plexus
Battle Suits
Time Spiral
Hardened Mox
WORKERS
Temporal Research
Time Spiral
NextHand
Hooded Executioner
Battle Suits
Tinkerer
Plasmodium
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Neo Plexus - ($3)
Tech 1 - ($2)
Nullcraft pings tech 1
Float ($2)
Discard 2, draw 1, reshuffle, draw 3
Board Info:
In Patrol:
- Squad Leader: Fading Argonaut 2/3+A, fade 2
- Elite:
- Scavenger:
- Technician: Neo Plexus 2/2
- Lookout:
In Play:
- Nullcraft 1/1
Buildings:
- Base HP: 20
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 2
- Workers: 7
"
P1, T3
- Bloom — Magic
- Granfalloon Flagbearer — Tech 0
- Spectral Hound
- Timely Messenger — Tech 0
- Wither — Magic -> worker
Tech Free Speech and Feral Strike
This play is the best against the known “max vandy” threat, while still giving good pressure against Bargain. It’s not great against Fencer, but I’ll still have a strong position to counterattack.
6 gold (6)
Worker (5)
Spectral Hound (4)
Bloom Cal (2)
Cal kills Argo
Max Cal (0)
Discard 2, draw 4
Units have resist 1
Elite - Tenderfoot (2/2)
Technician- Spectral Hound (3/3)
L5 Cal+ (5/6)
Base - 20
Tech I - 4
7 workers, 0 gold
Hand: 4
Deck: 0
Discard: 5
"P2T3
Tech StartingHand Workers
TECH
Nimble Fencer
Doom Grasp
STARTING HAND
Plasmodium
Battle Suits
Hooded Executioner
Tinkerer
WORKERS
Temporal Research
Time Spiral
Tinkerer
NextHand
Forgotten Fighter
Hardened Mox
Dark Pact
Discard
Fading Argonaut
Plasmodium
Nimble Fencer
Doom Grasp
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Nullcraft pings Cal
Battle Suits - ($6)
Hooded Executioner - ($4)
Tech 2 Finesse - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
- Squad Leader: Hooded Executioner 4/3+A
- Elite:
- Scavenger:
- Technician: Neo Plexus 3/2
- Lookout:
In Play:
- Nullcraft 1/1
- Battle Suits
Buildings:
- Base HP: 20
- Tech I HP: 5
- Tech II HP: 5
Economy Info:
Cards:
- Hand: 3
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
"
P1, Turn 4
Older Brother — Tech 0
Helpful Turtle — Tech 0 -> Worker
Spark — Magic
Gunpoint Taxman
Tech Ferocity plus Monkey
7 gold (7)
Worker (6)
Tech II Anarchy (2)
Gunpoint Taxman (0)
Discard 2, rs, Draw 4.
Units have resist 1
SQL - Spectral Hound (3/3 +1)
Scavenger - Gunpoint Taxman (3/3)
Technician - Tenderfoot (2/2)
L5 Cal+ (5/5)
Base - 20
Tech I - 4
Tech II - 5 (Anarchy)
8 workers, 0 gold
Hand: 4
Deck: 5
Discard: 0
P2T4
Tech StartingHand Workers
TECH
Grounded Guide
Nimble Fencer
STARTING HAND
Forgotten Fighter
Hardened Mox
Dark Pact
Grounded Guide
Doom Grasp
WORKERS
Temporal Research
Time Spiral
Tinkerer
NextHand
Fading Argonaut
Plasmodium
Nullcraft
Nimble Fencer
Nimble Fencer
Tech 2 card(s)
Get Paid - ($8)
Vandy - ($6)
Dark Pact
Garth - ($4)
Nullcraft pings Tenderfoot
Executioner kills SQL
Neo kills Gunpoint Taxman
Doom Grasp, sac Nullcraft, kill Calamandra, Vandy to lvl 3 - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: Vandy 3/4+A, lvl 3
- Elite:
- Scavenger: Garth 1/3, lvl 1
- Technician:
- Lookout:
In Play:
- Battle Suits
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
P1, Turn 5
- Monkey
- Granfalloon Flagbearer — Tech 0
- Free Speech
- Timely Messenger — Tech 0
- Feral Strike -> Worker
9 gold to spend… that would be Monkey + Hero + Hero + 3 levels (or 2 + worker). Don’t need Free Speech this turn, as the heroes are dying. Might want Cal next turn, but Zane probably trade/suicides next turn to open that up, so it’s OK. … forgot about resist ::frown::
Tech in Pirate Gunship + Chaos Mirror
8 gold (9)
Zane (7)
Monkey (5)
Monkey kills Garth, Zane to L3
Max Zane (2), shove resistant Vandy to Technician (1)
Zane kills Vandy, we both draw
Worker (0)
Discard 3, Draw 4, rs, Draw 1
Scavenger - Tenderfoot (1/1)
Monkey (3/2)
L6 Zane (4/1)
Base - 20
Tech I - 4
Tech II - 5 (Anarchy)
9 workers, 0 gold
Hand: 5
Deck: 6
Discard: 0
Next Hand
- Ferocity
- Bloom — Magic
- Older Brother — Tech 0
- Spark — Magic
Gunpoint Taxman
P2T5
Tech StartingHand Workers
TECH
Leaping Lizard
Grounded Guide
STARTING HAND
Plasmodium
Nimble Fencer
Fading Argonaut
Nimble Fencer
Nullcraft
Hardened Mox
WORKERS
Temporal Research
Time Spiral
Tinkerer
Plasmodium
NextHand
Forgotten Fighter
Hooded Executioner
Grounded Guide
Dark Pact
Discard
Leaping Lizard
Grounded Guide
Hardened Mox
Fading Argonaut
Tech 2 card(s)
Get Paid + Scav + Tech - ($9)
Worker - ($8)
River - ($6)
Nullcraft, kills Zane, River to lvl 3 - ($4)
Nimble Fencer kills Tenderfoot - ($2)
Nimble Fencer, hits tech 2 for 2 - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: River 2/4+A, lvl 3
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Battle Suits
- Nullcraft 1/1
- Nimble Fencer 2/2
- Nimble Fencer 2/3
Buildings:
- Base HP: 18
- Tech I HP: 5
- Tech II HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 2
- Disc: 4
Gold:
- Gold: 0
- Workers: 9
P1, Turn 6
Gunpoint Taxman
Bloom — Magic
Older Brother — Tech 0
Spark — Magic -> Worker
Ferocity
Tech 2nd Monkey and 2nd Gunship
9 gold (10)
Worker (9)
Tech III (4)
Quince (2)
Gunpoint Taxman (0)
Discard 3, Draw 5
SQL - Gunpoint Taxman (3/3 +1)
Elite - L1 Quince (2/3)
Scavenger - Mirror (0/1)
Technician - Monkey (3/2)
Base - 20
Tech I - 4
Tech II - 3 (Anarchy)
Tech III - 5
10 workers, 0 gold
Hand: 5
Deck: 1
Discard: 6
Next Hand
- Pirate Gunship
- Spectral Hound
- Chaos Mirror
- Timely Messenger — Tech 0
- Free Speech
Tech Draw / Last card: Granfalloon Flagbearer — Tech 0
P2T6
Tech StartingHand Workers
TECH
Maestro
Star-Crossed Starlet
STARTING HAND
Dark Pact
Hooded Executioner
Forgotten Fighter
Grounded Guide
Neo Plexus
Doom Grasp
WORKERS
Temporal Research
Time Spiral
Tinkerer
Plasmodium
NextHand
Maestro
Star-Crossed Starlet
Leaping Lizard
Grounded Guide
Hooded Executioner
Tech 2 card(s)
Get Paid - ($9)
Vandy - ($7)
Dark Pact
Grounded Guide - ($2)
Vandy Midband - ($0)
River sidelines Gunpoint
Fencer 2 kills Quince, Vandy to Maxband Dooms Fencer 1 and Mirror Pops
Nullcraft kills Monkey
Fencer 1 breaks Tech 3
Float ($0)
Discard 4, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: Vandy 4/5+A, lvl 5
- Elite:
- Scavenger:
- Technician: Grounded Guide 4/4
- Lookout:
In Play:
- Battle Suits
- Nullcraft 2/1
- Nimble Fencer 1 6/5, doomed
- Nimble Fencer 2 4/2
- River 2/4, lvl 3
Buildings:
- Base HP: 16
- Tech I HP: 5
- Tech II HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 6
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
Chances seem good I’m facing a lot of zane damage next turn. Question is, Can I still break his stuff next turn…Guide and Vandy doom are enough to break his tech 3 now, but really Im doomed unless I can somehow get a double break next turn.