Additional Nexus solo preview (new factions, less cheating)
Transcript
Hey everybody, this is Mike with the OneStop Co-op Shop and I am returning to a game from last week, Nexus and the upcoming solo mode for this 1v one card battler. And if you like the content on the OneTop Co-op Shop, consider supporting us through Patreon. You get early access to our videos and exclusive videos every month you can't see anywhere else. You can also listen to our weekly podcast for reviews and design discussions, or join the conversation and say hi on our Discord. So, why am I returning to this game when I usually don't cover games twice this quickly? Well, because if you didn't watch the last playthrough, it was a bit of a mess to say the least. I was messing up rules left and right. Uh, so not the best demonstration of how the solo mode works in a smooth way. So, we're going to try again. And I did intend, as I mentioned in the last video, I I played with the enemy at the second highest difficulty where they have 50 life and only play one card a turn. I mentioned that I might try where they go up to 60 life and play two cards a turn or a lower life value like 30 or 40 and two cards a turn. Uh but at least with the combined deck I'm trying here which includes the oh what are they called? I think it's celestials and wizards. I ain't winning very well with this one. I tried them playing two cards a turn with 30 life.
They murdered me. I tried playing uh with me having less life, like 20 life and them having 50 life and one card a turn. They murdered me again. So, uh we're just going to try the exact same difficulty as last last time, me having 30 life and them having 50, playing one card a turn, and we'll see how we do because I'm playing with one different deck for them and two different decks for me. So, let me talk about what's going on with these decks. And if you didn't watch the previous video, I would at least watch the beginning of that one. I'm not going to re-explain every single rule, but for the celestials, they have the purify keyword. And what this means is whenever a card says to purify, like this archangel lets me purify when I play him, I discard the top card from the deck. And if it is one of the cards from this deck, it'll have a purified effect. Like this guy would get returned to the deck. This guy would let me destroy one unit in play. This guy would get deployed for free. So, you're hoping to discard randomly, although it's not entirely random because there are some cards that let you change the order of your deck.
You're hoping to discard more of the celestial cards to get free purified effects. Whereas the wizards, they're really complicated. They blow things up. Not that complicated at all, actually, I guess. Yeah, they just do direct damage all the freaking time. Whereas for the solo bot, I'm still using the goblins from last time because I really felt like we drew a ton of Ratman cards. You didn't really get to see the goblins do their coolest thing. They destroyed me. The game I just played before filming. They just got so many mobs out. Um, and then I'm also throwing in the slimes who have this special engulf keyword where they can temporarily rip my dudes out of my played area and just cover them in slime like a nice gelatinous goo would do. Gelatinous goo. Gelatinous ooze. Oh man, I haven't played D and D in a while, I guess. But, uh, yeah, that's how we're gonna go. So, they're starting with 50 life, playing one card a turn.
I'm starting with 30. Oh, I do get a mulligan. Let's see. The Arcane Library ain't that good. Um, Archangel is amazing. That's like the best card in the entire Celestial deck. The Celestial Griffin. I mean, it's a free play. I'll keep that. A defender is good. I'll get rid of the Radiant Avenger as well. So, draw two replacements. I got a freetoplay wizard defender. That's great. and a decent card for attacking and card draw. Okay, we'll see how it goes. All right, so just like last time, we will skip the bot's initial draw because they are the first player and they're going to play their first card, which is the rescue squad. So, it is one life. It can tap every turn to deal three damage and shuffle their hand. And is lucky that this got drawn. I think this happened last game, too, cuz if it gets strong when there are mobs, then it prevents it from being destroyed. But with it being here by itself, it's not going to do much except plink me for three damage. And yeah, you can see when I played with a 20 life, how quickly you would die this way. All right, that's it for them. Oh, they did shuffle their hand, but who cares? They didn't draw anything yet. All right, now over to me.
So, we've got the Arcane. Well, here. I guess I'll talk through my cards real quick. So, Sentinels of Light. When you play them, you get to draw one card. That's what the down arrow means. You can ignore the purified effect because they're already in my hand. If they get destroyed, I get to purify twice. Celestial Griffin is a free-to-play card. It lets me purify one when I play it. And if I have any other celestial unit in play, it gets returned to my hand after attacking instead of going away, which means I can keep on playing it for free purifies. Pretty dang good. Archangel, as I said, is awesome. A four value, so he's pretty hard to defeat. He lets me purify once when I play him. He lets me purify whenever I tap him. But the big thing is his final one. Every time you purify a card, deal one damage to the opponent's nexus. And this time, I'm not cheating. It actually says each time instead of being a once per turn thing like the Lich Queens. Okay, I got the Aromancer. may exhaust one unit in play and it's a two defender and free to play. And an arcane mage, I get to draw a card when I play it and if it hits the opponent's nexus, I get to deal two damage divided as I choose. Then Arcane Library, free to play lets me draw a card, you know, whatever. And whenever I play event, I may return it to my deck if I exhaust it once per round. Uh, you're really not that great. So, what do I want to do? I mean, I want to take out the rescue squad so they can't do three more damage to me. Although I guess the arommancer Oh, arommancer.
That must be a a typo. You know, the game's still in uh finalizing and everything. But yeah, if I play the aromancer, I could exhaust their rescue squad so it can't do three damage to me again. And then I could play the archangel cuz that's like key to all my strategies. Uh but, you know, I want to have it be protected so it can't just get destroyed immediately. So yeah, let's try that. So Aromancer in play to block. I can exhaust one of their units and then the Archangel in play. Uh, and I'll get to purify. So, I discard the top card in my deck. And oh my gosh, I got lucky. Radiant Avenger lets me deploy it, which also purifies one. We are doing a damage each time. So, that's one two damage so far. And oh my Okay, well, this is stupid. If I had had this kind of luck the last time I played, I would have been fine. So, they get deployed and they let me look at him rerange the top three cards of my deck.
So, I have purified twice so far, but he's going to be able to tap and purify again. That'll be three free damage to their nexus, and I can put something cool on top. Ah, it's two wizard cards. Um, well, let's put the celestial warrior up top. So, at least I get some kind of bonus here. Uh, yep. And then for his exhaust ability, I will purify one more time to deal a third damage to their nexus. And it deals another damage to their nexus from the celestial warrior getting discarded. Take that. They're down to 46. All right. And I wasn't gonna kill the rescue squad, but I mean, I could, right? I definitely could. Although, if I just wait a second, like the arcane mage can divvy damage up there. There's a lot of Actually, the guy that I just put on top of the deck will let me divvy up some damage as well. So, yeah, no reason to rush. Let's see what else they play. All right, so I'll pass for now. Uh, this guy gets unexhausted, and we go to the bot. And I'm feeling a lot better about this game than the last one already.
They draw a card. Uh, these guys do not untap, they would have uh at the end of the turn. Oh, but they're coming back with Oh, shoot. I forgot if I don't kill them before I kill the mobs, then they're just going to make my life difficult. All right, hobgoblin mob. I don't think we had this one last time. It has a chain, so it gets to play another card. They're going to try to join a hobgoblin mob. So, we'll look at the top four cards, see if any of them can be joined. And then, if I play a chain card, the next card I play is random. So, they mess up my ability to play a bunch of cards. All right, so let's first see if they have another hobgob. Oh, man. All right, there we go. They're answering back my luck with their own luck. So, this is now a fourlife unit with four attack, but whenever it attacks me instead of discarding the entire unit, they only discard one card. But if I blast them for four damage, then they just die. All right, they're playing another card, which is Wave of Slime. Okay, they're doing two damage directly to my nexus.
And then if their total stickiness is three or more, this comes from slime units, which they haven't gotten any of, then they would have a special thing. Otherwise, it gets returned to their hand, which means it's shuffled in. You draw to like the bottom of their pile, or in my case, the rightmost side of their pile. But whenever you return a card, you shuffle it. All right. Now, they're going to try to attack. I'm at 16 to 30 life. They're at 15% or 15 or more. Oh, wait. Never mind. They don't have a choice. The only person they can attack is the Aromancer cuz she's got defense. So, they do four damage to her. Again, because they're a mob, they only lose a single dude. But she is gone. But they didn't get my big boy and I got a lot of people to destroy them with. But I think Oh, I got to draw a card, don't I? Uh, yeah, there he is. So, deal three damage divided as you choose. All right.
I was going to Well, I still probably should play the defender. But the thing is, if I play the electromancer, I can blow up both their guys. Oh, wait. Celestial Griffin. That's right. They can attack nicely. Well, is this going to work? Actually, I It's a free Oh, wait. If I play a free play with the hobgoblin, I'm going to have to randomize what I play next. All right, I'll take a chance. It's pretty tough to destroy a fourlevel dude. So, I am going to play the electromancer as my single play. I get to deal three damage divided as I choose. Now, I think that also means I can divide or choose the order. So, I can do two damage to them to blow them up, then the rescue squad, so that the hobgoblin is not returned to their hand by the effect, their little defensive thing at the bottom. All right. And then I can also purify again, which does one damage to them automatically. And no luck this time.
Actually, I think I knew that guy was there from when I looked. And now I definitely have too many attackers. Uh it's good to have I mean, yeah, let's just do the one and do two damage to their nexus, getting them to 43. You want to have a few attackers ready at least in case they play something crazy, although that can come back to bite you if they get a really good effect. All righty, they draw and they play acidic slime. All right, so it's a one defender. If your opponent has units in play, play an additional card this turn if possible. So, this is only when they come into play. Each time any of your units damages the opponent's nexus, deal one additional damage to the nexus and draw a card. Not that bad right now, but they do get to play another card. Oh, it's Wave of Slime again. So, I'm going to do two more damage to my Nexus. Oh, which becomes three. And they draw a card. And then this goes back to their hand. Yeah, we're getting lucky. They haven't gotten any of their slimes yet with their uh engulf ability, which I want to show you at some point. But for now, we just got little defender.
Nothing much to worry about. All right. Um, ooh, fireball. Deal five damage with trample. Doesn't mess around. All right. Uh, well, I want to play the Griffin. That's a free play. And now it's not going to be punished for doing that. When I play them, I get to purify one. So, that's going to deal a damage from the Archangel. No such luck. Ah, that would have been a good defender to get to. Okay, but then let's do the Sentinels of Light as defenders. They're going to let me draw a replacement card, and if they get destroyed, I get to purify twice, which will do two damage with the Archangel. Pretty dang nice. I knew I drew Divine Descion. I can play it as a free thing to return up to two units from my graveyard to my deck and draw one card. Uh which really usually you want to do with good purified effects because then they're in the deck to get purified again. And there was one free damage from purifying. So now Celestial Griffin is perfectly matched to destroy the acidic slime. And because I have celestial units in play, he'll come back ready to give me a free purification again. Oh, I yeah, I would have had to use that before I attacked.
Sorry. Let's see this. Oh, deploy this card. And I purify again. Uh, so that's two free damage and a chain lightning. Oh well. B's going so much better than my last play. They got 39 life. And once again, there's a bit more than I need. Let's attack for three damage. Get him down to 36. All right, slimes. You got nothing going for you. Oh, except for a goblin mob. So, they're going to draw a card. It's going to try to join a goblin mob. And they're going to play another card because they don't have that many units yet. It did not join up. And the next card is a prisoner camp. It's got a four defense. That's pretty annoying. But its effect is take the top X cards from your opponent's deck and place them in their graveyard. X equal the number of units and mobs. Okay, so they will try to do that. Get rid of one. Oh man, which was a really good purifying card, but oh well. Would let me heal one every turn. And then the goblins would like to attack, but they've got only my Sentinels of Light, who they clearly cannot defeat, so they're just going to hang out. All right. All right. All right. Let's draw a card. Oh, Pyromancer is awesome. if you can keep her alive.
You deal two damage to the opponent's nexus when you play her and then you can deal one damage for free every turn. Uh but is she the one I want to play? I forgot about the arcane library. Oh, the fireball would just blast right through their prisoner camp. Oh man, gosh, I can do the celestial griffin again. I can do a lot of chaining. Uh sure. So, let's do celestial griffin, which lets me purify one for one free nexus damage. And I get to restore two from those sentinels of the light I just purified. Then with the hey, let's play Divine Ascension to shuffle in two units and draw. I'm going to do that herold I missed and the radiant avenge of it deploys yourself. And I'm drawing Oh, a great card, Arcane Blast. It does two damage and lets me draw a replacement card. Okay, then I'll also play another chain Arcane Library to draw a card. If I play an event, I may return it to my deck because that's perfect for something like Arcane Blast that I just want to keep on using over and over. Ah, darn. But I would have deployed the Redeemer for free if I had gotten her. But if I play her, I can rearrange the top three cards of my deck. That's pretty cool. All right, I'm going to play the Arcane Blast to deal two damage and draw one card. And then after Oh, I got Electromancer. After I do, I'm going to shuffle it back in using the Arcane Library, which I'll exhaust. And I'm doing the two damage to the prisoner camp, so I can finish it off this round with another two. And actually, this is pretty perfect. Let's play this electromancer to deal three damage if it does I choose again. 1, two, three. Bye-bye. All right, that was getting a little silly.
Oh, I guess uh no, here he is. I want to purify with him and get nothing. Or was that the Arcane Blast that I put back in my deck? That's sad. And now he can attack for free and go back to my hand. That's one. Electromancer might as well attack. That's two. Three. I went Hey, we'll do the Radiant Avenger 2. That's four, five, six, which brings him down to 28. Gosh, man. Why is it going so well this time? I mean, it is it is a swingy game, especially in the solo mode where, you know, you don't have an intelligent player responding to you, but yeah, I was I was having a huge challenge and barely winning in my last play and then I should have recorded that one. All right, they draw. They get glutton GOP. Okay, they draw three cards. If their total stickiness is three or more, they would have gotten to do a lot of cool stuff. Their sickness is two or less, return this card to your hand. Gosh darn it. I don't want to return that card to their hand. They're getting all these useless things that aren't actually helping them win. Yeah, like they literally didn't play a card that time, but when I was playing that with them playing two cards, they were destroying me. I really feel like if you're listening to Nexus people, I really feel like they should have a like coin or some component to have an in between difficulty setting. Like you flip it every round and on odd rounds the bot plays two cards and on even rounds the bot plays one card because two cards really has just mobbed me every time I played it. But one card is too often too easy. I feel like there's got to be a middle ground. I mean, clearly we can house rule that ourselves, but it'd be cool to have like an official rule or a component to help it out. But hey, got to keep doing what we're doing over here. Got another fireball.
Um, oh my gosh. All right, play him again for the free purify. Nothing. And a free damage from the archangel. And what? Hey, might as well get the pyromancer in, right? She's going to do two damage to the nexus and then one more every turn. So, we'll play her. Gets him down to 25. We'll purify for another damage. Oop, that restores two more to me and then we'll have her do her ability for one. He'll attack and go back to my hand for one. I'll hang on to him. Okay, you know what the hey, let's start giving them two card plays a turn. And uh with the bot usually when you they get two card plays, you also get two draws. All right, so first play, we're going to do this. All right, slime gobbler. Finally, we got one of them. All right, so we've got one attack but two special. We'll get to what that means. That also means they have two health, though. Uh, stickiness two is an initiative thing. That's really well and also you saw some cards check for it.
But stickiness 2 means that they will attack after higher stickiness units and before lower stickiness units. It's got the engulf keyword. Uh, when you play it, you draw two cards and shuffle your hand. And then it says, if your opponent has units in play, you play an additional card this turn if possible. Well, I guess they're going to play three cards, but we'll get to how he actually engulfs in a second. All right. So, what did I get? I got two more cards. Shuffle the hand. All right. So, they have two more plays left. Okay, here's slime flood. Restore two. Oh, and this time it matters. Your opponent must burn units in play until they have an equal or lower number of units than your total stickiness. Did I play totally wrong last time? If they have zero stickiness until they have an equal or lower number of units than your total stickiness. So, them having zero stickiness means I have to wipe my entire board. Seems dumb.
Um, I I think this has to be a misprint. I think what they probably mean is, cuz this would make sense, right? That you have to burn units equal to or less than the stickiness, right? Like, wouldn't that make more sense because they have two stickiness, I have to burn two units. That's how I'm going to play it because it seems kind of dumb otherwise. All right, so they restore two. I got to burn two units from his stickiness. Uh, okay. Arcane Library I don't really care about that much. I guess Redeemer is the worst out of all three of these cuz they do stuff every turn. Now, it gets returned to their hand. Okay. And then a last thing. Oh, acidic slime again. And they can play another card. All right. And oh, a goblin mob, which lets them play another card. Okay, maybe maybe I shouldn't let them play this many cards. Maybe Oh my gosh. I think they get both of them. Whoa. All right. Well, hey, they're back in the game. Definitely. Uh oh my gosh. Hobgoblin is a free play.
So, they're joining a hobgoblin mob. Okay. No, they're not at least this time. And then one more. uh the thing that does three cards and they do not have stickiness three or more. So it goes back to their hand. 1 2 3 4 5 6 7 8 9 10. So we'll burn off those three. All right. And they aren't done. So first they're going to try to engulf. And if there were different stickiness people, they would have like their own internal initiative. So they can engulf a unit with two or more, but first they see who they can attack. Uh this guy can only attack our sentinels of the light. So they see, oh, I want to engulf him. And they can pair their special to me. In this case, it's uh Oh, wait. Hold on. They do not trash three cards yet. What am I doing? Because they haven't finished their turn yet. Yeah, let's put these back because they're about to spend some cards. So, when they try to engulf, they see if their special is equal to the person's health. If it's not, they'll spend cards by discarding them until they get to enough. And then this guy gets engulfed, which means he goes to like this little held area for them, and they exhaust themselves. Even though it's kind of like their attack, uh they do not get destroyed, which is why it's even extra nastier. Now, how the engulf units work is instead of drawing on my turn, I can bring one engulf unit back and it exhausts automatically. So, I don't get to like play them and I don't think I resolve their deploy abilities either. So, you can like slowly get them back, but then you aren't drawing. So, you know, you have to decide if that's worth it. Okay.
Oh, and they're going to kill some guys, aren't they? Yeah. So, wait, they are uh I'm at 26. So, they're And they are at less than 50. So, these guys want to attack. They have three attack. They want to attack a yellow that's equal to their attack. And that has two or less value. So that doesn't exist because the pyromancer is a two and the archangel is a four. So then they want to attack oh the nexus. That's interesting. Oh, that's right. Whenever they attack the nexus, they get plus one and draw a card. They're doing four damage to my nexus. And they're drawing a card, but then one goblin goes away. Okay. And the hob goblin, they have the same priority. So, they're happy to destroy my pyromancer, which is an equal trade for them, which doesn't mean my archangel survived. That part's cool, but man, they got a lot of dudes. Uh, all of a sudden, okay, now let's actually do this. Five, six, seven, 8, 9, 10. They do discard three cards for make too many. All right, so we'll call that their two round. Next will be a one round, and we'll alternate. Here we go.
I'll hold this. That's a one round. Next round, it'll be a two round. All right, I am definitely going to not to draw to bring him back because they just have so many attackers. Okay, do I have anything free to play? Oh, I got my little Celestial Griffin. So, we'll play him. We'll do our purify. And oh, we do get something. Uh, activate the play effect of this card. Look at and rearrange the top five cards of your deck. Nice. We also get the one damage. All right. Um, we do have one more purify from him and then do I want to play anybody else? No, nobody else gives me pure. Oh, I guess she would give me purifying. So, if I have two good effects, I can play her. The Heavenly Gates give me a free purify every turn. And if I purify, I'd add it to my hand. That deploy this card if you purif Oh my gosh, there's two of them. Okay, we're definitely Wow, this is going to be a wild turn. Um, so if I'm going to get two purifies, yeah, I want to put the arcane blast on top and then I can purify into the heavenly gates later.
All right, so Archangel will purify dealing one damage. Hey, look, it's a Radiant Avenger. Oh, I forgot that she purifies. Whoops. Well, this uh this just got more complicated. Two free damage and that got purified. Yeah, I should have organized them differently. Well, wait. Now, isn't that thing that I wanted on top? So, sure. Let's play another Radiant Avenger. And that does add that to my hand. brings them down to 20. All right, now we got a lot of people that can kill their guys. All right, so celestial griffin will attack, take out the acidic slime, and then even though it's a bit of a waste, I'm going to have both of them attack. Two damage will kill the goblin mob, and three will kill the slime gobbler. Yes, I did overpay a bit there, but see how it goes. But I'll keep my last Radiant Avenger. Now, back around to them. I mean, they're not doing well. Should I just give them two plays every turn? Sure. Let's see if they can turn it back around with two plays every turn and two free cards. Uh, what's the worst that can happen? Cure all potion. It's free.
Restore two. They're back to 22. If they have 20 or fewer cards in the graveyard, return this card to the deck. I don't know. They probably more than that. Never mind. They have only 16. So Oh, to the deck. There we go. All right. So, that was a free play. Ah, the slime beast. So, it's got stickiness four. It can engulf up to three. Deploy all units among the cards you are discarding to engulf. Oh, so if they try to engulf and need to go bigger to have enough, they can engulf even more or they'll deploy them. And then we got a shaman. He restores one. While this card is in play, when a mob attacks, you not destroy any unit in that mob. Man, that's a great ability if they were able to use it. Okay, they're down to nine cards, so no discards. All right, so this guy will heal them one. And then this guy wants to engulf up to three. The only one he can get to right now is Sentinels of Light again, which honestly isn't that bad. Like if they get a lot of engulfing, it can be crazy. And there's this one dude that they haven't gotten yet that's gigantic. It gets stronger when things are engulfed and can't be killed if things are engulfed.
He's real annoying, but they don't have him yet. All right, so back to me. I have way more card draw than I need. So, I'll get the Sentinels of the Light back instead of drawing. All right, and then I'll play the Heavenly Gate as a free play. I get to rearrange the top three cards in my deck, which I think means I'll reshuffle. Not quite sure about that. Deploy this god Radiant Avenger. And that's Oh, man. Oh, no. Never mind. The pyromancer does not want to be purified. So, okay, I think I'll put those two. All right. So, then um I'll purify one with them. So, that's one damage, which gets them, which does another damage to the opponent's nexus. Okay. So, they're at 21. Okay. And then I'll purify again. So, that's another damage. And they get Oh, they're going to purify one. Gets them down to 19, but I'm going to lose a cool card, unfortunately. Oh, and I can still play the Celestial Griffin for another purify. So, they're down to 18 life and oh my gosh, I'm so sorry, guys. Uh, so I purify, they're down to 17 life, but there goes the arommancer maner. But what I want to do for my last thing, you know what the hey, let's just fireball somebody. I'll fireball the slime beast.
So, two damage gets through. And I've got nine damage worth of attackers. Let's have one radiant avenger destroy the shaman. And ah, what the hey, we're near the end. Let's have the other two and the celestial griffin do seven more damage. All right, so they are down to eight. But hey, anything's possible. I mean, maybe not. It's a little bit late, but they are playing two. Oh, there he is. Although, this is not great to get him right now. Slime Colossus. He can engulf up to four. When he attacks, he has plus one to its attack for each engulfed unit. And if he would be destroyed, return one engulf unit to its owner's deck to prevent it. Wonderful. Okay. And play number two, a bony slime. He draws one card and shuffles his hand. If your opponent has units in play, play an additional card this turn. And he may engulf units or sorry, attack units. And notice that he has stickiness one. And the slime classes had five. So the slime classes will engulf first and then the bony slime. So they sort of like go from big to small. All right. And a third card. Mad raiders. Return one opponent's unit in play to their deck. Ah man, it's going to be the archangel. Then draw two cards and shuffle your hand. Oh, and then at the end of the turn, that's right. Return any excess cards from your hand to your deck instead of burning them. Deal damage equal to twice the number of cards returned this way.
They're going to Yeah, they're going to do some stuff this turn. All right, so the Archangel gets shuffled back in because it has the highest value. Okay, then they draw two cards. They have a lot. They'll definitely do some damage in a second. All right, the slime colossus can only uh engulf the sentinels of light. Then the bony slime wants to engulf the heavenly gate. They are one short, so they will discard one to pay for it. And then they've got uh five. Oh, they've only got 10. So they do not discard any to do damage with the mad raiders. All right. Shoot, man. They are down to eight life, but I don't have my free. I do have a fireball, though. Um, and I have a celestial griffin, which means I want to get Yeah, let's uh let's not draw. Let's get the Sentinels of Light back to take away one of the people the slime colossus can come back to life with and also have somebody so that when I play him, uh, he can come back to my hand and I get to purify for nothing. And yeah, like I don't need to I'm just trying to decide here. Like I don't need to kill their guys to win.
So, let's go ahead and dupe fireball for my main play. Definitely not gonna blow up slime colossus because it would just uh trash Heavenly Gates and he would be fine. Uh so I will blow up the Mad Raiders. Uh and two damage gets through. Or should I just have done the full whatever it's fine. And then the Celestial Griffin who's going to come back to my hand will blow up the Bone Slime. Bone Slime is ready. All right. All right. Here we go. See, it's exciting with two cards, right? They just kind of get ahead too early. So, I don't know. Some maybe like a cool down period. That would also work, right? All right. Uh, they are playing open another acidic slime. And I do have one unit in play. So, they'll play three times. Oo, a shaman to heal again. And they're going to use his power before they play. And, ooh, no fail plan. All right. So, they have zero mobs. They're going to draw two cards and shuffle their hand.
Then, they're going to deal two damage to my nexus. Oh, no. I guess not to my nexus because I still have a defender in play. Then, they're going to take all the goblin units from their graveyard and return them into their deck, which isn't very many cuz they just shuffled. So yeah, the two damage goes to the Sentinels of Light. So they have one left and then Oh, I guess that's a goblin unit. They'll shuffle them back in. Oh, but then interestingly, yeah, the slime colossus is going to give the Sentinels of Light a reprieve from death with their one life left cuz they're going to engulf them. And then, oh, nobody to attack. Interesting. But they're healing now. This is annoying. All right. Uh, I'm just going to draw a card. The Sentinels and Light are great, but I just want to try to finish them off somehow. Okay. Arcane Mage, draw one card. All right. And if this card hits the opponent's nexus, deal two damage divided as I choose. Okay. So, let's play the celestial griffin for free. He can take out their acidic slime to make them vulnerable. Then I can play the electromancer to blow up the shaman. Or I could Yeah. Yeah. I think that's probably the best way to do it. So, I'll do that. Oh, wait. I could just um Well, yeah. Let's uh let's have the electromancer do one because he has to.
I realized. Two. Three. Let's just try to finish the guys. Forget the shaman. And they can both attack for three damage. But the shaman's going to be healing. Oh, and the slime colossus can't eat anybody. He'll do a ton of damage. But I can tank it. I can tank it. And I didn't check. Should they have discarded? Yes. One card last turn, but they don't have their goblins to benefit from it. All right, here we go. They're trying to claw their way to victory at the last minute. The shaman will heal. Uh, first of two plays. Oh, a hobgoblin mob. It is free. And let's see if they get another. Whoa, they do. Okay, two more. A goblin mob, which means they draw a card and they join a goblin mob. No, they don't. And they get to play one. Wait, hold on. So, the hobgoblin mob was free, so they have two. The goblin mob gave them another one. They still have two. Oh, no. Prisoner camp. I got no way to get past that. And they're going to make me discard three cards off the top of my deck. Okay. And one more play. Slime Flood. Well, I can't burn any units, but they do heal two. you. Oh my gosh. Do I have a fireball like anywhere? All right, that was their last play, but they are hitting me hard. So, this guy's plus two for each engulfed unit. Uh, so he does three down to 19.
The hobgoblins do four. Oh, thank god they didn't have the defensive slime that made this do plus one damage each time my neck was hit, but one of them goes away. Um, oh no. When a mob attacks, do not destroy an even that mob from the shaman. And then the goblin does one. I'm down to 14. See, you can see how dangerous I said two plays was because they already have ways to just uh kind of explode here. All right. Not sure. Yeah, I'm not sure I have anything I can do here. Unless I get a fireball, but I think I think I only have two copies. I might have seen them both. All right, I got the Sentinels of Light again. Um can draw a card with them. The Arcane Mage. I can't destroy the prisoner camp, so I can just like put them out and then they'll get blown up. All right. I don't know. Let's try Sentinels of Light. Uh at least I'll get some free purification. I get to draw a card when I play it. That's it. Oh, this is so bad. All right, all of our friends come back. They're healing one. They're making me discard three cards. Okay, then card play one. Slime gobbler. They draw two cards and they get to play another card this turn. Let's just go on to the right. Slime flood. They heal two. Oh, and they force me to burn the sandals of the light. And I think does burning count as this for purify. I think maybe it does. I mean, not that it's going to help very much. Oh, okay.
That does nothing. And this guy gets to return to my deck. Hey, Archangel, we miss you greatly. I still get to play one more, right? Bony slime. Draw one card. Oh, no. I don't have units in play. Haha. So, you don't get a bonus. I feel like I'm going to be dead. That's three. 7 8 9 10. I am down to four. And I think we'll call it there, right? Like, yeah, there's no there's nothing I can draw that's going to deal with this. Uh, yeah. Anyway, so that was a little bit more of Nexus. Uh I don't think I was cheating this time, but yes, you can see sort of like the swinginess of the game. Like some games you get crushed, some games you don't. Uh some games like them playing two cards is way too much. Well, I think them playing two cards is always too much. I think my idea for like one, two, one, two is going to be maybe the sweet spot for me at least.
Although it does depend on the decks you're playing. I think even without cheating that undead deck I had last time with whoever they were joined with. The undead were the most important ones. I think that was a more powerful deck than the wizards and celestials. So, I think this is the kind of game where you're going to have to be okay with that where sometimes it'll be easier than others. Sometimes it'll be uh you know harder than other games. Uh having some even more options to vary up the difficulty would be great. But either way, it's still fun. And the key thing is like this was a longer one because I was talking through things and explaining. But the two games I played before this were each like 15 to 20 minutes. So you can crank through games and figure out the difficulty you want. Like even in a given matchup, you can keep on changing up the difficulty until it's just the right challenge. If you're into that, I think this game will be a great time. But yes, that was more Nexus a little bit faster this time and hopefully with fewer errors. Thanks for watching everybody and a special thank you to our biggest Patreon supporters, J William F, Steve Ren, Miles, Casey W, Andrew R, and Chris C. We'll see you at the next