Mono-purple is a notoriously tough matchup for white: it’s tough to maintain pressure against Mox, none of my tech 1 choices hold up against Argonauts, and in the late game Prynn can just nope anything I bring out.
I need to take advantage of purple’s slow early game to win the tech race while also developing a diverse board. Then I just gotta hope to have Snapback in hand at the right moments…
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grappling Hook moves Fading Argonaut to lookout
Grave to midband - ($3)
Grave readily kills Fading Argonaut
Heroes’ Hall - ($1)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Grave lvl 3 (3/1A)
Elite:
Scavenger:
Technician:
Lookout: Savior Monk (2/2)
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Grave’s readiness lets me kill Fargo and still avoid death by Nullcraft next turn. The worst Vir can do is trade, since maxbanding just gets him killed immediately afterwards. I guess he could also kill my Monk with Unphase, but it’s more likely dwarddd teched units.
Sucks to whiff both my teched cards. Now I got nothing to do but tech up, which means my HH was kind of a waste.
dwarddd will probably tech up too, and will get to see my choice beforehand. I think Discipline might discourage Present (thanks to MPM), so Future or Past are a bit more likely. YLD should help against both, and Vigor Adept is just a generally solid choice.
going behind on tech building but if im lucky I’ll still get a tech 2 card after i build it. i wanted to do some warp gate disciples as they’d have difficulty removing thwm (i was hoping to deal with any birds before i used the disciples) but theyd be too slow now. they’ve probably picked discipline as it best counters my battlesuits-forecasted Present. I’m considering Present (immortals as Discpline isnt as high on pure stats) or Future and blast through with void stars. Immortals can be entangled… maybe tricycloid or hive for that tech 2 ping? hive also covers any birds which i still think could be coming, and does decently against YLD, i also have a decently beefy tech 1 lineup in deck to stall ground troops whilst Future fliers kill
STARTING HAND
Origin Story
Temporal Research
Sentry
Forgotten Fighter
WORKERS
Plasmodium
Time Spiral
Tinkerer
Hardened Mox
Forgotten Fighter
NextHand
Hive
Nullcraft
Neo Plexus
Hive
Discard
Origin Story
Temporal Research
Promise of Payment
Omegacron
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech 2 Future - ($3)
Prynn and Stewardess kill Rook
Maxband Prynn - ($2)
Prynn banishes Big Bird (i think it’s gone properly as it’s a token? Also i can never quite remember if trashing something means it ‘dies’ for patrolling, but i think not?)
Argonaut kills Spartner
Sentry - ($0)
I’ll admit, I basically forgot Sentry exists. I could trade my air units flying over it, or I could use Sensei’s Advice to kill it and keep my guys. Prynn isn’t a huge priority with one rune and none of my units banished, so I guess the Sentry dies first.
I’ll tech Discord to deal with a potential Hive, and MM to help cycle through my deck for answers.
WORKERS
Plasmodium
Time Spiral
Tinkerer
Hardened Mox
Forgotten Fighter
Neo Plexus
NextHand
Void Star
Stewardess of the Undone(3/1)
Fading Argonaut(3/3a) fading 3
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Hive - ($2)
Nullcraft, trades with YLD - ($0)
Prynn and Argonaut trade with Adept
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Argonaut(4/1a)
Elite:
Scavenger: Stinger(1/1)
Technician: Prynn(3/5) fading 1
Lookout: Hive(0/6) r1+1
In Play:
Stinger(1/1) flying *4
Battle Suits
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 3
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
yeahhh, thinking about heroes i just realised what discord could do, i wouldnt be surprised if they teched 2 of them, putting hive there for Grave maxband, decided killing vigor this turn was too inefficient that may be a bad choice
WORKERS
Fox Viper
Fox Primus
Safe Attacking
Grappling Hook
Morningstar Flagbearer
NextHand
Martial Mastery
Snapback
Savior Monk
Discard
Young Lightning Dragon
Discord
Sensei’s Advice
Smoker
Tech 0 card(s)
Get Paid + float - ($11)
River - ($9)
Discord, Argonaut and stingers all die, you get 1 gold - ($7)
Grave to midband - ($5)
Sensei’s Advice on Tweety - ($4)
Grave and Tweety kill Prynn, you draw, Grave to lvl 5
Grave to maxband - ($2)
Adept readily breaks tech 2, your base to 18
Rook - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Vigor Adept (5/5A)
Elite:
Scavenger: River lvl 1 (2/3)
Technician: Rook lvl 1 (2/4)
Lookout: Grave lvl 7 (4/5), sword rune
In Play:
Tweety (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 1 (Discipline)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
Since I’m using Discord to get through Argonaut anyway, the stingers are goners and there’s no urgent need to sword-kill Hive.
With Prynn dead and tech 2 down, I don’t think dwarddd can get any of my guys other than Tweety. Should be possible to re-break the tech 2, and then all I need is MPM to lock this down.
yeahhh, thinking about heroes i just realised what discord could do, i wouldnt be surprised if they teched 2 of them, putting hive there for Grave maxband, decided killing vigor this turn was too inefficient that may be a bad choice
WORKERS
Fox Viper
Fox Primus
Safe Attacking
Grappling Hook
Morningstar Flagbearer
NextHand
Bird’s Nest
Two Step
Sparring Partner
Discard
Young Lightning Dragon
Discord
Sensei’s Advice
Smoker
Savior Monk
Oathkeeper of Kor Mountain
Reversal
Martial Mastery
Snapback
Tech 2 card(s)
Get Paid - ($10)
Martial Mastery, discard 1, draw 2, then look at your hand - ($9)
Mind-Parry Monk - ($4)
Exhaust Grave and spend sword to kill Max, you get 1 gold, River to midband
River to maxband - ($2)
Aged Sensei, for free
Float ($2)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Vigor Adept (5/5A)
Elite: Rook lvl 1 (3/4)
Scavenger: Aged Sensei (1/1)
Technician: River lvl 5 (3/4)
Lookout:
In Play:
Grave lvl 7 (4/5)
Mind-Parry Monk (5/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 1 (Discipline)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 9
Gold:
Gold: 2
Workers: 10
Thoughts
That’s a good use of TD. I guess I should’ve sworded Hive after all :grimace:
Immortal is a bigger problem on defense than on offense, so I’ll tech a couple of things for getting it out the way. If MM can get me my MPM, I should be ok. If not, I may want to Snapback Prynn in and kill her, to make sure my board doesn’t disappear into thin air.
…
Well, I did get MPM, but dwarddd’s hand is still pretty scary. I think I bait the tech 2 break?