P1T6
Tech StartingHand Workers
TECH
Voidblocker
Voidblocker
STARTING HAND
Chaos Mirror
Summon Skeletons
Terras Q
Deteriorate
WORKERS
Jandra, the Negator
Skeletal Archery
Skeleton Javelineer
Poisonblade Rogue
Pestering Haunt
Graveyard
NextHand
Scribe
Terras Q
Surprise Attack
Chaos Mirror
Discard
Gunpoint Taxman
Gargoyle
Sacrifice the Weak
Shadow Blade
Voidblocker
Voidblocker
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Play Sacrifice the Weak, killing Cadet - ($8)
Play Thieving Imp. You discard at random. - ($5)
Build Tech 2: Demonology - ($1)
Float ($1)
Stash 1, Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: L3 Bigby (2/4)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: Thieving Imp (2/2)
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 9
-
Tech I HP: 5
-
Tech II HP: 5 (Demonology)
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 3
- Disc: 6
[B]Gold:[/B]
- Gold: 1
- Workers: 10
Lots of Thoughts
I’m in a dilemma. My base health is running low, so I need to try and make sure no more damage gets through. The biggest fear that I have is that he plays surprise attack next turn, and is able to break through for enough damage that I can’t recover. However, another play that I need to plan for is maxbanding Onimaru next turn, potentially leading into a deadly Art of War on turn 7. So, whatever play I make needs to defend me adequately against the threat of sharks while also being able to provide enough board presence to break through and kill maxband Onimaru in case that happens.
I considered 3 lines:
Worker (11)
Bigby kills Cadet
Play Imp (8)
Build Tech 2 (4)
Maxband Bigby (2)
Patrol with Imp
Stash Surprise Attack
This line is super dead to sharks. Even without sharks, he’ll have a shot at some base damage, which is not desirable. It is the most efficient way to deal with the cadet, but it’s not worth it.
Worker (11)
Play Sacrifice the Weak (8)
Build Tech 2 (4)
Play Imp (1)
Patrol Bigby in SQL, Imp in Technician
Stash Surprise Attack
This line isn’t good against Surprise Attack, but I think it’s acceptable. If he plays Surprise Attack, then he can have Zane + Mox kill Bigby, have a shark kill imp, and have the other shark hit my base for 3. If he has surprise attack + suits, he can have mox + shark kill bigby, shark kill imp, and have Zane hit my base for 4 and live. Surprise Attack + Mirror doesn’t do much more, I think.
What if he decides to play Onimaru instead? Then, he can run Zane into Bigby, play Onimaru, have Mox kill Oni, then max Oni and have 3 additional gold. He’ll probably be able to play another unit. I’ll have access to Zane, sharks, imp, deteriorate, and probably mirror. If he doesn’t play another unit, then Deteriorate, imp, and a shark can kill the soldiers, and Zane + the other shark can kill Oni. Otherwise, I don’t think I can get through.
The variation of this where I let Cadet live instead of playing Sac the Weak seems too dangerous.
Worker (11)
Sac the Weak (8)
Max Bigby (6)
Bigby->Zane
Tech 2 (2)
Vandy (0)
This line cleanly stops the threat of sharks. If he maxbands Onimaru, then he doesn’t have enough gold for another patroller except for OC. So, he can patrol with Mox and 3 soldiers, and leave Oni back. In that case, the best I can do is have Vandy kill 2 patrollers (sparkshot), have deteriorate kill one, have another die to Zane’s maxband, then Zane can only deal 4 back to Oni, which isn’t enough. The upside to this is that at least if he plays Art of war and hits my base to 2, I should be able to kill Oni with shadow Blade. But, this still isn’t enough.
I don’t really like any of my options. I’m going to go with the second line because I like having access to surprise Attack next turn.
I’m teching Voidblockers to help me stay alive.