News Shop
Events Forums

CAMS 2017: EricF ([Future]/Peace/Necro) vs. zhavier ([Discipline]/Present/Anarchy)


#1

Good luck @zhavier

Player 1, Turn 1:
4 gold (4)
Worker (3)
Fading Argonaut (1)
Discard 3, Draw 5. Float 1 gold.

SQL - Fading Argo (2/3 +1) [3]

Base - 20

5 workers, 1 gold
Hand: 5
Deck: 0
Discard: 3

[details=Summary]Tinkerer
Temporal Research -> Worker
Battle Suits
Forgotten Fighter
Fading Argonaut[/details]


#2

P2T1


StartingHand Workers

STARTING HAND
Savior Monk
Morningstar Flagbearer
Snapback
Fox Viper
Aged Sensei


WORKERS
Fox Viper


NextHand

Safe Attacking
Smoker
Fox Primus
Sensei’s Advice
Grappling Hook


Discard

Aged Sensei
Snapback
Morningstar Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Savior Monk 2/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

#3

P1, Turn 2:
5 gold (6)
Worker (5)
Tech I (3)
Hardened Mox (0)
Discard 3, rs, Draw 5

SQL - Hardened Mox (1/1 +1)
Elite - Fading Argo (3/3) [2]

Base - 20
Tech I - 5

6 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0

[details=Next Hand]Overeager Cadet
Tinkerer
Forgotten Fighter
Battle Suits
Neo Plexus[/details]

[details=Summary]Hardened Mox
Plasmodium -> Worker
Nullcraft
Forgotten Fighter
Neo Plexus

Tech in Boot Camp and Overeager Cadet (with plans to grab the second BC in a moment)
[/details]


#4

"P2T2


Tech StartingHand Workers

TECH
Sparring Partner
Versatile Style


STARTING HAND
Grappling Hook
Sensei’s Advice
Smoker
Fox Primus
Safe Attacking


WORKERS
Fox Viper
Smoker


NextHand

Grappling Hook
Fox Primus
Aged Sensei
Sparring Partner


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Grave move mox, spark fargo - ($3)
tech 1 - ($1)
Grappling hook Fargo to lookout
Safe Attacking - ($0)
Savior Monk kills Fargo

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave 3/3+A, lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Savior Monk 2/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

#5

P1, Turn 3:
6 gold (6)
Worker (5)
Battle Suits (3)
Overeager Cadet (3)
Tower (0)
Discard 2, draw 3, rs, draw 1.

SQL - Hardened Mox (2/1)
Tech - Overeager Cadet (3/2)

Battle Suits
Base - 20
Tech I - 5
Tower - 4

7 workers, 0 gold
Hand: 4
Deck: 4
Discard: 0

[details=Summary]I could take the 1/3 chance to spend 5 gold and Nullcraft that Monk, or just play the Battle Suits and fuss about. Danger of going for Nullcraft is that it locks out Boot Camp whether or not I hit. This is tough.

Forgotten Fighter
Neo Plexus
Tinkerer -> Worker
Battle Suits
Overeager Cadet

Tech in Boot Camp and Overeager Cadet
[/details]


#6

"P2T3


Tech StartingHand Workers

TECH
Hyperion
Tricycloid


STARTING HAND
Aged Sensei
Fox Primus
Grappling Hook
Sparring Partner


WORKERS
Fox Viper
Smoker
Fox Primus


NextHand

Versatile Style
Sensei’s Advice
Morningstar Flagbearer


Discard

Grappling Hook
Savior Monk
Aged Sensei
Hyperion
Tricycloid


Tech 2 card(s)
Get Paid, healing - ($7)
Worker - ($6)
Sparring Partner - ($5)
Tech 2 - ($1)
Grappling Hook, move Mox anywhere else
Savior trades with Cadet

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave 3/4+A, lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Sparring Partner 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

pretty safe for me to build my tech 2, looking ahead, I see the very likely application of boot camp to the Mox, but then Unphase becomes a concern. I may have to go-to tech 3 to close this game out. I am also going to really need Flagbearer to mess with the peace engine which has the side benefit of messing with boot camp and unphase, and Doom grasp I suppose. my current position has me way down on cards. ideally I can make that up with Hyperion, TD should also help. Tricycloid might be ok at picking off cadets, but it’s not ideal better for hitting nullcraft. his haste is limited to Nullcraft and going so wide I can’t remove it all.

"


#7

P1, Turn 4:
7 gold (7), draw for tech
Worker (6)
Tech II, Peace (2)
Neo Plexus (0)
Discard 3, Draw 3, rs, Draw 2

SQL - Hardened Mox (2/1 +1)
Scavenger - Neo Plexus (3/2)

Battle Suits
Base - 20
Tech I - 5
Tech II - 5
Spec: Peace
Tower - 4

8 workers, 0 gold
Hand: 5
Deck: 4
Discard: 0

[details=Next Hand]Boot Camp
Boot Camp
Forgotten Fighter
Fading Argonaut
Overeager Cadet
[/details]

[details=Summary]As expected, building a Tower induced a Tech II. However, he almost certainly doesn’t have any yet, and will be reshuffling a big discard pile and probably drawing fewer than 4 cards from it, so let’s leverage the card/quality advantage.

My options here are double BC the mox, play some more “stuff” and then reshuffle and draw again, or build Tech II, discard 3, draw 3, rs, and draw 2 of 6 including 2 tech cards, 3 discards, and an Overeager Cadet … although 2 of those are Boot Camp, so I’m pretty assured of drawing what I bring in either way.

I clearly have no attack this turn, and have to plan for Zane next turn, which is tricky. I think the best bet is getting my Tech II down, and just playing the Neo Plexus (i.e. no free levels) as a “bad Cadet”

Hand:
Nullcraft
Time Spiral -> Worker
Boot Camp
Boot Camp
Neo Plexus

Tech in Garrison and a second Garrison. Normally I don’t like grabbing two Garrisons, but this way I’m more likely to get one of them now, and also Detonate is a legitimate threat (as is Hyperion attack), and I’ll probably need to re-build them.
[/details]


#8

"P2T4


Tech StartingHand Workers

TECH
Detonate
Temporal Distortion


STARTING HAND
Morningstar Flagbearer
Versatile Style
Sensei’s Advice


WORKERS
Fox Viper
Smoker
Fox Primus


NextHand

Grappling Hook
Hyperion
Snapback


Tech 2 card(s)
Get Paid + float - ($9)
Versatile Style cancels battle suits back to discard - ($7)
Sparring moves Mox
Grave kills Neo
Maxband Grave heal - ($3)
Morningstar Flagbearer - ($0)

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave 4/5+A, lvl 7, sword
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Sparring Partner 2/1
  • Morningstar Flagbearer 2/2
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

ok, so he went for tech over boot camp or I musjudged the boot camp. more like he is just avoiding Oni giving me free levels. now I can put out Morningstar to slow it down, probably inducing Doom grasp as the obvious but expensive removal, which might have been there for grave. Alternate play spend 7 on Zane, move neo to elite, then sparkshot for the kill, but then I have a weak grave who just gets picked off by Nullcraft or Mox or both, but Zane gets to kill the tower. Or I can just trade Zane for neo but I’m not ready to lock him out. Spending yet more cards and skipping a worker seems risky, but it does mean quite a lot of board presence, especially if some miracle keeps my sparring partner safe from Nullcraft.

Now that peace is for sure, detonate has to come in. Question of immortal or TD or maybe Now for the other tech. TD gives me the most flexibility. Can’t use wgd with Nullcraft out there unless I can spar with it to keep it alive. Martial Mastery could help with my card bloat, but I’d rather use more hyperion.

Sacrifice sparring to inevitable Nullcraft is still worth doing this play, besides it is kinda nice to know where that spaceship is hiding. And sparring is cheap.

"


#9

P1, turn 5
8 gold (9)
Vir (7)
Peek, swap a card (6)
Flagstone Garrison (3)
Overeager Cadet, draw
Fading Argonaut (1), draw
Overeager Cadet, draw
Worker (0)
Discard 3, draw 1, rs, draw 4

SQL - Overeager Cadet (2/2 +1)
Elite - Overeager Cadet (3/2)
Scavenger - Fading Argonaut (2/3) [3]
Technician - L1 Vir (2/3)
Lookout - Hardened Mox (1/1)

Base - 20
Tech I - 5
Tech II - 5
Spec: Peace
Tower - 4
Flagstone Garrison - 4

9 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0

[details=Next Hand]nullcraft
4 of 7 cards
[/details]

[details=Summary] after due consideration, the best way to access the top of my deck is Vir, and that will generate an OK board state. Grabbing more units for the endgame.
Tech: Drill Sergeant and Hooded Executioner

Hand:
Boot Camp
Boot Camp
Forgotten Fighter -> Worker (boot camp is just more versatile, and I doubt I would want to bounce a tech 0/1 in the future.
Fading Argonaut
Overeager Cadet

Deck (in order):
Garrison
Cadet
Garrison
Nullcraft

New hand has 4 of Neo P, Garrison, HE, Boot Camp x2, Sergeant, Battle Suits.
[/details]


#10

"P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Snapback
Hyperion
Grappling Hook
Sensei’s Advice
Detonate


WORKERS
Fox Viper
Smoker
Fox Primus
Snapback


NextHand

Tricycloid
Aged Sensei
Temporal Distortion
Versatile Style


Discard

Pirate Gunship
Pirate Gunship
Hyperion
Grappling Hook


Tech 2 card(s)
Get Paid - ($8)
Zane at lvl 4 - ($3)
spar with zane
Grave kills SQL, Sparks elite
Zane kills fading Argonaut, we both get 1g - ($4)
Grave uses sword on Vir, Zane to lvl 6, moves elite cadet to tech, you get 2 cards I get 1
Detonate, trash Garrison and itself - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Morningstar Flagbearer 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Sparring Partner 2/1
  • Zane 5/5, lvl 6, +1 rune
  • Grave 4/2, lvl 7, no sword
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

yup, now he can go wide, but I somehow Dodged the Nullcraft. I can draw with Hyperion or Zane. Zane could cost me 4 or 5, and possibly draw me 1 or 2 cards. Hyperion costs 5 and draws 1, but it gives a good TD target. can’t cast td with the gold I have, so I see no reason to use Hyperion here. so now the question is give him 2 g and a card or 1g and 2 cards. he only has 3 cards left in deck, and more than likely can draw the whole thing without much help from me. I am just going to assume that him having more gold is bad for me and I can’t stop him from having more cards at this point. I could also use grappling to deny him a card, probably not worth it when I am so card poor. I still think I will need gunships to close this out, so get those now. worst part about this is my patrol, I’d really rather not make it quite this easy to kill the Flagbearer or get to anything behind that. without reversal there’s not much I can do about the Mox threat.

"


#11

P1, Turn 6:
9 gold (10), 7 cards in hand, 1 in deck, 3 units + 2 fresh techs in discard
Hooded Executioner, Boosted to kill Flagbearer (5)
Battle Suits (3)
Nullcraft (1)
Worker (0)
Nullcraft kills Sparring Partner
Mox kills Grave
Discard 3, Draw 1, rs, Draw 4

Scavenger - Hooded Executioner (4/3) #sharks #nofear

Hardened Mox (2/1)
Nullcraft (1/1)

Base - 20
Tech I - 5
Tech II - 5
Spec: Peace
Tower - 4

Battle Suits
10 workers, 0 gold
Hand: 5
Deck: 4
Discard: 0

[details=Next Hand]Boot Camp
Drill Sergeant
Overeager Cadet
Hooded Executioner
Neo Plexus
[/details]

[details=Summary]Starting Hand:
Nullcraft
Battle Suits
Boot Camp -> Worker
Boot Camp
Flagstone Garrison
Drill Sergeant
Hooded Executioner

Deck: Neo Plexus

Discard: FA, Cadet, Cadet, ?, ?

Defense: 3 // 1, 2, 5, 5, 5, 20
Attack: Mox (1), Battle Suits (+1 for 2), Nullcraft (+1 for 2), HE (+3 for 3), Drill Sergeant (+? for 3)

So, I could either Battle Suits + Nullcraft or pay for boost on HE to kill off the Flagbearer.
Potential:
Garrison (7)
Boost (2), draw Neo P.
Nullcraft (0), rs and draw ?
Mox. Ok, so no Garrison this turn. I’ll just do other stuff, and see what that board looks like

Hooded Executioner, Boosted to kill Flagbearer (5)
Battle Suits (3)
Hero (1)
Mox kills Grave, Hero to L3
Worker (0)
Discard 4, Draw 1, rs, Draw 4 of 9. Ok, clearly don’t need Garrison this turn! And I guess I pass on the free levels/hero summon to get a Nullcraft down as well? I’m still staring into the teeth of Present Tech II!

Tech in 2nd Hooded Executioner and Nether Drain (saving the 2nd DS to bring in with Garth)
[/details]


#12

Sharks would have been preferable here.

"P2T6


Tech StartingHand Workers

TECH
Reversal
Surprise Attack!


STARTING HAND
Temporal Distortion
Versatile Style
Aged Sensei
Tricycloid
Sensei’s Advice


WORKERS
Fox Viper
Smoker
Fox Primus
Snapback


NextHand

Grappling Hook
Tricycloid
Aged Sensei
Morningstar Flagbearer
Savior Monk


Tech 2 card(s)
Get Paid - ($9)
Tricycloid, spends runes on HE - ($4)
Geiger - ($2)
Temporal Distortion, tric becomes… Hyperion! - ($0)
Hyperion breaks tower
Zane breaks tech 2

Float ($0)
Discard 4, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Geiger 2/3+A, lvl 1
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Zane 5/5, lvl 6, +1 rune
  • Hyperion 4/4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

well I don’t think that is as bad as it could have been, shame I ended up losing so much presence, but present will make up for it. and I was probably sacrificing grave anyway. so tric gets me great access and I can skip a worker for such a grand opportunity. do I TD for another tric and get rid of Nullcraft or Hyperion to knock out that tower. I can survive a Nullcraft for another turn so that’s my plan.

"


#13

Did you draw from Hyperion attacking?
Edit: Reviewed: you had 4 cards at end of last turn, played 2 (2), got one back (3), and drew (4), before discarding. So, yes.

Sorry for the interruption!


#14

P1, Turn 7:
Tech 1 card
10 gold (11)
Boost another Executioner (6), killing Hyperion
Worker (5)
Nullcraft pokes Zane for 1 damage
Overeager Cadet (5)
Re-build Tech II (5)
Vir (3)
Swap a card (2)
Fading Argonaut (0)
Discard 1, Draw 3.

SQL - Hardened Mox (2/1 +1)
Elite - Fading Argonaut (4/3) [3]
Scavenger - Hooded Executioner (4/3)
Tech - L1 Vir (2/3)
Lookout - Overeager Cadet (3/2)

Nullcraft (1/1)

Base - 16
Tech I - 5
Tech II - 5
Spec: Peace

Battle Suits
11 workers, 0 gold
Hand: 3
Deck: 1
Discard: 3

Summary

Plan to push DS back into the deck, depending on what comes up, or get it with Garth. 11-12 gold next turn, which allows for:
Garrison (8)
Drill Sergeant (5)
2x Cadet
Drill Sergeant (2)
more stuff. So, in preparation, I should grab one KotC this turn, so I can tech DS + KotC next turn

Boot Camp
Drill Sergeant
Overeager Cadet
Hooded Executioner
Neo Plexus -> Worker

Swap Drill Sergeant for Fading Argo

Next Hand: DS, Cadet, Nether Drain
Deck: Garrison
Discard: Executioner, Boot Camp, KotC


#15

"P2T7


Tech StartingHand Workers

TECH
Detonate
Rambasa Twin


STARTING HAND
Savior Monk
Aged Sensei
Grappling Hook
Tricycloid
Morningstar Flagbearer


WORKERS
Fox Viper
Smoker
Fox Primus
Snapback


NextHand

Pirate Gunship
Temporal Distortion
Reversal
Versatile Style
Hyperion


Discard

Hyperion
Savior Monk
Morningstar Flagbearer 2/2
Grappling Hook
Detonate
Rambasa Twin


Tech 2 card(s)
Get Paid - ($9)
Tricycloid, spends all 3 on tech 2 - ($4)
Geiger moves Mox, Sparks fargo
maxband Geiger heal, bounce tric - ($0)
tric spend runes on tech 2 and Nullcraft
Zane trades with HE, we both get 1g, vir to lvl 3 - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tricycloid 3/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Aged Sensei 1/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
  • Geiger 3/4, lvl 5
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

so tric plus fb, then try and remove some attackers, or wall up… or try to get creative with grappling hook somehow… Vir means I can get double tric with Geiger. I could ignore vir and skip another worker for double tric, which could net me a dead tech 2 and Nullcraft. leaves me defending vs he 4, cadet 3, Mox 2, fa 3, Vir 2-3, if I trade Zane with he, I get to worker or sensei too, and make it so he spends two of 4 attacks to remove tric, no sensei means he can break tech 2… so 3rd on sensei, then either Geiger or building gets hit. or he walls up some more. Lot of money to make lots of bad things happen. Or I suppose he maybe boot camps my stuff by saccing vir first… Too many bad things.

"


#16

P1, Turn 8:
Tech 2 cards (note - hidden summary lists 2 cards. hopefully this doesn’t affect anything)
11 gold (12)
Rebuild tech II
Mox and Vir trade for Tricycloid
Max Garth, retrieving Gilded Glaxx (4)
Skeleton (3)
Overeager Cadet (3)
Fading Argo kills Sensei
Cadet pokes your Tech II for 3 damage
Discard 2, Draw 1, rs, Draw 3. Float 3 gold.

SQL - Gilded Glaxx (4/4 +1)
Elite - Overeager Cadet (4/2)
Scavenger - L7 Garth (3/4)
Tech - Skeleton (1/1) //would put this in Lookout, but since Zane is not available next round, I’ll just take the card.
Lookout -

Fading Argonaut (3/1) [2]
Overeager Cadet (3/2)
Hardened Mox (2/1)

Base - 14
Tech I - 5
Tech II - 5
Spec: Peace

Battle Suits
11 workers, 3 gold
Hand: 4
Deck: 5
Discard: 0

Next Hand

Boot Camp
Drill Sergeant
Knight of the Conclave
Flagstone Garrison

[details=Summary]Overeager Cadet
Nether Drain
Drill Sergeant

Tech a Glaxx for immediate use, and Drill Sergeant for the reshuffle

Don’t draw with Garth, so I can assure Garrison in my next hand
Don’t tech a spell, since Garth is probably going to die
I could technically Nether Drain Garth down to L5, but I think having the card+gold is worth more than the off chance Garth doesn’t die.
[/details]


#17

"P2T8


Tech StartingHand Workers

TECH
Immortal
Temporal Distortion


STARTING HAND
Hyperion
Pirate Gunship
Reversal
Versatile Style
Temporal Distortion


WORKERS
Fox Viper
Smoker
Fox Primus
Snapback
Temporal Distortion


NextHand

Surprise Attack!
Pirate Gunship
Sensei’s Advice
Sparring Partner


Discard

Hyperion
Savior Monk
Morningstar Flagbearer
Grappling Hook
Detonate
Rambasa Twin
Tricycloid
Aged Sensei
Reversal
Versatile Style
Hyperion
Pirate Gunship
Immortal
Temporal Distortion


Tech 2 card(s)
Get Paid + Scav - ($10)
Worker - ($9)
Grave - ($7)
Reversal on Gilded Glaxx - ($4)
Versatile Style, break the battle suits again - ($2)
This is looking bad.

Float ($2)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Grave 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Geiger 3/4, lvl 5
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 2 (Present)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 14
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

I think that will be gg. I am facing 4 3 3 3 3 2 1 with a high chance of several +1 runes. at least 4. with that gold, and a Nullcraft is likely. I can cancel suits or put tech 2 back to full. Battle suits is currently more numerical dmg. I can also reversal while I’m at it, but that just delays. if I reversal and break suits, I’m facing 2 2 2 3 1 1 +x runes and a Nullcraft. my defense would be 3 4 A?. even without boot camp or runes to break through, he still has plenty of attackers left to wreck me.

"


#18

P1, Turn 9
I think this should clinch it, but if not I’ll edit this post at some point with the full turn.

Tech 1 card
11 gold (14)
2 cadets trade with Grave
Mox pokes Geiger for 1
Garrison (11)
Drill Sergeant (8), draw 1/5
Make and sacrifice a skeleton to draw 2/5 (7)
Knight of the conclave, nullcraft, hooded Executioner, and 2nd Drill Sergeant in some order (0); generate at least 4 runes, draw 3, rs, draw 1
Move 1 rune to Fading Argo, who trades with Geiger
Skeleton pokes base for 1
Sac skeleton to draw
2 Overeager Cadet and a Knight of the conclave for 6 more runes (at least 9 available)
Garth breaks Tech 2
Move 4 runes to Nullcraft, break Tech 1
Discard 5, rs, draw 5

SQL - Cadet
Elite - Cadet
Scavenger - Executioner (3/3)
Tech - Drill Sergeant (8/8) [5 runes]

Drill Sergeant (3/3)
Nullcraft (5/5)
L7 Garth (3/4)
Glaxx (3/2)
2x KotC (forecast 3)

A bunch of buildings

Hand: 5
Deck: 0
Discard: 0


#19

Yes that is GG, well played.