CAMS 2017 *FINALS*: EricF ([Future]/Peace/Necro) vs. Jadiel ([Necro]/Anarchy/Blood)

@Jadiel - I think we can just do all 2-3 games in this thread, but if you prefer we can start a new one for subsequent games. In any case, good luck and have fun!

Player 1, Turn 1:
4 gold (4)
Worker (3)
Hardened Mox (0)
Discard 3, Draw 5.

Lookout - Hardened Mox (1/1)

Base - 20

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

[details=Summary]Time Spiral -> Worker
Fading Argonaut
Hardened Mox
Nullcraft
Forgotten Fighter

Basic opening - only mox answers are in Blood, though I do have to watch out for Bargains - I’ll have to come up with a solution for them.
[/details]

[details=Next Hand]Tinkerer
Neo Plexus
Temporal Research
Plasmodium
Battle Suits
[/details]

3 Likes

Sorry, I’m not going to have to time to play this until tomorrow probably. I’m happy to do all the games in this thread though - GL HF :slight_smile:

4 Likes

P2T1


StartingHand Workers

STARTING HAND
Thieving Imp
Graveyard
Deteriorate
Sacrifice the Weak
Pestering Haunt


WORKERS
Graveyard


NextHand

Skeleton Javelineer
Poisonblade Rogue
Skeletal Archery
Summon Skeletons
Jandra, the Negator


Discard

Thieving Imp
Deteriorate
Sacrifice the Weak


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Garth - ($2)
Skeleton - ($1)
Pestering Haunt

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Garth (1/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

P1, Turn 2:
5 gold (5)
Worker (4)
Tech I (2)
Plasmodium (0)
Discard 3, rs, Draw 5

SQL - Hardened Mox (1/1 +1)

Forecast Plasmodium (4/4) %3

Base - 20
Tech I - 5

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

Summary

Tinkerer -> Worker
Neo Plexus
Temporal Research
Plasmodium
Battle Suits

After due consideration, I’ve come up with a hybrid approach to controlling the skeletal masses:
Tech in Overeager Cadet + Boot Camp

[details=Next Hand]Temporal Research
Forgotten Fighter
Nullcraft
Neo Plexus
Fading Argonaut[/details]

P2T2


Tech StartingHand Workers

TECH
Bone Collector
Lich’s Bargain


STARTING HAND
Skeletal Archery
Jandra, the Negator
Poisonblade Rogue
Summon Skeletons
Skeleton Javelineer


WORKERS
Graveyard
Jandra, the Negator


NextHand

Deteriorate
Poisonblade Rogue
Lich’s Bargain
Summon Skeletons


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Garth makes a Skeleton - ($5)
Tech I - ($3)
Skeleton Javelineer - ($2)
Skeletal Archery - ($0)
Haunt hits your Tech I for 1

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


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Garth (1/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton Javelineer (1/1, jav rune)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
  • Skeletal Archery
  • Skeleton (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

My big choice this turn was whether or not to play Skeletal Archery this turn. Nullcraft is a threat, and I was expecting to see it last turn. If it had appeared, I probably would have used Archery to kill it, but it didn’t so I’m left with the difficult choice of whether to play Archery to discourage sniping with Nullcraft. I have 3 Skeletons on the board, and it adds a threat, but I suspect it will be countered by EricF simply building a Tower. I’ll take that as a slight win, because it means I get a card out of my deck, and some nullcraft protection and he goes down 3 gold and I’m down 2 gold and a card. He gets some additional damage on my attackers, but I’m not planning to attack a whole lot this game…

In terms of general strategy, I have a couple of options. I could play towards an early (T3?) Blood Tech II, which has been my default plan for most of the tournament. It works pretty well, but I guess that’s what my opponent is expecting. I could alternatively throw a curveball, and tech in another direction. I’m P2, so a tech 3 rush is an option - I have the strongest tech III in the game, and I don’t think he really has any answers to Gunship. His tech 3 options are all pretty lackluster, so if I can make it that far, I think I win. My other option is to go for Necro. The original idea behind this codex was actually to synergise around Blackhand Resurrector - all my heroes have nifty maxband abilities, and give me a lot of value from saccing a Resurrector. I can also use Skeleton Lord to bring in Gunship, which seems like it could be a solid play. I just need to get a Necro tech II building on the table, and the ability to get up to 5 skeletons, and I can bring the Skeletal Lord using Garth’s maxband if I have a Gunship in hand.

My choice will really come with my next turn techs - Lich’s Bargain and Bone Collector are strong options for any of those options, so I don’t need to lock myself in yet…

1 Like

P1, T3:
6 gold (6)
Worker (5)
Tower (2)
Fading Argo (0)
Discard 3, draw 3, rs, draw 2

SQL - Hardened Mox (1/1 +1)
Tech - Fading Argonaut (2/3) %3

Forecast Plasmodium (4/4) %2

Base - 20
Tech I - 4
Tower - 4

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

[details=Summary]worker Research
Tech Assimilate and Overeager Cadet [/details]

[details=Next Hand]Battle Suits
Overeager Cadet
Boot Camp
Forgotten Fighter
Overeager Cadet
[/details]

Sorry, I should have mentioned earlier that I’m on holiday at the moment, and so I’m not getting many chances to access this outside of a mobile device. I should be able to do my next turn this afternoon.

P2T3


Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Summon Skeletons
Lich’s Bargain
Poisonblade Rogue
Deteriorate


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Bone Collector
Sacrifice the Weak
Thieving Imp
Deteriorate


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II (Blood) - ($2)
Garth casts Lich’s Bargain - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Horror (3/3A)
  • :psfist: [I]Elite[/I]: Zombie (3/2)
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton Javelineer (1/1, jav rune)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pestering Haunt (1/1)
  • Skeletal Archery
  • Skeleton (1/1)
  • L1 Garth (1/3)
  • Skeleton (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

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

Looks like EricF is having rough draws. I was expecting to see at least an Overeager Cadet lst turn, but it looks like he hasn’t dran either of his T2 techs. Coupled with a weak split, he’s struggling to take advantage of being P1…

As expected, he answered my Archery with a Tower, but that’s left him with very limited board presence. Next turn, if he wantts to build Tech II, he only has 2g to spend on his board (7gold - worker - tech II). His biggest board play is to play 2 Cadets and a hero, which gives him an additional 2x 2/2 and a 2/3, giving 12 toughness in total. I have 11 power on the board at the moment, and even if i don’t draw either of my Tech II units, I can max Garth, resurrect a Crashbarrow for an additiona; 8 power (depending on patrol config and attacking order, I can probably also use Zane to get an extra ‘free’ power). This means I can clear his board and destroy his Tech II. I may lose a lot of my board to his tower though, so he may be willing to make this trade.

Alternatively, he can put off building Tech II until T5, but this means I will have full access to my Tech II units, and I’m also building up a substanital Skeleton Army which can become 2/1 long range attackers with Drakk, and Gliders make great Tower killers, so I feel comfortable dealing with that also. It’s possible he will deal with my Archery by Assimilating it, but I think I’m ok with him spending 5 gold and a card to do that…

P1, Turn 4:
7 gold (7)
Worker (6)
Overeager Cadet (6)
Overeager Cadet (6)
Tech II Future (2)
Battle Suits (0)
Discard 1, Draw 3

SQL - Hardened Mox (2/1 +1)
Scavenger - Overeager Cadet (3/2)
Tech - Fading Argonaut (3/3) %2
Lookout - Overeager Cadet (3/2)

Forecast Plasmodium (4/4) %1

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

Battle Suits
8 workers, 0 gold
Hand: 3
Deck: 0
Discard: 3

[details=Summary]Battle Suits
Overeager Cadet
Boot Camp -> Worker
Forgotten Fighter
Overeager Cadet

Note: Can’t kill the horror, so just put out some stuff and see what happens. #tower

Tech in Hive and Xenostalker

[/details]

P2T4


Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Thieving Imp
Sacrifice the Weak
Bone Collector
Deteriorate


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Crashbarrow
Pestering Haunt
Shoddy Glider
Lich’s Bargain
Summon Skeletons


Tech 2 card(s)
Get Paid - ($7)
Garth casts Deteriorate on Mox, sidelining it
Maxband Garth, resurrecting Crashbarrow from discard - ($1)
2 Skeletons trade with Scav Cadet, you get 1g
Crashbarrow trades with Lookout Cadet, OPs to Fargo, you draw
Haunt and Horror break Tech I, your base to 18, Haunt dies to Tower
Zombie and Garth break Tech II, your base to 16
Garth makes a Skeleton - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton Javelineer (1/1, jav rune)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Skeleton (1/1)
    [B]In Play:[/B]
  • Horror (3/2)
  • Skeletal Archery
  • Zombie (2/1)
  • L7 Garth (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Ok, so I didn’t expect to see either Future spec, or Battle Suits. The Battle Suits play seems weird, my stuff all has no hp anyway, so 2 power + a tower shot is enough to finish me off already. It makes me worry that EricF has something sinister up his sleeve, that I haven’t seen. The Future play is perhaps easier to see - Omegacrons will get him back into the game, although at a huge cost to his economy…

My choice this turn boils down to which 2 of his 3 buildings to take out. I want to destroy Tech I, Tech II and Tower, but I only have enough power to do 2. The gamble play would be to leave Tech II standing. He probably hasn’t teched any Tech II stuff before T4, and may not have even teched it then. Tech II gives him access to 2 heroes though, which could be annoying. Taking out Tower and Tech II is the safe play, as it mostly wipes his board (I can’t do anything about Mox or Plas), but it potentially gives him access to 4/4s which will be tough for me to chew through. Killing both Tech buildings is kind of in the middle. It stops Cadets hitting the table for free, and Glaxx/HE/BC, but it leaves my forces in a worse state, and makes my long-range skeletons fairly useless.

I’m not sure which is the best idea, but I think I’m gonna go for Tech buildings. It ensures that there are only 2 to destroy next turn, and hopefully I’ll be able to do that, whereas it’s very possible I have 3 to destroy next turn otherwise.

I’m patrolling to play around Elite Training, which I think EricF may well have teched. If he has Nullcraft, Forgotten Fighter and Elite Training, then he can deal with my patrol and still have a 5/5 leftover to kill whatever he wishes, probably my Tech II. That will definitely put him back in the game (although he needs to commit everything bar his hero to do it, so I can probably keep his Tech I down the following turn… I really hate skipping a worker this turn, but I need another blocker otherwise I crumble way too easily…

1 Like

P1, Turn 5:
8 gold (9)
Vir (7)
Assimilate the Archery (4)
Nullcraft (2), kills Zombie
Plasmodium kills SQL
Mox kills Lookout
Neo Plexus (0)
Re-build Tech I
Discard 1, Draw 3

Scavenger - Neo Plexus (3/2)
Tech - L1 Vir (2/3)

Hardened Mox (2/1)
Plasmodium (4/3)
Nullcraft (1/1)

Base - 16
Tech I - 5
Tech II - destroyed
Spec: Future
Tower - 4

Battle Suits
Skeletal Archery
8 workers, 0 gold
Hand: 3
Deck: 2
Discard: 4

[details=Summary]Neo Plexus
Nullcraft
Assimilate
Hive

Tech in Lich’s Bargain and Bone Collector

Top card: Overeager Cadet
[/details]

[details=Next Hand]Fading Argonaut
Overeager Cadet
Xenostalker

Note: Deck is Cadet and Forgotten Fighter, in some order.
[/details]

Once this game is done, can I request that you don’t look at my thoughts until the tournament is finished? I put a number of alternative strategies in them which I might want to use in the next two games…

Also, I feel like I failed again to find an elusive lethal…

P2T5


Tech StartingHand Workers

TECH
Bloodlust
Bloodlust


STARTING HAND
Shoddy Glider
Crashbarrow
Lich’s Bargain
Summon Skeletons
Pestering Haunt


WORKERS
Poisonblade Rogue
Jandra, the Negator


NextHand

Shoddy Glider
Crashbarrow
Bone Collector
Sacrifice the Weak


Discard

Skeleton Javelineer
Crashbarrow
Shoddy Glider
Summon Skeletons
Lich’s Bargain
Bloodlust
Bloodlust


Tech 2 card(s)
Get Paid - ($7)
Drakk - ($5)
Garth trades with Vir, Drakk to L3, you draw
Midband Drakk - ($4)
Crashbarrow - ($1)
Shoddy Glider - ($0)
Jav trades with Plexus, you get 1g
CB, SG and Horror deal 15 to your base
Pestering Haunt
CB dies at end of turn

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: L4 Drakk (2/3)
    [B]In Play:[/B]
  • Horror (3/1)
  • Pestering Haunt (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

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

  • Hand: 4
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Again, I’m surprised by the Assimilate. From my side of the table, it feels like it may have been a subpar choice on T2, but he has used a tech choice, a card and 5 gold to get rid of it, which I’ll happily take. In exchange, it means I have to deal with Nullcraft, but I’m hoping I can wrap the game up quickly.

Big choice this turn is whether or not to keep breaking Tech I or just go face. I could have cleared Patrol and Plas with Glider and Crashbarrow, then Bargained again for more board presence and used Horror and Garth to keep Tech I down. That hopefully puts me in a winning position next turn, but I’m not guaranteed to draw any Blood Tech II next turn, and he could potentially have done something like maxband Oni to keep me from lethal next turn.

The alternative is to put as much damage as possible on to his base, but unfortunately I’m 1 point short (answers on a postcard if you can find I way to deal that last 1 damage…) So I’m stuck leaving Drakk to try and find a way to die next turn for lethal (although Haunt and Glider are both alternative avenues to victory). Boot Camp will be super annoying if he has it…

2 Likes

Gg. Without a boot camp in hand, there’s no way I can avoid having drakk die on your turn.

You’re going first for what could be the final game!

1 Like

GG!

P1T1


StartingHand Workers

STARTING HAND
Skeletal Archery
Sacrifice the Weak
Poisonblade Rogue
Graveyard
Jandra, the Negator


WORKERS
Jandra, the Negator


NextHand

Summon Skeletons
Thieving Imp
Skeleton Javelineer
Pestering Haunt
Deteriorate


Discard

Sacrifice the Weak
Graveyard
Poisonblade Rogue
Skeletal Archery


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Garth - ($1)
Garth makes a Skeleton - ($0)

Float ($0)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Skeleton (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: L1 Garth (1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

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

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

Decisions about how to beat Tech 0/Tech 1 Necromancy are hard. Please stand by.

3 Likes

Alright, I have a plan:

P2, Turn 1:
5 gold (5)
Onimaru (3)
Fading Argo (1)
Worker (0)
Discard 3, Draw 5.

Scavenger - Fading Argo (2/3) %3

L1 Onimaru (2/3)

Base - 20

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

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

[details=Next Hand]Hardened Mox
Time Spiral
Nullcraft
Neo Plexus
Tinkerer[/details]

Sorry for the delay - still travelling!

P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Thieving Imp
Summon Skeletons
Skeleton Javelineer
Pestering Haunt
Deteriorate


WORKERS
Jandra, the Negator
Summon Skeletons


NextHand

Sacrifice the Weak
Poisonblade Rogue
Bone Collector
Skeletal Archery


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Garth casts Deteriorate on Fargo
Garth deals 1 damage to Fargo
Skeleton trades with Fargo, you get 1g
Garth makes a Skeleton - ($3)
Skeleton Javelineer - ($2)
Tech I - ($0)

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


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton Javelineer (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Garth (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

P2, Turn 2:
6 gold (7)
Worker (6)
Nullcraft (4)
Nullcraft and Oni kill the patrollers
Tech I (2)
Neo Plexus (0)
Discard 2, rs, Draw 4

Elite - Neo Plexus (3/2)

L1 Oni (2/2)
Nullcraft (1/1)

Base - 20
Tech I - 5

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

[details=Summary]Time Spiral
Tinkerer
Hardened Mox -> Worker
Neo Plexus
Nullcraft

Tech in 2x Overeager Cadet
Patrol in Elite to play around Deteriorate + Sac + Kill Oni

Next turn I either level up Oni or go to Tech II
[/details]

[details=Next Hand]Time Spiral
Temporal Research
Forgotten Fighter
Overeager Cadet[/details]

I’m back home now, so there shouldn’t be any more delays (on my end, anyway!)

P1T3


Tech StartingHand Workers

TECH
Lich’s Bargain
Shoddy Glider


STARTING HAND
Poisonblade Rogue
Sacrifice the Weak
Bone Collector
Skeletal Archery
Graveyard


WORKERS
Jandra, the Negator
Summon Skeletons
Poisonblade Rogue


NextHand

Pestering Haunt
Deteriorate
Thieving Imp
Bone Collector


Discard

Skeleton Javelineer
Sacrifice the Weak
Graveyard
Skeletal Archery
Lich’s Bargain
Shoddy Glider


Tech 2 card(s)
Get Paid + scav - ($7)
Worker - ($6)
Garth casts Sac the Weak, Nullcraft dies - ($4)
Bone Collector - ($2)
Garth makes a Skeleton - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Bone Collector (4/3)
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • L1 Garth (1/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

So, I feel like I’m in the opposite position to last game. I’m down 1 card and 3 gold (I lost a card on T1, then Eric made a gold last turn from Nullcraft/Hero and he’s ahead 2g simply due to his economic advantage). I haven’t really been able to capitalise on my P1 advantage, as I haven’t managed to develop the board presence I would have liked.

The big question is whether or not EricF builds Tech II next turn. His board position is strong enough to do so, but he still has 4 cards in his deck, so he’s unlikely to be able to draw in to his Tech II cards until T5. It’s possible he teched Tech II cards last turn, but it seems unlikely, as I expect him to have gone for double Cadet. This means that I can build Tech II next turn, and hopefully have the board presence to defend it. I have a second BC in my next hand, and Garth will conjure up another Skeleton. He’s potentially dropping double Cadet next turn (although it will leave him low on cards), and I think he’ll struggle to kill BC in SQL without giving up card advantage. He also hasn’t played Battle Suits yet, which will cost even more cards.

I on the other hand have Garth generating board position for me, and should be able to keep him alive this turn (although I may lose him next)

Tech choices are hard this turn - if my plan is to build Tech II next turn, I need to tech Tech II stuff this turn and next to give me a good chance of drawing into it for T5. I’m still not 100% happy about commiting to that though, so I’m going to tech a Bargain in case I decide not to go down the Tech II route. I also need to decide which way I’m going to go for Tech - Anarchy is out as I can’t see myself winning the Tech III race as P1. I’d really like to try Necro, but I feel it’s not a good fit in this match up. Necro is strong in drawn out games where my opponent is played economic Tech II choices, but EricF is looking to put an engine together, and I feel like I need the burst that Blood will give me to keep him from assembling all the pieces he needs. Giving him another turn feels like it could be fatal. Shoddy Gliders, I choose you!

I don’t want to cycle this turn, so Skeleton goes in SCAV. I also realised that Midband Oni kills BC, and then maxing him gives EricF huge board presence, which I don’t think I can fight back from, so BC has to go in Elite. Battle Suited Neo (or Oni) trade with BC, but I think I’m okay with either of those plays here.

Player 2, Turn 3:
7 gold (7)
Oni trades with Bone Collector
Vir (5), check top card
Forgotten Fighter, bouncing skeleton (3)
Neo Plexus kills Garth, Vir to L3
Overeager Cadet (3)
Worker (2)
Discard 1, Draw 3. Float 2 gold.

Technician - Overeager Cadet (2/2)

Neo Plexus (2/1)
L3 Vir (2/3)

Base - 20
Tech I - 5

8 workers, 2 gold
Hand: 3
Deck: 1
Discard: 5

[details=Summary]Tech in Xenostalker and Void Star

Time Spiral
Temporal Research -> Worker
Forgotten Fighter
Overeager Cadet
Top Card: Tinkerer

[/details]

[details=Next Hand]Tinkerer
Overeager Cadet
Fading Argonaut

Deck: Battle Suits
[/details]