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[CAMS18] Shadow_Night_Black MonoPurple vs Hobusu Anarchy/Strength/Growth

@Hobusu GL HF!

P1T1


StartingHand Workers

STARTING HAND
Fading Argonaut
Plasmodium
Time Spiral
Forgotten Fighter
Battle Suits


WORKERS
Plasmodium


NextHand

Neo Plexus
Temporal Research
Nullcraft
Tinkerer
Hardened Mox


Discard

Time Spiral
Forgotten Fighter
Battle Suits


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Fargo - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3, Fading 3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

So, Anarchy Strength Growth. Normally MoLaC isn’t scary as purple due to Assimilate, but this deck is fast enough to actually activate it in a single turn, and that doesn’t give me a chance to assimilate it.

His strats:
Anarchy Tech 3 rush… -> hard to keep down, so I need to apply presure as present tech 2 only really starts coming online T5/6 as P1, and thats when his tech 3 is coming online…
Strength Tech 2, Present can overrun this quite well, Future as well (esp as P1)
Growth Tech 2, Present is good, MoLaC needs to be slowed down though.

He has a lot more haste options so leaving Arg on the field forever is much less appeasing, Zane is always a pain, and Rook is also a nightmare.

With all these counter options I need to tech (Origin Story/Assimilate) Its gonna slow down tech 2 present significantly. Something to keep in mind.

I’m gonna need to be on my A game, otherwise this deck can knock me down and keep me down out.

i think is in the wrong section :stuck_out_tongue:

1 Like

You saw nothing! :wink:

1 Like

shushh, one day I’ll mange to post in the right category I swear…

GLHF to you too!

Player 2 Turn 1


StartingHand Workers

STARTING HAND
Bombaster
Nautical Dog
Bloodburn
Careless Musketeer
Scorch


WORKERS
Bloodburn


NextHand

Pillage
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Charge


Discard

Bombaster
Careless Musketeer
Scorch


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit the Nautical Dog! - ($3)
Summon Rook - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Garus Rook Lv. 1 (2/4)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1) (Frenzy 1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Going for MoLaC against anything with Future is a dangerous gamble because if he survives long enough to cast Assimilate it reverses the whole situation… It could work if I get two MoLaC on the board around the same time and activate them both close together, since pulling it off would leave even less chance that he’d live to cast it and the payoff for a single cast would be less severe. However, what if I go for Anarchy Tech III while making it look like I’m going for MoLaC? Build an Anarchy Tech II and a Growth Tech Lab, he’s forced to tech at least one Assimilate to counter MoLaC, but the only Growth card I tech is Blooming Ancient, which still works well with all the hasty things in Anarchy. I do have to be wary of Purple shenanigans, but I think this is a good plan. It’s also helped by being Player 2 since I can get to Tech II and III faster and have an economic advantage, plus there’s enough haste in my codex to mitigate the Player 1 advantage of having initiative.

As for this turn, Rook can’t really be killed on his Turn 2 because even Nullcraft + Suits would leave him 1 damage short, so this lets me threaten plenty of damage next turn.

1 Like

Your title seems a bit off, though I think the link still works…

strange, I did copy paste it from the url though…

This is getting more and more bizarre by the day.

Somehow your pasting stripped out the special characters, [ ] / . etc

Carry on, though if you want to manual fix it with the special characters, it won’t break anything.

Just double checking you didn’t actually tech those two card?

No, I didn’t… @zhavier, thoughts on what appears to be a bug in the sheet?

when you started a new match, did you click “start game” ?

P1T2


Tech StartingHand Workers

TECH
Stewardess of the Undone
Argonaut


STARTING HAND
Tinkerer
Hardened Mox
Neo Plexus
Nullcraft
Temporal Research


WORKERS
Plasmodium
Tinkerer


NextHand

Battle Suits
Argonaut
Temporal Research
Neo Plexus
Hardened Mox


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Nullcraft - ($3)
Nullcraft kills Nautical Dog, you reshuffle and draw before teching
Tech 1 - ($2)
Geiger - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3, Fading 2)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Geiger (2/3, lvl 1)
  • :target: Lookout:

In Play:

  • Nullcraft (1/1, Flying, Haste)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Dog in Tech??? against purple with nullcraft? Well, this allows me to force him to be delayed in teching, which makes Stewardess really nice.

Yes, I’m almost certain I did.

Ah, yes, you fell into my cunning trap, that dog in Technician was specifically to give me enough cards to make this play and definitely not because I forgot to move it after considering an alternative first turn, what are you talking about? :sweat_smile:

Player 2 Turn 2


Tech StartingHand Workers

TECH
Bird’s Nest
Gunpoint Taxman


STARTING HAND
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Charge
Pillage
Careless Musketeer


WORKERS
Bloodburn
Careless Musketeer


NextHand

Scorch
Nautical Dog
Bombaster
Bird’s Nest


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Recruit Bloodrage Ogre - ($4)
Rook casts Charge on Ogre, giving it haste and +1 ATK - ($1)
Ogre trades with Fading Argonaut
Recruit Mad Man - ($0)
Rook and Mad Man kill Geiger, you draw a card, Mad Man dies, and Rook gets 2 damage and 2 levels

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Garus Rook Lv. 3 (2/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Welp, plans change when you accidentally leave Dog in Technician instead of Scavenger… Getting to Tech II early isn’t a thing anymore since I’m delaying Tech I, though I doubt I could’ve gotten away with that against him anyway. It may still be possible to rush Tech III, so I’ll want to keep that in mind. Rook is safe doing this play because Geiger’s death prevents any haste from Purple except Nullcraft, which is his only surviving body this turn anyway, and Battle Suits can’t affect the one unit that can attack. Thus, next turn the plan is to level Rook up to 5 for heals and build Tech I, then use the remaining 2 gold for whatever seems best.

P1T3


Tech StartingHand Workers

TECH
Hyperion
Tricycloid


STARTING HAND
Neo Plexus
Temporal Research
Argonaut
Battle Suits
Hardened Mox
Stewardess of the Undone


WORKERS
Plasmodium
Tinkerer
Temporal Research


NextHand

Time Spiral
Hardened Mox
Forgotten Fighter
Hyperion
Tricycloid


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Battlesuits - ($3)
Argonaut - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut (4/4 + A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout: Nullcraft (1/1, Flying, Haste)

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

Player 2 Turn 3


Tech StartingHand Workers

TECH
Disguised Monkey
Chameleon Lizzo


STARTING HAND
Nautical Dog
Bombaster
Scorch
Bird’s Nest


WORKERS
Bloodburn
Careless Musketeer
Scorch


NextHand

Charge
Makeshift Rambaster
Gunpoint Taxman
Pillage


Discard

Bombaster
Nautical Dog
Disguised Monkey
Chameleon Lizzo


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Tech I - ($4)
Level Rook to Lv. 5, healing him - ($2)
Rook casts Bird’s Nest - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bird (1/1+a)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Bird (1/1+a)
  • :target: Lookout:

In Play:

  • Garus Rook Lv. 5 (3/5) (Unstoppable by lone patrolers)
  • Bird’s Nest

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

The only way he could kill Rook (or break my Tech I) it is if he both teched and drew either Now! or two Stewardesses of the Undone, the latter of which is unlikely, and I’m betting that he’s only teched units so far. The reason he’d need two Stewardess of the Undone is because I’m almost certain he’ll have workered Forgotten Fighter since he considers it the worst card in the game. Even if he does keep it, I doubt he’ll play it unless he can guarantee a hero or tech building kill with it… Paying 2 gold and a card to bounce one of the two Birds that together cost me 2 gold and a card isn’t a good trade, especially if Rook lives to re-summon the Bird on my next turn. My biggest worry is that he’ll use Present Tech II stuff to start breaking my Tech II every turn like cstick just did with Finesse, and I can’t even use Rook for more than a couple turns because of the threat of Origin Story, but if I’m right and he hasn’t teched it yet it’s unlikely he would draw it at the end of next turn if he teched only one copy… So the plan next turn is probably to just build Tech II and max Rook, putting him in Lookout so that if he does get Origin Story it’ll at least cost more to undo all my money.

Edit: Fixed wording of thoughts

P1T4


Tech StartingHand Workers

TECH
Origin Story
Temporal Distortion


STARTING HAND
Forgotten Fighter
Time Spiral
Hyperion
Tricycloid
Hardened Mox


WORKERS
Plasmodium
Tinkerer
Temporal Research
Time Spiral


NextHand

Neo Plexus
Tricycloid
Origin Story
Fading Argonaut (2/3, Fading 2)
Stewardess of the Undone


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Present) - ($2)
Argo smashes your tech 1 for 4

Float ($2)
Discard 4, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nullcraft (1/1 + A, Flying, Haste)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Argonaut (4/4)
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

Drawing both tech 2 this turn is not good, means I dont have the gauranteed drop next turn. Also not floating one means I can’t also Mox this turn, which hurts tempo wise. Getting Origin story for the max rook thats probably incoming.

Which one are you actually doing? :wink:

1 Like

both, argo has readiness

1 Like