Thoughts between killing Oni and Max band Arg. Killing Oni leaves me with 1 card down, but a sizeable threat next turn, and can recover cards with max arg and hero’s hall. Max arg also leaves me with a nice threat, but Oni can trade into my water ele and giving me no levels (making oni a 2 gold 3/3, for no cards).
His tech 2 threats are very scary (Present can come out of no where, and I want to go balance to counter, growth tech lab, Peace means I go growth with Nature Reclaims to kill garrisions, and Blood means growth while holding on for dear life.
STARTING HAND
Temporal Research
Tinkerer
Neo Plexus
Fading Argonaut
Battle Suits
WORKERS
Plasmodium
Temporal Research
NextHand
Neo Plexus
Time Spiral
Hardened Mox
Battle Suits
Tinkerer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
t1 - ($3)
Fading Argonaut - ($1)
Nullcraft kills wisp, you get $1
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Fargo (2/3A) Fading 3
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Nullcraft (1/1), flying, haste, no buff
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
Brave Knight seems better vs his lineup than Argonaut, as I anticipate Tiny Basilisk and he has few options for removing it without combat damage. Awesome fucking t3 hand.
Tech 2 card(s)
Get Paid - ($6)
Scav - ($7)
Worker - ($6)
Young Treant - ($4)
Nimble Fencer - ($2)
Fencer and Arg kill Fargo
Max Arg - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water Elemental (3/3 + A, Antiair)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Young Treant (0/2, can’t attack)
[I]Lookout[/I]:
[B]In Play:[/B]
Arg (2/6, lvl 5)
Nimble Fencer (2/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Choosing to play Nimble Fencer over Rampant growth to get that 2/1 on the board, and to make him play around Rampant growth for the next few turns. Tiny Basilisk should do wonders against tech 2 Present and keeping his heros dead.
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Hardened Mox - ($4)
t2 - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Hardened Mox (2/1)
[I]Scavenger[/I]:
[I]Technician[/I]: Nullcraft (1/1), flying, haste, no buff
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
pretty dogshit draw for T3 hand. I dont really like the idea throwing out a hero that’s just going to get killed or going down on cards for not much benefit, so I think I’ll just go t2. even if he breaks it, which he most certainly will, I’ll have a decent next turn.
Tiny Basilisk
Verdant Tree
Stampede
Rampant Growth
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Spirit of the Panda Water Ele - ($2)
Arg “kills” Mox
Water Ele breaks your tech 2 - ($3)
Tower - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Young Treant (0/2 + A, can’t attack)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Nimble Fencer (2/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Arg (2/4, lvl 5)
Panda Elemental (5/5, Antiair, Healing 1)
Spirit of the Panda, attached to Water ele
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Peace tech 2 can get out of hand quickly, so rather then rush my own, I thought that keeping his on lockdown is a far better option. Even if he trades the nullcraft for my fencer, should be able to stampede breaking his tech 2 again while setting up another attacker for the next Stampede. Without tech 2, his only haste is nullcraft, and that’s already on the board.
Tech 2 card(s)
Get Paid - ($8)
No Worker
rebuild t2
Brave Knight - ($5)
Eager Cadet
tower - ($2)
Onimaru - ($0)
nullcraft kills fencer, you get a card, dies to tower
[I]Technician[/I]: Young Treant (0/2 + A, can’t attack)
[I]Lookout[/I]:
[B]In Play:[/B]
Arg (2/2, lvl 5)
Panda Elemental (5/1, Antiair, Healing 1)
Spirit of the Panda, attached to Water ele
Playful Panda (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Stampede with only one attacker doesn’t set up much, as even with stampedes for the next 3 turns or so, it’s too close to be able to tell if I will do enough base damage. If I get MoLaC online, peace can do nothing. Tech 3 will be problematic, but if he builds tech 3 stampede should be able to do massive damage to him with my increase attacker numbers.
should have patrolled in scav. would love to kidnap that ele for the free gold but it can’t trade with the basilisk.
deciding between Drakk + kidnap basilisk and kill ele and just Nullcraft ele, sacrifice Oni to Basilisk and play Fargo and Brave Knight. Seems like there’s more value in having Knight and Fargo out than Oni and Drakk, as next turn all I’m going to do is drop a pile of units onto the board.
Tech 2 card(s)
Get Paid - ($9)
Skip Worker
Nimble Fencer - ($7)
Stampede! - ($1)
Playful Panda kills Drak, Overpowers 1 to your base
Wisp kills Oni
Arg suicides on Mox
Fencer Breaks Tech 2
Tech Lab (Balance) ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Young Treant (0/2, can’t attack)