I’ll stick with the Flagstone Dominion for now.
Starting Hand Workers
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hire a Porkhand Magistrate. - ($1)
Hire a Building Inspector. - ($0)
Discard 2, draw 4
- Squad Leader: Porkhand Magistrate 2/3A
- Technician: Building Inspector 1/1
- Base HP: 20
- Hand: 4
- Deck: 1
- Disc: 2
- Gold: 0
- Workers: 6
Well, we can survive the onslaught. I think I’m reasonably going to need to deal with fliers since all three of his tech II options include good ones. Judgement Day would probably be pretty decent generally. If he goes Truth, I may be able to get some good use out of Hallucination, but I think I’d have to tech it pre-emptively. Going Truth Tech II is dangerous for me since Fire spells/Jaina can really fuck me up. I think we’re almost better off going for Peace with a Truth Tech lab and try to use Macciatus + Dreamscape to make my units better. If we do that, what should my tech plan look like?
Tech 1: Overeager Cadet, Scribe
Tech 2: Overeager Cadet, Hallucination
Tech 3: Drill Sergeant, Flagstone Garrison
Tech 4: Macciatus, Dreamscape
Tech 5: Reteller of Truths, Eyes of the Chancellor
I think my plan for hallucination could be adjusted, depending on what I see. Let’s go!