[I]Squad Leader[/I]: Fading Argonaut (2/3 + A, Fading 2)
[I]Elite[/I]: Hardened Mox (1+1/1)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Vir (2/3, lvl 1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
Change of plan, I just remembered that I am playing against red, so going behind on blockers is a bad idea. He’s committed to zane, So I can delay my origin story tech as max zane is not nearly as bad as max drak. Next hand looks great to either push tempo or recuperate my loses.
STARTING HAND
Bloodburn
Makeshift Rambaster
Charge
Lobber
Pillage
WORKERS
Nautical Dog
Careless Musketeer
Bloodburn
----------[/spoiler]
NextHand
[spoiler]Lobber
Mad Man
Makeshift Rambaster
Bloodrage Ogre
Scorch
----------[/spoiler]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Hire Lobber - ($4)
Bloodrage Ogre (3/2) -> Fargo (2/3+A) for 3, Ogre dies
Lobber (2/2) -> Fargo (2/1), both die
Bombaster (2/2) -> Hardened Mox (1+1/1), both die (Mox exhausts)
Level Captain Zane to Lvl 4 - ($1)
Captain Zane (3/3) -> Vir (2/3), Vir dies, Zane levels to 6, heals damage
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Captain Zane (4/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
I’m afraid of being overrun, and if I can get a max Zane it will give me a chance to keep future units around. If I can do a little robbery with the taxmen it’ll help, too.
Pushing hard for tech 2, Sharks are annoying, but its gonna take more then just sharks to break my tech 2, so he’s unlikely to be able to break it and build his own. If he also runs Zane into the Argonaut, I can kill him with null craft next turn
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Hire Lobber - ($6)
Lobber taps to deal 1 to Tech II building
Build Tech II (Anarchy) - ($2)
Float ($2)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Captain Zane (4/4)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Lobber (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 5
[B]Gold:[/B]
Gold: 2
Workers: 8
Thoughts
This seems like a crucial turn. I could wipe his board and clear tech II, but I would miss a worker and not be able to build Tech II for another two turns, so I’m not sure who would end up more behind. Going for the safe play, hope I’m not safe and dead.
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Summon Drakk - ($7)
Level Drakk to Lvl 4 - ($4)
Frenzied Lobber (2+1/2) -> Vir (2/3), both die, you get 1 gold, Drakk levels to Lvl 6
Hire Gunpoint Taxman, gains Haste from Drakk maxband - ($1)
Frenzied Gunpoint Taxman (3+1/3) -> Tech II (4), Taxman takes 1 from Tower, Tech II destroyed, your base takes 2 damage
Float ($1)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Drakk Ramhorn (3/4)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Gunpoint Taxman (3/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
I really wanted to take down the Tower too, but I would go far down on cards and not worker. I think I need to maintain my economy. I can go all-in on future turns. Drakk is amazing, I just realized
Well, that will teach me to go “I don’t need to squad Lead against red, my 3 health is greater than his two attack, and he has nothing on board to kill my tech 2 with”.
P2T5
Tech StartingHand Workers
TECH
Origin Story
Now!
STARTING HAND
Stewardess of the Undone
Battle Suits
Fading Argonaut (2/3 + A, Fading 2)
Tricycleoid
Argonaut (3/4)
WORKERS
Forgotten Fighter
Plasmodium
Time Spiral
Tinkerer
Stewardess of the Undone
If in doubt, flood the board. If he kills prynn, then with vir I guarantee the Hyperion TD, if prynn lives, then the temporal research guarantees at least the hyperion, and with that I can regain cards. Most important thing is my tech 2 lives this turn, otherwise I am toast.
WORKERS
Nautical Dog
Careless Musketeer
Bloodburn
Mad Man
Bombaster
Makeshift Rambaster[/spoiler]
NextHand
Pirate Gunship
Marauder
Bloodrage Ogre
Scorch
Discard
Lobber
Lobber
Gunpoint Taxman
Disguised Monkey
Charge
Steam Tank
Marauder
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Summon Zane - ($7)
Level Zane to Lvl 4 - ($4)
Hire Gunpoint Taxman, gains Haste from Drakk - ($2)
Hire Lobber - ($1)
Frenzied Lobber (2+1/2) => Mox (1+1/1+A), both die (Mox exhausts)
Hire Lobber - ($0)
Frenzied Lobber (2+1/2) => Fargo (3+1/3), both die
Frenzied Gunpoint Taxman (3+1/2) => Argo (4+1/4), both die, Taxman steals your Scavenger gold - ($1)
Captain Zane (3/3) => Prynn (1/3), Zane takes 2 damage (Prynn + Tower), Prynn dies, Zane levels to Lvl 6, heals damage, wishes there was a patroller to shove, is now 4/4, we both draw 1 card
Drakk (3/4) => Tech II (5), takes 1 damage from tower
Gunpoint Taxman (4/3) => Tech II (2), takes 1 damage from tower, Tech II destroyed, your base takes 2 damage
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Captain Zane (4/4)
Drakk Ramhorn (3/3)
Gunpoint Taxman (3/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 2
Disc: 7
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
I have another chance to take his Tech II down, I HAVE to do it. Hopefully it will get him a dead draw or two. He dropped a lot of Tech I/0 last turn, maybe this next hand will be all Tech II. I have let that tower live again, though. A little annoying…
Wow, Just wow. I am so glad I went down so many cards that turn, cause otherwise that would have wiped me. Was that the dream hand?
P2T6
StartingHand Workers
STARTING HAND
Hyperion
Neo Plexus
Now!
Temporal Research
WORKERS
Forgotten Fighter
Plasmodium
Time Spiral
Tinkerer
Stewardess of the Undone
NextHand
Temporal Distotion
Tricycleoid
Hyperion
Now!
Tech 0 card(s)
Get Paid - ($10)
Tech Draw
Rebuild Tech 2
Skip Worker
Gieger - ($8)
Nullcraft and Mox kill Drak, Gieger to mid
NeoPlexus - ($6)
Now! NeoPlexus - ($5)
Neoplexus hits Zane for 3 and Dies
Max Geiger, flashing nullcraft - ($3)
Nullcraft kills Zane
Float ($3)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Geiger (3/4 + A, lvl 5)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Nullcraft (1/1, flying Haste)
Battle Suits
Hardened Mox (2/1)
[B]Buildings:[/B]
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Present)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 3
Workers: 10
Thoughts
Okay, I underestimated his haste. Fortunately, Drak is now dead. I had the choice between killing Zane, tech 2 or patrolling. Sharks would end me, and I need that tech 2 up, so zane must die, and if he has two more hasted units, then he deserves this for having so much damage.
After drawing: this hand is perfect if geiger lives, and that is not gonna happen, almost makes me wish I had just patrolled heavily.
Two lobbers and a Taxman with Max Drakk was just what I needed there, and getting to do Zane tricks was helpful! That was an awesome Geiger play just now - I was not expecting that…
P1T7
Tech StartingHand Workers
TECH
Pirate Gunship
Kidnapping
STARTING HAND
Bloodrage Ogre
Scorch
Marauder
Pirate Gunship
WORKERS
Nautical Dog
Careless Musketeer
Bloodburn
Mad Man
Bombaster
Makeshift Rambaster
NextHand
Pillage
Steam Tank
Scorch
Charge
Tech 2 card(s)
Get Paid + float - ($11)
Hire Marauder - ($8)
Summon Jaina - ($6)
Jaina casts Scorch on Geiger, breaks armor and does 1 damage - ($3)
Gunpoint Taxman (3/2) => Geiger (3/3), both die, Taxman steals 1 gold, Jaina levels to Lvl 3 - ($4)
Build Tower - ($1)
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Marauder (4/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina Stormborne (2/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 4 (Anarchy)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 11
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
Ok, I have to back off a bit or I’ll get fried by whatever Tech II he’s got coming. I wanted to try for Tech III this turn, but I think the tower investment will be worth it to zap that pesky Nullcraft. Maybe the Marauder will even stick around for one more turn! Who knows? And if Jaina survives I might be able to max her for a little more support.
Tech 0 card(s)
Get Paid + float - ($13)
Daylight Robbery - ($12)
Skip worker
Mox hits Maurder, knocking off the armour, and dealing 1 damage
Vir - ($10)
Tricycleoid, trashes mox - ($5)
Tricycloid spends two runes to kill Maruder
Hyperion - ($0)
Hyperion breaks your tech 2, I draw
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Tricycleoid (4/4 + A, 1 rune)
This looks grim. I got a hand with no units below Tech II, so I’m not gonna be able to defend much. This might be the last couple of turns for me. That was a great play.
P1T8
Tech StartingHand Workers
TECH
Chaos Mirror
Surprise Attack
STARTING HAND
Pillage
Steam Tank
Scorch
Charge
WORKERS
Nautical Dog
Careless Musketeer
Bloodburn
Mad Man
Bombaster
Makeshift Rambaster
NextHand
Gunpoint Taxman
Disguised Monkey
Steam Tank
Bloodrage Ogre
Gunpoint Taxman
Discard
Marauder
Scorch
Charge
Steam Tank
Pillage
Chaos Mirror
Surprise Attack
Tech 2 card(s)
Get Paid + float - ($11)
Rebuild Tech II
Level Jaina to 7 - ($7)
Jaina casts Scorch on Tech II - ($4)
Jaina taps to deal 3 to Tech II, destroys it, your base takes 2 damage
Float ($2)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina Stormborne Lvl 7 (4/3)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 7
[B]Gold:[/B]
Gold: 4
Workers: 10
Thoughts
Not sure I can recover from that play. With Hyperion, he can one-shot my Tech II all day, and I don’t think I’ll be able to stop him from breaking Tech I next turn too. Fast turn-around, major respect to Purple.