Just noticed you haven’t updated your base health. It was 18 at the end of your T7, it’s 14 by the end of mine
What a crazy and exciting game…
(Edited because I forgot that my last stinger didn’t die from killing the mirror.)
P2T7
Tech StartingHand Workers
TECH
Xenostalker
STARTING HAND
Bone Collector
Time Spiral
Doom Grasp
WORKERS
Battle Suits
Forgotten Fighter
Neo Plexus
Hardened Mox
Plasmodium
Temporal Research
Time Spiral
NextHand
Fading Argonaut
Bone Collector
Xenostalker
Nullcraft
Discard
Promise of Payment
Tinkerer
Tiny Basilisk
Doom Grasp
Bone Collector
Xenostalker
Tech 1 card(s)
Get Paid - ($11)
pay for the Hive from last turn (a Vortoss always pays his debts, even if he’s in leage with a human dragon and someone who re-animates the dead) - ($5)
Worker - ($4)
4 stingers take out your tower, dying as they do so. Your base takes 2 damage.
Void Star destroys your Tech 3, taking no damage now. Another 2 damage to your base.
the remaining stinger kills the mirror illusion
regenerate the 4 dead stingers - ($0)
Tiny Basilisk trades with the Spectral Hound in Squad Leader
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: max Garth (3/4+1A)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: lv 1 Vir (2/3)
-
[I]Lookout[/I]: Hive (0/6, flying, resist 1+1)
[B]In Play:[/B] - Void Star (5/3, flying, overpower)
- Stinger (1/1, flying)
- Stinger (1/1, flying)
- Stinger (1/1, flying)
- Stinger (1/1, flying)
- Stinger (1/1, flying)
[B]Buildings:[/B] - Base HP: 20
- Tech I HP: 5
- Tech II HP: 5 (Future)
- Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 0
- Disc: 6
[B]Gold:[/B] - Gold: 0
- Workers: 12
Thoughts
He’s certainly making life complicated, with that Free Speech (no Doom Grasp and no peeking for me this turn) and putting our steady streams of ground forces. I have a lot of options on my turn with all this air power, but I “think” I’ve found the best way. (Believe me, I’ve had several attempts and this is the one I like the most.)
Obviously Tech 3 has to go, again. The main choice is whether to additionally take out the Tower, or the Tech 2. The advantage of tech 2 is that he can’t then rebuild Tech 3 and threaten me with Gryphons again. But I should be able to keep on destroying Tech 3 for at least a few more turns, doing 2 damage to his base each time. Taking out the tower not only costs him more gold to replace, but also allows me to kill the mirror illusion which could have been a big threat next turn.
Of more concern is protecting my own Tech 2 from his ground forces - because if I get Xenostalker down next turn I should be cooking with gas (I’ve even teched a second one because I think it’s the key unit for the rest of the game, Omegacron followed by sacrificing a bunch of stingers is great, but not much good through a full patrol zone). I’m honestly not too scared by his Tech 2 options, they’re mostly just cheap moderately powerful stuff along with things to buff his illusions, but I’m not able to go after them by targeting anyway. And after killing one of his hounds AND the annoying “what-the-hell-will-it-be” mirror, he can’t do that any more next turn. (He only has 10 attack, so can kill Garth and Vir and do a couple more damage - but at least I have a functioning Tech 2 next turn.)
The big question (and I should have asked it last turn) is: has he teched/drawn Judgement Day? Would he spend 10 gold on summoning Bigby, levelling him up and casting that? (Why does Bigby get to even cast his ultimate when he didn’t start the turn on the board anyway? And why am I asking so many questions?) If he does and rebuilds Tech 3, to get the Gryphon out next turn, there could be trouble! It’s a risk I’m gonna take.