STARTING HAND
Now!
Neo Plexus
Fading Argonaut
Forgotten Fighter
Void Star
WORKERS
Tinkerer
Temporal Research
Plasmodium
NextHand
Forgotten Fighter
Now!
Vortoss Emblem
Now!
Time Spiral
Tech 2 card(s)
Get Paid - ($8)
Worker
Play Geiger - ($6)
Play Void Star, Mox retires - ($1)
Play Now! on Void Star - ($0)
Kill Sensei with Void Star. You get 1 Gold. Destroy Heroe´s Hall with 4 Overpower by Void Star. Deal 2 damage to your base.
I think my base takes only 2 damage from the monk and 4 from the effect of the earthquake. From the Codex Card Database:
If opponent has a damaged tech building and the 4 damage is enough to destroy it but his base is undamaged, the base will take 2 damage from the destruction of the tech building but none from the spell. This is due to that you never read twice the same sentence. So you deal 4 damage to the damaged buildings, which upon destruction cause the base to take 2 damage , but then you are at the “Deal 1 damage to all their undamaged buildings.” line and the base is no more an undamaged building. — Sirlin, 11/27/15
no you take 8 from quake and 2 from monk, for a total of 10 base dmg.
First monk hits your base (so is now a dmged building), then he casts quake, that deals 4 to all dmgd buildings, hence base takes 4 more, tech I and I crumble dealing 2 each to base. so monk (2)+quake(4)+TechI+II(4) total 10 dmg
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Repair Tech I
Play Vir Garbarean - ($5)
Boost Void Star and kill both Spectral Dogs with Overpower. - ($1)
I did know that I need Tech I to construct Tech II. That I also need to repair Tech I to repair Tech II is new to me. Is there some logic behind it? I mean if I constructed it before I should know how it works…?
is the same as building them (except that you do not pay for them). To rebuild tech II you must have tech I online.EG: if he destroyed all 3 your techs, you would need a turn to rebuild tech I, another for the Tech II and another for tech III. The only exception is using venrdant tree.
Cast snapback to switch heroes (and get the patrol zone empty)
Rook and monk deal 6 damage to your base
Cast senseis advice on birdies
Birdies deal another 4 to your base
as purple, vs a deck with powerful heroes, origin story is a must, imo. Rook is hard to remove due to 2 lives, and if he stays too long, quake inevitably comes, and mid-late game, having all techs down is crippling.
Yeah, I teched it too late, hoped it would come one round earlier, than it could have been interesting again. And that the two only cards he had in the end were Snapback and Sensei´s advice was tough, too.