Ya, I tried to do a thing which I have never gotten to work before… We’ll see how it turns out, but I’m curious if you have any suggestions on how I could have better pulled my plan.
EDIT - updated draw deck from last turn
EDIT 2 - Mech, Mox, words are hard
P2T6
Tech StartingHand DrawDeck Workers
TECH
STARTING HAND
Origin Story
Argonaut
Seer
Nullcraft
Now!
(peek) voidray
(swap) Origin Story :: voidray
DRAW DECK (bottom of turn, unordered)
WORKERS
Plasmodium
Battle Suits
Fading-Argo (2/3+a; fading-TR.3)
Forgotten Fighter
Time Spiral
NextHand
Hive
Origin Story
Reaver
Temporal Research
Ready or Not
Discard
Neo (2/2)
Voidray
Argonaut
Now!
Tech 0 card(s)
Get Paid - ($10)
Pryn fades (tr.2)
Peek (Vir topband)
buy 6 lvl for vir (max-band) - ($4)
Summon mech (vir max-band; forecast-tr.2)
Summon Seer (arrive: remove tr from mech) - ($3)
Summon Nullcraft - ($1)
Swap card in hand for top-deck (vir topband) - ($0)
Exhaust tinkerer to remove tr from mech (it arrives)
Vir atk Mind-parry
Vir dies, levels to sets; mind-parry takes 2 after armor
Neo atk Mind-parry
Neo takes 5dam & dies, mind-parry takes 2dam and dies
Mox atk Grave
Grave take 1dam, mech takes 2dam and exhausts
Patrol Mech (SL)
Patrol Seer (scav)
Patrol Null (lookout)
Float ($0)
Discard 3, Draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Mech (6/7+a; untargetable)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Seer (2/1)
-
[I]Technician[/I]:
-
[I]Lookout[/I]: Nullcraft (1/1; flying; can’t be tgt of buff/debuff spells)
[B]In Play:[/B]
- Tinkerer (1/2; exh: add/remove tr)
- Mox (1/1; indestructable; trash when a T2 unit of mine enters play)
- Pryn (1/3; lvl.1; fading-tr.2; atk: gain a tr)
[B]Buildings:[/B]
-
Base HP: 16
-
Tech I HP: 4
-
Tech II HP: 5 (future) - rebuilding
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: -
- Disc: 4
[B]Gold:[/B]
- Gold: 0
- Workers: 10
Thoughts
(tentative tech plan; subject to change)
X - Argonaut + Seer
X - Reaver + Origin Story
X - Now + Ready-or-not
X - Hive + voidray
~ R&D, Rewind, assimilate
Timing push clockwork
X - (8.worker)
:plan: summon pryn; temporal research into reaver (50/50), seer to make reaver arrive next turn (9g w/ worker)
:act: failed to draw reaver, origin story instead… solid turn in the game, but put me a turn behind for this
X - (9.worker)
:plan: worker + reaver + tower, setting up for explosion next turn
:act: umm… ya. At this point I think my only shot is to try and draw into null craft & try to stall into
hive. Although voidray synergizes better w/ my spells. This is what I get for trying to make reapers work.
(10.worker)
:plan: seer/time spiral to make reaver arrive, geiger::now! to fire reaver, geiger::ready-or-not to fire again
11g-6c turn w/ worker; 10g-5c w/out
:act: …off the rails; just trying to stall out to hive, and follow up w/ the actual plan
Mech is safe from sword-rune, which would take all the army to clear. Nullcraft protects my T2.
If pryn survives (I think sword-rune is the only way she dies), origin story whoever the max hero is.
Next turn hive takes over blocking duties and I can start the business of atk
If there is a mass atk maybe ready-or-not to lock down