I would go Rich Earth here, but that’s just asking for Assimilate. Although, with Balance I could destroy it when it gets taken. I could also go Ironbark, but then I have to worry about Forgotten Fighter. Not too appealing. Maybe my best option is to just lead with Cal despite the card inefficiency. I do, after all, want to be able to power her up and attack while still building my Tech I next turn.
STARTING HAND
Tiger Cub
Merfolk Prospector
Young Treant
Spore Shambler
Rampant Growth
WORKERS
Rich Earth
Tiger Cub
NextHand
Forest’s Favor
Verdant Tree
Ironbark Treant
Rampant Growth
Gemscout Owl
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Merfolk Prospector - ($2)
Heroes’ Hall - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: L1 Calamandra Moss (2/3A) Sneaky
Elite:
Scavenger: Merfolk Prospector (1/1) Finds gold
Technician:
Lookout:
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
I could play the Prospector here and risk it dying to Nullcraft, which wouldn’t be a big loss, or I could play the Shambler here and risk it losing health to Nullcraft, which seems like a more annoying problem to have. I’ll take an Owl to block Nullcraft, and a Basilisk to slip past that Mox. Now, the question is, to build a Heroes’ Hall or float the gold? If I decide to have Cal slip past his patrol, I’ll want a patroller that won’t be subject to Forgotten Fighter, and the option to stash is pretty appealing. Guess I’ll open it up.
Now!
Time Spiral
Plasmodium
Battle Suits
Neo Plexus
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Play Nullcraft. Kill your Prospector, you get 1 gold. - ($4)
Build Tech I - ($2)
Summon Max Geiger - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1+1A) - Indestructible
Okay, I’ll bring in Bigby to help recover my hand size (and deal with the Mox), Jurisdiction for versatility and the other Gemscout to help cover Jurisdiction’s overhead. If he wants to Arrest my Owl, it’ll cost him a whopping $4, so I’m not too worried. I plan to only use one Jurisdiction and float it along with stash so it’ll be ready when I need it. No need to worry about Now! this turn, meaning Bigby should be able to hold the line.
Tempting to play the Basilisk, but I can’t just leave Bigby at 1 HP with that Mox hanging around. Even 2 HP would be risky because he might not have workered Battle Suits. Probably not a bad idea to hold back on card usage anyway at this point.
Planning to maxband Calamandra, should tech in Feral Strike since it’s one of the few cards I can’t fetch with magic. I should probably stash this Jurisdiction… but, I really want to spend some of this gold. I’ll go whole hog and fetch my other copy and Community Service, since he has a Tech II and a full hand. Chances are he’ll have at least one decent tech I or tech II unit to conscript. … And, of course, he doesn’t, lol… and on top of that, he has a brutal set of spells available. Guess I’ll maxband Cal and provoke him into rushing in the Reaver to remove her, at least that way I can protect my workers for a turn.
jurisdiction is 2+5 for CS makes 7. You are left with 4gold, not 2. @Nekoatl did you draw for insurance agent? i see you missing a card. You’re supposed to draw for both tech and IA.
Arrives: Put an insurance rune on a unit. When that insured unit dies, gain gold equal to its gold cost and draw a card.
everything should be fine. @Nekoatl started out with 3 cards and drew jurisdiction as a 4th after killing argonaut. @Legion was probably irritated by the fact that the spreadsheet adds redraws during the turn to the starting hand of the post
dude, did you even count the cards? he’s missing one card that he didn’t draw from IA.
Edit for clarity: @Nekoatl ended turn with 3 cards, with tech, he gets to 4 (all of them listed in his starting hand) then he plays IA(down to 3) worker (down to 2) and jurisdiction (down to 1). If he drew the card from IA, he should disc 2 draw 4, instead he disc 1 draw 3. I’m not irritated by anything but your claim of me being irritated.
My bad, it seems I have misread something. Even though I’m certain to have read above he had to draw due to tech, there is no trace of it. Sorry. @Unity I stand corrected, you can play your turn whenever you want.
STARTING HAND
Unphase
Time Spiral
Fading Argonaut
Battle Suits
Now!
WORKERS
Tinkerer
Forgotten Fighter
Plasmodium
Temporal Research
Unphase
NextHand
Neo Plexus
Reaver
Discard
Argonaut
Time Spiral
Now!
Battle Suits
Nebula
Nebula
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Summon Max Geiger and Vir Garbarean. - ($5)
Play Time Spiral on Reaver - Reaver arrives - ($4)
Play Now! on Reaver and activate it - ($3)
Kill your 2 heroes with Reaver´s energy bombs, Vir Garbarean to Level 5. I discard a card. - ($2)
Play Fading Argonaut - ($0)
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Fading Argonaut (2/3+1A)***
Elite:
Scavenger: Nullcraft (1/1)
Technician: Vir Garbarean (3/3) - Level 5
Lookout:
In Play:
Reaver
Max Geiger (2/3) - Level 1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 2
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
Should I keep Unphase for the Arresting Constable or the Battle Suits? Or keep both and don´t play a worker? If I have a Nebula, I don´t need Unphase anymore…
Now I have to build my Tech III while I still can, and defend it with everything I have in case he destroys my workers. Gonna try for a Judgment Day comeback. Um… but, sparkshot makes patrolling awkward when more than half of my stuff has only 1 health. What to do…? Guess I leave 2 moneymakers in the back line as bait. Not a good move, but I don’t think I have a good move here.