Not sure how much I’ll be relying on Soldiers and Mystics; will float Battle Suits for now. I’m torn between leading with Tinkerer and Plasmodium, but I think Plasmodium will land faster if I play it first.
GLHF
Get paid ($5)
Research Rich Earth ($2)
Worker ($2)
Hire Merfolk Prospector ($1)
Float 1 gold
Scavenger: Merfolk Prospector (1/1)
In play: Rich Earth
Base: 20
6 workers
Hand: 4
Deck: 1
Discard: 2
New Hand
Forest’s Favor
Playful Panda
Young Treant
Tiger Cub
Thoughts
I think I can still run Arg’s Riches as P2 against such a passive P1t1. Next turn I can Max Arg then Play Forest’s Favor to protect the Elemental from the Plasmodium
Seers seem like a good choice here, they almost guarantee I’ll have the option of rushing in the Plasmodium, and they should remain useful throughout the game. Using the Nullcraft may provoke a Tower, but that’s okay… I don’t need to attack with it every turn.
STARTING HAND
Neo Plexus
Fading Argonaut
Temporal Research
Seer
Battle Suits
WORKERS
Forgotten Fighter
Hardened Mox
Neo Plexus
NextHand
Battle Suits
Temporal Research
Time Spiral
Seer
Tinkerer
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Seer, remove from Plasmodium - ($5)
Plasmodium kills Elemental
Nullcraft kills Wisp
Vir Garbarean - ($3)
Float ($3)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Seer (2/1)
Technician:
Lookout:
In Play:
L1 Vir Garbarean (2/3)
Nullcraft (1/1) Flying, haste
Plasmodium (4/1) Haste
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 3
Workers: 7
Thoughts
Hmm… if he goes for Balance, I should find a way to kill my Nullcraft, possibly by SQL’ing it, 'cuz Mimic. Guess I’ll float gold for my Tech II, grab some tech II units, and play Vir so that he can swap one onto my deck if I draw both next turn. The question is, which units to go for? I think I’ll try Reavers, and maybe follow up with Bloodlust so I can activate their abilities as soon as they land.
Rampant Growth
Verdant Tree
Spirit of the Panda
Centaur
Young Treant
Forest’s Favor
Worker
Rampant Growth
Tech
Polymorph Squirrel + and Barkcoat Bear
Get paid + float ($8)
Worker ($8)
Hire Centaur ($5)
Hire Young Treant ($3) i Draw
Plant Verdant Tree ($1)
Float 1 gold
Squad leader: Young Treant (0/2)
Scavenger: Centaur (3/4)
In play: Arg (1/5) Verdant Tree (3) Rich Earth
Base: 20
Tech 1: 5
8 workers
Hand: 5
Deck: 2
Discard: 0
New Hand
Playful Panda
Polymorph
Merfolk Prospector
Ironbark Treant
Spirit of the Panda
Thoughts
I think they’re almost certainly going tech 2 next turn. I didn’t want to just commit to Balance to counter Void Rays, so Polymorph will serve as a good mini-counter if he pulls something I can’t just kill.
STARTING HAND
Tinkerer
Time Spiral
Seer
Temporal Research
Battle Suits
WORKERS
Forgotten Fighter
Hardened Mox
Neo Plexus
Time Spiral
NextHand
Seer
Reaver
Fading Argonaut
Reaver
Tech 2 card(s)
Get Paid + float - ($10)
Peek
Worker - ($9)
Battle Suits - ($7)
Seer kills Treant
Plasmodium trades with Centaur
Vir and Nullcraft break Tree
Tinkerer - ($5)
Tech II: Future - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Tinkerer (1/2)
Lookout:
In Play:
Battle Suits
L1 Vir Garbarean (2/3)
Seer (3/1)
Nullcraft (1/1) Flying, haste
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
I could destroy that Tree if I play Battle Suits, I guess I’ll do that since it might delay some impactful play on his side. I’ll peek first, 'cuz it’s free. I’ll try deploying Tinkerer to help accelerate the Reavers next turn; hopefully he doesn’t have Forest’s Favor in hand.
Playful Panda
Polymorph
Merfolk Prospector
Ironbark Treant
Spirit of the Panda
Worker
Playful Panda
Tech
Wandering Mimic 2X
Get paid + float + scavenger ($10)
Worker ($10)
Build Tech 3: Balance ($6)
Hire Ironbark Treant ($3)
Polymorph the Seer into a puny Squirrel ($0)
Technician: Ironbark Treant (1/2[+2])
In play: Arg (1/5) Rich Earth
Base: 20
Tech 1: 5
Tech 2: 5
9 workers
Hand: 4
Deck: 6
Discard: 0
New Hand
Polymorph
Forest’s Favor
Barkcoat Bear
Spirit of the Panda
Thoughts
Change of plans: I REALLY need good air defense. Wandering Mimics should do nicely. I didn’t draw them, but I can use Polymorph to stall a bit if needed and I may get 1 as technician draw. This is bad, but I don’t think I’ve lost yet. As an aside, trying to Arg’s Riches as P2 was a terrible idea. Better not try that again.
WORKERS
Forgotten Fighter
Hardened Mox
Neo Plexus
Time Spiral
NextHand
Plasmodium
Temporal Research
Bloodlust
Discard
Fading Argonaut
Desperation
Desperation
Tech 2 card(s)
Get Paid + float - ($9)
Peek
Reaver - ($6)
Reaver - ($3)
Tinkerer removes a time rune from one Reaver
Seer removes one from the other. - ($2)
Float ($2)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Nullcraft (1/1A) Flying, haste
Elite:
Scavenger: Seer (3/1)
Technician: Seer (3/1)
Lookout:
In Play:
Battle Suits
L1 Vir Garbarean (2/3)
Tinkerer (1/2)
Future:
Reaver [1 time]
Reaver [1 time]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 3
Gold:
Gold: 2
Workers: 8
Thoughts
It occurs to me that I may have difficulty getting enough cards to fuel the Reavers. What can I do about that? Surplus is a good option, except it’s quite expensive. Maybe Desperation can float me along until I can afford the Surplus? Omegacrons seem like an easy way to fuel Temporal Research, but unless I add time runes to them (and I don’t plan to), they won’t provide the full 10 for very long. Guess I’ll go with Desperation first, then see where to go from there… between the discard cost of Reavers and Vir’s deck manipulation, I should have an easy time meeting their empty hand condition, especially with me emptying my hand now. I just wish I had considered the discard cost sooner; I would have teched in a Bloodlust and a Desperation last turn. With his Tech II Balance up, I need to worry about Mimic, so Nullcraft needs to patrol. I’m kind of tempted to skip a worker… I don’t really want to give up any of my time rune units, considering I’m going to need runes to fuel the Reavers. Which means to reach 10 workers, I want to worker the Nullcraft and Battle Suits… Maybe I can rely on his tech II units to remove them from my board, and I suppose workering one of the Bloodlusts is certainly an option. I absolutely don’t want to allow him to play a T-Rex and destroy my precious workers, which means I definitely want to hit with both Reavers next turn… once I cripple his income, having skipped a worker isn’t going to be as much of a problem for me, and this guarantees that I’ll have the 3 cards I need to pull off my alpha strike next turn. The distressing thing is he’ll have 10 workers before the Reavers land, which means he may be able to build his Tech III… but if he does get a T-Rex out, he’ll probably go for my Reavers instead of my workers, which is good? I guess?
TECH
Knight of the Conclave
Knight of the Conclave
STARTING HAND
Temporal Research
Bloodlust
Plasmodium
WORKERS
Forgotten Fighter
Hardened Mox
Neo Plexus
Time Spiral
NextHand
Knight of the Conclave
Bloodlust
Tech 2 card(s)
Get Paid + float - ($10)
Drakk Ramhorn - ($8)
Bloodlust the Reavers - ($6)
Reaver kills Argagarg and Treant - ($5)
Reaver trashes 2 workers - ($4)
Midband Drakk - ($3)
Seer and Vir break Tech III
Squirrel, Tinkerer, and Nullcraft break Tech II
Float ($3)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: L4 Drakk Ramhorn (2/3)
Lookout:
In Play:
Battle Suits
L1 Vir Garbarean (2/3)
Reaver (0/3) Frenzy 1
Reaver (0/3) Frenzy 1
Seer (3/1) Frenzy 1
Seer (3/1) Frenzy 1
Tinkerer (1/2) Frenzy 1
Nullcraft (1/1) Flying, haste, frenzy 1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 2
Deck: 7
Disc: 0
Gold:
Gold: 3
Workers: 8
Thoughts
Teching in Knights to synergize with Desperation and help me save for a Surplus. I see hee went for the Tech III… I can’t ignore that, even if it’s a bluff. I’m going to risk breaking his Tech II as well while I have the opportunity, even though it’s possible he could use an Owl and Circle to cheat in a MImic and kill something valuable, because I don’t get the impression he’s been teching towards that combo.
GG. Yeah, they were one of the few cards still on my bucket list, and I figured with enough babysitting they could be very impactful. Sounds good, I’ll take P2 this time.
STARTING HAND
Battle Suits
Tinkerer
Plasmodium
Fading Argonaut
Forgotten Fighter
WORKERS
Forgotten Fighter
NextHand
Nullcraft
Hardened Mox
Time Spiral
Temporal Research
Neo Plexus
Discard
Battle Suits
Tinkerer
Plasmodium
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fading Argonaut - ($2)
Vir Garbarean - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Fading Argonaut (2/3A) [3 time]
Elite:
Scavenger: L1 Vir Garbarean (2/3)
Technician:
Lookout:
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Oh my, what an efficient start. That’s a bit intimidating… especially since he probably has one or both basic spells in hand now. Luckily, he doesn’t have the gold to cast both, and so long as he doesn’t cast Favor, I can take out the Merfolk next turn using Nullcraft. I’m torn between playing Plasmodium or Fading Argonaut. The Plasmodium might help me finish off the Merfolk if he Favors it, but the Argonaut might help me protect my Tech I when I build it. It’s a tough call, but I feel like not applying any pressure would be dangerous, and so would playing a hero without a unit to protect him.
STARTING HAND
Temporal Research
Nullcraft
Neo Plexus
Time Spiral
Hardened Mox
WORKERS
Forgotten Fighter
Hardened Mox
NextHand
Tinkerer
Seer
Temporal Research
Plasmodium
Seer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Argonaut and Vir trade with Elemental
Nullcraft kills Prospector - ($3)
Tech I - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Nullcraft (1/1) Flying, haste
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
Ugh, Water Elemental as well… but he spend $4 and can’t get free levels, so I guess it’s worth trading to expose the Prospector… Argagarg and the Wisp probably can’t break my Tech I, and even if they do, it’s not a huge deal.
Spore Shambler
Rampant Growth
Playful Panda
Spirit of the Panda
Forest’s Favor
Worker
Spore Shambler
Tech
Huntress 2X
Thanks for not patrolling
Get paid ($6)
Worker ($6)
Cast Spirit of the Panda on wisp ($2)
The wisp grows Rampantly ($0)
Tag Arg to buff the wisp
The wisp destroys your tech 1 ($1)
Build Tech 1 ($0)
In play: Arg (1/5) Wisp (2/3) Rich Earth
Base: 20
Tech 1: 5
7 workers
Hand: 4
Deck: 5
Discard: 0
New Hand
Tiger Cub
Rampant Growth
Young Treant
Spirit of the Panda
Thoughts
With that, I just got an amazing position. I don’t need to worry about FF because the wisp isn’t patrolling, and I doubt they have Undo in hand (or would want to basically burn a turn on getting rid of a tech 0 2/3) so I can probably Spirit of the Panda 2X on the wisp, get 2g back when it attacks for 4 damage, then comfortably build my tech 2. I am unsure which spec is best tho. Probably Balance.