Timely plague spitter! I think you should have 1 more gold also, I killed your Scav Crash Bomber.
P1T6
Tech StartingHand Workers
TECH
Entangling Vines
True Power of Storms
STARTING HAND
Snapback
Smoker
Young LD
Sparring Partner
WORKERS
Fox Primus
Aged Sensei
Morningstar Flagbearer
Bird’s Nest
Fox Viper
Smoker
NextHand
Fuzz Cuddles
Snapback
Savior Monk
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Weakend Grave attacks SL Wisp and kills it.
Rambasa Twin attacks Technician Plague Spitter and they trade. My base takes 1 damage. You draw a card.
Rambasa Twin safely attacks Scav Crashmbomber and lives, you get a gold.
YLD attacks and kills Orpal. Grave gets 2 levels.
Max Grave - ($6)
Summon Rook - ($4)
Hire Young Lightning Dragon - ($1)
Hire Sparring Partner - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Rook (2/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Sparring Partner (2/2)
[I]Lookout[/I]: Young Lightning Dragon (3/3), flying, resist 1
[B]In Play:[/B]
Tech 0 card(s)
Get Paid - ($10)
Hire Fuzz Cuddles - ($8)
Grave throws sword, destroys Rhino
Rambasa Twin trades with Water Elemental
Sparring Partner spars with Rook
Max Rook - ($1)
Rook+ (5/6) destroys Tech II. Your base takes 2 damage.
YLD1 + 2 destroy Tech I. Your base takes 2 damage.
I guess I’m just boring but I find myself enjoying, and doing better, with mono-color decks than mixes. Particularly purple and black. Blue and red really aren’t clicking with me.
Yeah, I agree. I think it’s easier for me to play well with mono-color. I don’t find them boring, but I guess they do feel ‘standard’ compared to some of the multicolor mixes. That said I don’t think I’m good enough to leverage the multicolor power given the cost.
I’m down, but won’t be able to post much until Monday! If you’d like to start, you can kick it off. I’ll try “Dirty” White - Discipline/Strength/Finesse.
Getting Origin Story in the mix early is a given, with Rook and Grave running around. Stewardess should give some good work. Next turn, Argonaut and maybe Now! Probably going Present, just going ignore Tech III in that case.
TECH
Argonaut (Tech I Cost 3)
Argonaut (Tech I Cost 3)
STARTING HAND
Origin Story (Past Magic)
Battle Suits
Tinkerer
Stewardess of the Undone (Tech I)
Nullcraft
WORKERS
Temporal Research
Time Spiral
Tinkerer
NextHand
Neo Plexus (2/2)
Forgotten Fighter
Hardened Mox
Plasmodium
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Remove time rune from Fading Argonaut
Stewardess of the Undone - ($2)
Stewardess sends Savior Monk away
Upgrade: Battle Suits - ($0)
Neo Plexus and Fading Argonaut trade with Rook
Geiger levels to 3
Geiger attacks Tech 1 for 2 damage, takes 1 damage from Tower
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Stewardess of the Undone (3/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Max Geiger Lv 3 (2/3 Sparkshot) 1 damage
Upgrade: Battle Suits
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Getting Origin Story in the mix early is a given, with Rook and Grave running around. Stewardess should give some good work. Next turn, Argonaut and maybe Now! Probably going Present, just going ignore Tech III in that case.
Yeah, Battle Suits is good stuff, especially with Stewardess being able to suit up as well. Even the Warp Gate Disciple for those VERY VERY RARE TIMES you want to attack with him.
P1T4
Tech StartingHand Workers
TECH
Now! (Present Magic)
Hyperion (Tech II Present)
STARTING HAND
Hardened Mox
Forgotten Fighter
Plasmodium
Neo Plexus (2/2)
WORKERS
Temporal Research
Time Spiral
Tinkerer
Plasmodium
NextHand
Origin Story (Past Magic)
Nullcraft
Argonaut (Tech I Cost 3)
Fading Argonaut (2/2 Fading 2)
Discard
Hardened Mox
Forgotten Fighter
Now! (Present Magic)
Hyperion (Tech II Present)
Getting Origin Story in the mix early is a given, with Rook and Grave running around. Stewardess should give some good work. Next turn, Argonaut and maybe Now! Probably going Present, just going ignore Tech III in that case.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Grave casts Versatile Style, destroying evil future clothing! - ($5)
Hire Nimble Fencer#2 - ($3)
Grave casts Sensei’s Advice on both Fencers - ($2)
L3 Grave (3/4) attacks Neo-Plexus (2/2+A), kills him and takes 2 damage, then another damage from that darn Tower (3).
Wounded Fencer (3/1+AA) attacks and kills Stewardess (2/1), continuing their duel to the death when an arrow from the Tower finishes him off.
Nimble Fencer (3/2+AA) attacks and kills Geiger (2/3) with a flourish, but takes a shot from the Tower after the duel. Grave gets 2 levels.
Max Grave, heals, gets sword rune - ($0)
And fortunately I was able to solve the Grave situation. The pen is mightier than the sword!
P1T5
Tech StartingHand Workers
TECH
Tricycloid (Tech II Present)
Temporal Distortion (Present Magic)
STARTING HAND
Fading Argonaut (2/2 Fading 2)
Nullcraft
Origin Story (Past Magic)
Argonaut (Tech I Cost 3)
WORKERS
Temporal Research
Time Spiral
Tinkerer
Plasmodium
Fading Argonaut (2/2 Fading 2)
NextHand
Neo Plexus (3/2+1A)
Nullcraft
Argonaut (Tech I Cost 3)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Prynn Pasternaak - ($6)
Prynn tells the Origin Story of an arrogant sociopathic samurai who thinks his sword is really impressive. - ($2)
Scavenger - ($3)
Argonaut - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Argonaut (3/4 Readiness)
[I]Lookout[/I]:
[B]In Play:[/B]
Prynn Lv. 1 (1/3 Fading 4)
Tower
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 9
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
No good way to deal with Grave this turn, so I wouldn’t be surprised to see a max-band Grave next turn. I wouldn’t mind that too much, with Origin Story in hand I can deal with that. Nullcraft should provide a useful surprise attack. Next turn Tech II is ideal. Fortunately no Tech II in hand next turn so I don’t lose any chances. Probably Argonaut/Tech II/worker.