Tech 0 card(s)
Get Paid + float + scavenger - ($12)
Deploy a Pirate Gunship! - ($6) Pirate Gunship attacks, obliterating Flagbearer and Squad Leader Knight on the way, and does 7 damage to your base (Brave Knight does not return to your hand, because it didn’t die from combat damage)
Recruit Zane - ($4)
Arg casts Spirit of the Panda on Galina Glimmer to transform her into Galina PANDA - ($0) Ogre trades with Brave Knight, who bravely flees to your hand; you gain $1 Galina PANDA attacks your base for 6 damage, leaving it with 7 HP remaining - ($1)
Arg gives Cucco +1/+a this turn Cucco kills Onimaru, Zane gets 2 free levels
Level Zane to Lv. 4 - ($0) Zane attacks your base for 3 damage, leaving it with 4 HP remaining
Let’s experiment with Arg openings again! Depending on how things go early on, I may do some Mythmaking shenanigans again, which would work especially well if either go Strength Tech II or get to Growth Tech III. Probably will just stick with Growth Tech II for MoLaC, though.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Deploy Bloodrage Ogre - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]: Nautical Dog (1/1) (Frenzy 1)
[B]In Play:[/B]
Argagarg Garg Lv. 1 (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Fairly standard stuff here. I could have killed Vandy, but it would have required skipping both my worker and Tech I this turn, and that’s just not worth it. Teching more normal units right now, just want cheap things I can play later so that Blooming Ancient and MoLaC can work effectively.
Feeling the pressure… Still, as long as he doesn’t gain a dominant position, I can go for MoLaC as my win condition. He hasn’t built Tech I yet, but it’s hard to leverage that advantage when this codex has such lackluster Tech I options.
Well I should be in a pretty great position right here, despite not even being T1 yet. Pretty much guaranteed to draw what I need next turn with Dark Pacts and either initiate the Harmony win condition or just make a gigantic Onimaru with Metamorphosis
Had to go down on cards a lot to do it, but Metamorphosis is going to be much less of a threat this turn. Paying $6 (or $7 if he has to fetch it) to buff Vandy alone is probably not worth it, and getting the Heroes’ Hall back up will cost $2 more. Next turn I’ll almost certainly build Growth Tech II, and depending on what he does I might just build a Tower to further reduce the threat of Metamorphosis.
Tech 2 card(s)
Get Paid - ($8)
cast dark pact, base to 16 (reshuffle), draw 2
cast dark pact, base to 14 draw 2
wither madman - ($6)
play tenderfoot - ($5)
Worker - ($4)
build t1 - ($3)
play flagbearer - ($0)
Took this turn a while ago, so recollecting my thoughts is a bit difficult. IIRC, my main goal was to get MoLaC active, so I decided that building and protecting a Tech II was the best I could do. Had $1 left over since I wanted to skip a worker to keep my hand size from being terrible, so went for an Anarchy Tech Lab and Chameleon Lizzo as a recurring attacker to snipe important threats.
Edit: Fixed my discard/draw due to Mad Man having died and added what I can recall of my thoughts.
Oh. Well, just pretend it’s not there, and I’ll fix my hand and deck when I get a chance. It won’t change my turn to lose it; I’ll be patrolling the same way with what’s left.
Tech 2 card(s)
Get Paid - ($9)
build t2 (finesse) - ($5)
play nimble fencer - ($3)
spark BRO, trade w/ Flagbearer - ($2)
Bloom tenderfoot, kill Calypso (you draw) - ($0)
Fencer kills Rambaster
Vandy kills your techlab, your base to 18
No worker
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]:
[I]Lookout[/I]:
[B]In Play:[/B]
L5 Vandy (4/5), sparkshot, resist 1
Nimble Fencer (2/2), haste
Tenderfoot (2/1), bloomed
[B]Buildings:[/B]
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Finesse)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 9
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
A pretty yolo turn from me, but I’m still ahead of him on workers and we’re pretty much even on cards, except I’ve got a full health maxband vandy and 2 units on the board, and just smashed his techlab. He’ll get to draw 4 cards but hopefully some of them are anarchy T2 and some are just inefficient T0 stuff that’s no good at this stage in the game. I did leave myself open with a relatively weakened base vs anarchy, but I feel safe considering I killed his anarchy techlab.
Welp that draw was pretty dog shit… could have gone with pact, harmony, metamorphosis or grounded guide… litereally 6 of 9 cards in the deck are better than the 3 I drew… maybe a turn for Vandy fetching a spell, or an add-on.
Nautical Dog
Spirit of the Panda
Might of Leaf and Claw
Calypso Vystari
WORKERS
Scorch
Bloodburn
Pillage
Careless Musketeer
Nautical Dog
Next Hand
Might of Leaf and Claw
Bombaster
Surprise Attack
Discard
Calypso Vystari
Bloodrage Ogre
Makeshift Rambaster
Disguised Monkey
Disguised Monkey
Spirit of the Panda
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Research Might of Leaf and Claw - ($4) Arg kills Tenderfoot and takes 2 damage; +1 growth rune
Recruit Calypso Vystari - ($3)
Summon Rook - ($1)
Rebuild Anarchy Tech Lab - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Calypso Vystari (2/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Garus Rook Lv. 1 (2/4)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Might of Leaf and Claw @1
Argagarg Garg Lv. 5 (1/3)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Growth)
Tech Lab HP: 4 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 4
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
I’m expecting one or both of my heroes to die, but that’s OK. Zane can come out next turn and Surprise Attack him for 3 more growth runes. I might even be able to get a second MoLaC out before that, which would make it even harder for him to avoid getting blown up if he doesn’t win quickly.
I debated playing the fencer, but the extra swing didn’t accomplish much this turn so I decided to try to get back up on cards and increase my chances of getting a dark pact. I would have been pretty happy if I had been able to take that techlab out again but no dice
Scorch
Bloodburn
Pillage
Careless Musketeer
Nautical Dog
Next Hand
Charge
Gunpoint Taxman
Chameleon Lizzo
Discard
Calypso Vystari
Bloodrage Ogre
Makeshift Rambaster
Disguised Monkey
Disguised Monkey
Spirit of the Panda
Calypso Vystari
Surprise Attack
Bombaster
Giant Panda
Bird’s Nest
Tech 2 card(s)
Get Paid + scavenger - ($10)
Research Might of Leaf and Claw even further! - ($7)
Summon Zane the Insane! - ($5)
Zane casts Surprise Attack, summoning a pair of vicious Sharks! You are surprised. - ($0) The two Sharks start eating Onimaru; he skewers them both but expires from his wounds, giving Zane two free levels and adding two growth runes to each MoLaC Zane and Arg kill your Scavenger and Elite Soldiers, respectively; you gain $1 and both MoLaCs get +2 growth runes
MoLaC #1 activates!
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Might of Leaf and Claw #1 (+5/+5 to units and heroes)
[details=Thoughts][spoiler]I won’t be surprised if he concedes here. I’m guaranteed to activate the 2nd MoLaC if he doesn’t break both Tech I and Tech II (or my base), and if he breaks both Tech buildings I can stall with maxband Rook to get Mad Man for the guaranteed activation.
Speaking of Rook, I’m grabbing Bird’s Nest for flying 11/11 and Giant Panda for a 10/11 and a delayed 12/14 for the same 3 gold. If he doesn’t surrender, I’ll probably grab another Spirit of the Panda for healing (not that I’ll need it, between all my stealth and flying).[/spoiler][/details]
Edit: Corrected number of runes on MoLaC #2. Attacked 4 times after playing it, so it should have had 4 runes.