Why change a winning formula, I guess?
P1T5
Tech StartingHand Workers
TECH
Doom Grasp
Momentās Peace
STARTING HAND
Nether Drain
Tinkerer
Tiny Basilisk
Bone Collector
Plasmodium
WORKERS
Temporal Research
Battle Suits
Forgotten Fighter
Neo Plexus
Plasmodium
NextHand
Xenostalker
Fading Argonaut
Nullcraft
Time Spiral
Discard
Nether Drain
Tiny Basilisk
Tinkerer
Doom Grasp
Momentās Peace
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
rebuild Tech 2
Garth casts Nether Drain, taking Jaina down to level 5, and Garth to level 3 - ($7)
Gath makes another skeleton
- ($6)
Garth midbands - ($5)
Bone Collector - ($3)
build a Heroesā Hall - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Hardened Mox (1/1+1A, indestructible)
- [I]Elite[/I]: Skeleton (1+1/1)
- [I]Scavenger[/I]:
- [I]Technician[/I]: Skeleton (1/1)
-
[I]Lookout[/I]: Bone Collector (3/3)
[B]In Play:[/B] - lvl 4 Garth (2/4)
[B]Buildings:[/B] - Base HP: 15
- Tech I HP: 5
- Tech II HP: 5 (Future)
- Heroesā Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 2
- Disc: 5
[B]Gold:[/B] - Gold: 1
- Workers: 9
Thoughts
I guess this is why Scorch isnāt always an automatic worker on T1/T2. Although Iām puzzled to have not seen any fire spells yet, which are all strictly better than Scorchā¦
So heās broken Tech 2, thankfully on a turn where I didnāt have any Tech 2s in hand. The top priority has to be protecting it again - but I almost certainly canāt Jaina can do 3 damage and Lobber 1, no matter how full my patrol zone - and he can get a 5th from any of: a second Lobber, redrawing Scorch, or any Fire spell - oh, and playing Hotter Fire (shudder - in that case Iāll need a Nature Reclaims if Iām ever able to get Midori in play). At least by Nether Draining Jaina I force him to spend another 2 gold to get that effect - my only way to get back in this game is if I can slow his economy down long enough for him to stop destroying my tech buildings.
I nearly floated 3 gold here, because there wasnāt much to really spend it on. Itās pointless maxing Garth until I can do it to bring a Tech 2 in. I donāt want to go down to 1 card and slow my cycling to a crawl, so I had to choose only one of BC and TB to play - and chose BC both because of the skeletons/Midori synergy, and more importantly because it has more HP, which is quite siginificant against a Fire strategy (the poor old Basilisk would likeliy get destroyed without actually being attacked). But I eventually decided to build the Heroesā Hall, to get Midori out next turn if he destroys Tech 2 again, which he probably will. Of course heās got Lizzos and Firebirds to come, with probably midband Drakk to enable Firebird to one-shot my tech buildings. So I need to get quite lucky here to not get blown away in short order.