[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Garth kills Skeleton
Reversal kills Garth - ($5)
Grave kills Imp, you draw
Marauder and Skeleton break Tech 1, Base to 14HP
Bone Collector deals 3dmg to Base to 11HP, makes a Skeleton
Steam Tank - ($2)
Garth makes a Skeleton - ($1)
I had good draws – both Tech1s is my T3 hand vs neither for you, and Grappling Hook lining up twice to use Grave’s sparkshot. Hard to defend against P1 Grave in that situation.
If you’re on for another with the same or a different deck, I’d switch to [Feral]/Necro/Anarchy.
[I]Squad Leader[/I]: Fading Argonaut (2/3 + A, Fading 3)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 5
Thoughts
Never mox and nullcraft/Battle suits in opening is rough, Probs Neo + Hero + Tech 1 next turn to try and stave off the Calamandra Pressure, and hope he doesn’t Garth, skele and Prospector, as I can’t deal with that with no nullcraft.
[I]Squad Leader[/I]: Fading Argonaut (2/3 + A, Fading 2)
[I]Elite[/I]: Vir (2 +1/3, lvl 1)
[I]Scavenger[/I]: Neo Plexus (2/2)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[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
Thoughts between Agression (Vir/Geiger + Neo Plexus) or defensive (Mox), Since I’m player 1 I need to leverage that tempo. With that in mind, Stewardess of the undone and Argo seem sensible techs.
On T1, your next hand seems to have been copied into your starting hand as well; I can figure out your starting hand by process of elimination, but it might be nice to edit for spectators. (;
STARTING HAND
Rich Earth
Verdant Tree
Ironbark Treant
Spore Shambler
Young Treant
WORKERS
Tiger Cub
Rich Earth
[/spoiler][/details]
[details=NextHand][spoiler]
Ironbark Treant
Gunpoint Taxman
Young Treant
Centaur
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Cal to lvl 3 - ($3)
Discard 2 cards to give Cal Stealth
Cal kills Vir, to lvl 5
Tech 1 - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Playful Panda (2/2)
[I]Technician[/I]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Calamandra lvl 1 (4/5), resist 1 to units
[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: 1
Workers: 7
[details=Thoughts][spoiler]
Nothing worth playing from hand – two 3-drops too expensive to risk bouncing by Stewardess, and three other cards (Rich Earth, Verdant Tree, Young Treant) that lack board presence against a possible Battle Suits deck and/or Stewardess bounce. So better to do the Cal stealth discard to get free levels from Vir kill. Bonus is Cal’s mid gives resist 1 against Stewardess or Forgotten Fighter.
Teching a Taxman for anti-air and Centaur for solidity against Suits.
STARTING HAND
Stewardess of the Undone
Forgotten Fighter
Battle Suits
Temporal Research
Hardened Mox
WORKERS
Tinkerer
Plasmodium
Forgotten Fighter
NextHand
Temporal Research
Nullcraft
Fading Argonaut (3/1, Fading 1)
Argonaut
Time Spiral
Tech 2 card(s)
Get Paid - ($6)
Argo Fades
Worker - ($5)
Battle Suits - ($3)
FArgo kills Playful Panda
Stewardess of the undone Bounces Fargo - ($0)
NeoPlexus kills Wisp
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Stewardess of the Undone (3/3)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Neo Plexus (3/2)
[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: 7
Thoughts
I wanted to bounce the wisp to deny him card draw, but with the resist from the cal it makes my turn really bad, bouncing my Fargo who is about to die from fading to keep my hand size up seems slightly better
Lucky again to have both Tech1 units in T3 hand. With Green starter buffs next hand, should be able to break his Tech2 building T4 if he build and have my units survive. Though with Battle Suits in play, his T1s still compete well (Argonaut 4/4 readiness for $3 is like a Tech2).
Since I’ve plenty of $s, let’s try Anarchy with a Feral Tech Lab. Teching Steam Tank and Barkcoat Bear, good against Hyperions/Tricycloids and ground pressure if he goes for a flying plan instead. If he manages to stabilize the ground eg with Immortals, can try for Tech3/Gunships later.
[details=NextHand][spoiler]
Young Treant
Verdant Tree
Forest’s Favor
Pirate Gunship
Barkcoat Bear
[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($10)
Young Treant, I draw - ($8)
Pirate Gunship deals 7dmg to Base to 11HP, obliterates Tricycloid and Neo Plexus, you draw - ($2)
Bear and Garth deal 8dmg to Base, to 3HP
Calamandra - ($0)
Haven’t played much as Purple, but the Tech2 options seem strong enough that you can be a bit slow in the opening and still be in good shape. Problem was the Hero kill so early, you really needed a Tower against Cal’s stealth trick or to play units only for the first few turns.
Having no 1-drop in the starter also annoying as P1.
hmm, Tower turn two seems far too defensive for player one, will have to try not having a hero P1T2. Your turn to go first if you want another game? (I’m sticking with mono purple)