GG ! Won’t be able to come back, can’t even use Doom Grasp in hand with Garth dead. That patrol was a big blunder. Also had a line in which I could have broken both Tech 1+2 last turn (in first T7 Thoughts). Though I think you were in a better position anyway, getting such good value from your hasted Void Star. Tough to face Future with no flying in deck.
If you’re on for another, I’ll go back to [Discipline]/Necro/Anarchy.
Grappling Hook allows me to kill both his units. Monk will likely be bounced by Stewardess or sniped by Nullcraft, and with Grave on 1HP I’m pretty well committed to maxing next turn. But even if Origin Storied on T4, I’m at worst trading evenly which is just fine as P2, and if left on the board am certainly trading up.
[I]Lookout[/I]: Bone Collector (3/3)
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: Discipline
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
[details=Thoughts][spoiler]
Options in my deck against his plan:
Chaos Mirror
cost-efficient 3atk units plus a Tower, kill his units if they attack (eg Rambasa Twins, BCs, Taxmen, Lich’ Bargain, Monkeys, Hooded Executioner with extra kill through Boost)
YLDs, pay $1 or buff to snipe his 4HP units. Problem is they can be bounced with Undo.
Corpse Catapult + Lich’s Bargain, rush him down while his units arrives. Catapult also vulnerable to Undo
Sanatorium + Chameleon Lizzos, bit fragile
Gunships for obliterate – though Hives a good answer if he can play in time
Training Grounds, my Heroes have excellent maxband stats and abilities
I like Training Grounds + cheap 3atk units + Chaos Mirror. So building Tech2 Discipline, and teching Rambasa Twins + Training Grounds. Follow up with Chaos Mirror next turn.
Lets get this party started! The guests are starting to arrive!
EDIT: @petE, forgot to midband prynn, edited (would redraw, but I drew the rest of my deck) P1T4
Tech StartingHand Workers
TECH
Origin Story
Yesturday’s Golgahort
STARTING HAND
Neo Plexus
Temporal Research
Fading Argonaut (3/3 + A, Fading 3)
Seer
Seer
WORKERS
Forgotten Fighter
Hardened Mox
Time Spiral
Neo Plexus
NextHand
Origin Story
Yesturday’s Golgahort
Tinkerer (1/2)
Discard
Temporal Research
Fading Argonaut (3/3 + A, Fading 3)
Tech 2 card(s)
Get Paid + float - ($8)
Forcast Stuff
Prynn - ($6)
Temporal Research, Draw 3 - ($4)
Seer, Removing Rune from Plasmodium - ($3)
Seer, Removing Rune from Plasmodium, it arrives! - ($2)
Plasmodium kills Grave, Prynn to lvl 3
Nullcraft hits your Tech 2 for 1
Worker - ($1)
Midband Prynn ($0)
Slightly confused by Grave’s lack of attack, I have no tower nor patrollers, so swinging at base/tech 1 with readiness to still patrol seems to have no downsides?
[details=Discard][spoiler]
Bone Collector
Grappling Hook
Snapback
Aged Sensei
Gunpoint Taxman
Chaos Mirror
Young Lightning Dragon
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Bone Collector trades with scav Seer, you gain $1, I gain Skeleton
Max Zane, Seer to scav, dies, we both gain $1 - ($2)
Garth - ($0)
Zane kills Prynn, Garth to lvl 3
I don’t think he did pay 1 for it though. He paid 6 for max zane - Zane costs 7 to summon and max, but he got 1 back for the scav bonus. However, there’s not 1 left to play GH.
Turn edited. Though pretty sure I blew my chances in this one T3. Should just have maxed Grave and killed Nullcraft with sword rather than build Tech 2, then would have been protected against Plasmo arrival