And this is why you don’t add tech 2’s before you build your tech 2 (and if you are cycling as quickly as I was, don’t add situational answers to threats he wont have)
[details=Discard][spoiler]
Grappling Hook
Snapback
Sensei’s Advice
Mind Parry Monk
[/spoiler][/details]
Tech 1 card(s)
Get Paid - ($10)
Garth makes a Skeleton - ($9)
Sacrifice Skeleton to draw 1
Grappling Hook, Golgort to elite
Garth kills Geiger, you draw, Garth to lvl 6
Max Garth, summon Mind Parry Monk from discard - ($8)
Grave - ($6)
Tap Training Ground to max Grave
Gunpoint Taxman - ($4)
Young Lightning Dragon - ($1)
Aged Sensei - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Young Lightning Dragon (3/3 + 1)
WORKERS
Fox Viper
Smoker
Fox Primus
Morningstar Flagbearer
Safe Attacking
Rambasa Twins
[/spoiler][/details]
[details=NextHand][spoiler]
Bone Collector
Pirate Gunship
Grappling Hook
Saviour Monk
[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($10)
Pay $1 to give YLD +1atk - ($9)
YLD kills KotC
Zane - ($7)
Tap Training Grounds to max Zane, pulls Seer to elite and kills
Mind Parry Monk kills Remember
Zane kills Tinkerer
Aged Sensei trades with Prynn - ($1)
Pirate Gunship, obliterates Nullcraft and scav Shimmer Ray, you gain $1
Gunship kills tech Shimmer Ray, you draw
Worker - ($0)
Float ($0)
Discard 2, draw 2, 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]
Training Grounds (4)
Mind Parry Monk (5/1)
Zane lvl 6 (4/3)
Pirate Gunship (7/3)
Young Lightning Dragon (3/3 + 1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 4 (Discipline)
Tech III HP: 5
Tech Lab HP: 3 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 11
[details=Thoughts][spoiler]
Being sure to kill Prynn to avoid a Rewind accident.
Rememberer is a 4/3 thanks to battlesuits so will kill your mind parry monk[quote=“petE, post:109, topic:2512”]
Pirate Gunship (7/3)
[/quote]
Gunship (although this rarely matters) also has long range (if it wasn’t disgusting enough), so would still be a 7/6 after attacking.
GG though, I can’t comeback from that, I either need to figure out what to tech 4/5 to not have those hands be so dead, as I feel it was those turn grace that allowed you back into it (not give up on the forecast into past idea, even if it feels like it should work so well.) Any idea on what I should be teching on those turns? (with my quick cycling at that point, I basically draw what I tech either that turn or the next.
At that point I was mainly worried you’d go Present/Hyperions, don’t know how I could handle them coming at me with haste the same turn your Knights hit the board. Though I guess Present doesn’t make use of your Seers. Great to have that slim deck, but as you say that slower turn let me back in.
Yeah, it’s just turn 4 I didn’t now what to tech, so I went with origin story and a tech 2, drew them both turn 5 with a tinkerer, and couldn’t do anything. maybe adding Argonauts in would have given me a T5 play ( I had enough gold at this point for them and Tech 2 present), which could spear head into either tech plan (Although I keep looking at Past and asking, when is it good? It’s too slow against any T3 rush, against an aggressive deck the engine is too slow, and if you could waste 5 gold on a 3/3, another 5 on Tech 3 and have both live to get the archon from the discard, then you had already won by this point. Against MoLaC/Peace engine your slower and far more fragile (and take longer to run). The cheap units don’t seem to help as by this stage of the game you have plenty of gold, and card draw is more of a factor, which is hard to get with Past (getting 10 fading runes is basically impossible, I think I managed it once against a friend who was new at the game, and that relies you on one starting deck card, which at best you are playing once every 2 turns.
With blood? I’ve only played 2 deck with it but both were fun: the obvious Necro blood Truth, and the was one in the random tourney Necro Blood Growth. Both were good fun. I’ve gonna stick with purple, see how forcast deas with being player two, and trying to get T4/5/6 clean. Your turn to start.
Training Grounds worked out really well for me last game, but realize now (seeing his last game’s techs) that it could have been Assimilated. So better avoid this game.
I’m not getting the chance to make favourable trades to make up for my econ disadvantage. But then he’s not getting value from his 3-cost Mox so far. Teching a second Bone Collector and Sparring Partner (eg buff a YLD to make it safe from a Tricycloid).