[details=Tech StartingHand Workers][spoiler]
TECH
Steam Tank
Pirate Gunship
STARTING HAND
Grappling Hook
Bone Collector
Snapback
Bone Collector
WORKERS
Fox Viper
Morningstar Flagbearer
Smoker
Grappling Hook
[/spoiler][/details]
[details=NextHand][spoiler]
Fox Primus
Aged Sensei
Sparring Partner
Sensei’s Advice
[/spoiler][/details]
[details=Discard][spoiler]
Saviour Monk
Bone Collector
Snapback
Steam Tank
Pirate Gunship
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Grave sidelines Mox, sparkshot to Stewardess
Monk trades with Stewardess
Taxman deals 3dmg to your Tech2
Bone Collector - ($7)
Grave to lvl 3 - ($5)
Tech 2 Anarchy - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bone Collector (3/3 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]: Grave lvl 3 (3/4)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking
Gunpoint Taxman (3/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 1
Workers: 8
[details=Thoughts][spoiler]
Discipline has some decent answers to Purple/Present (eg Mind Parry Monk against Tricycloid and Prynn spells, Vigor Adept as a beefy blocker), but overall think Present wins out. His last turn was not very efficient, so think I’ve the edge for Anarchy and Gunship rush instead.
STARTING HAND
Sparring Partner
Fox Primus
Aged Sensei
Sensei’s Advice
WORKERS
Fox Viper
Morningstar Flagbearer
Smoker
Grappling Hook
Aged Sensei
[/spoiler][/details]
[details=NextHand][spoiler]
Steam Tank
Gunpoint Taxman
Reversal
Snapback
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Grave to max - ($4)
Grave’s sword kills Fargo
Taxman trades with Neo Plexus, steals scav bonus - ($5)
Zane sidelines Mox - ($3)
Bone Collector breaks Tech2, Base to 18HP, I gain a Skeleton
Sparring Partner - ($2)
Float ($2)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Skeleton (1/1 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Sparring Partner (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking
Bone Collector (3/3)
Grave lvl 7 (4/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 9
Edit: Bone Collector HP adjusted to 3 (Safe Attacking offsets Tower damage)
[details=Thoughts][spoiler]
Teching second Gunship and Reversal, build Tech3 next turn.
Generally, you only need to redo your discard/draw step in a tournament setting. As long as @Shadow_Night_Black doesn’t mind, it’s fine to keep the same hand.
Tech 2 card(s)
Get Paid - ($9)
No Scav cause daylight robbery
Rebuild Tech 2
Stewardess of the undone, bouncing Skeleton - ($6)
Vir - ($4)
Vir sawps card from Deck - ($3)
Argonaut - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Argonaut (4/4 + A Readiness)
[I]Elite[/I]: Hardened Mox (2 + 1/1, Indestructable)
STARTING HAND
Hyperion
Nullcraft (1/1, Flying Haste)
Temporal Distortion
Stewardess of the Undone
Hyperion
Neoplexus (3/2)
WORKERS
Tinkerer
Plasmodium (4/4, haste forcast 3)
Temporal Research
Time Spiral
NextHand
Argonaut
Forgotten Fighter
Argonaut (4/4 + A Readiness)
Now!
Fading Argonaut (3/3 + A, Fading 3)
Discard
Immortal
Now!
Temporal Distortion
Hyperion (5/2)
Stewardess of the Undone
Neoplexus (3/2)
Nullcraft (1/1, Flying Haste)
Hyperion
Tech 2 card(s)
Get Paid - ($9)
Mox Runs into steam tank, dealing 1 after armor
Hyperion, Mox is trashed - ($4)
Hyperion kills steam tank, I draw
Geiger - ($2)
Stewardess kills Garth, Geiger to lvl 3
Temporal Distortion on Hyperion, Bringin out Tricycleoid - ($0)
Tricyeloid Pings Bone Collector for 1 and Sparring Partner for 2
[details=NextHand][spoiler]
Surprise Attack
Saviour Monk
Fox Primus
Sensei’s Advice
Pirate Gunship
[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($10)
Zane, to lvl 2 - ($7)
Pirate Gunship - ($1)
Sensei’s Advice on Skeleton and Gunship - ($0)
Pirate Gunship, kills Geiger, obliterates Tricycloid and Stewardess, Zane to lvl 4
Grave breaks Tech2, Base to 16HP, dies to Tower
Zane and Skeleton break Tech1, Base to 14HP
Sure. It’s a close thing, but the early Hero pressure seems to be giving me just enough breathing space to build Tech3 before your stronger Tech2s take over.
[details=Tech StartingHand Workers][spoiler]
TECH
Gunpoint Taxman
Bone Collector
STARTING HAND
Aged Sensei
Safe Attacking
Fox Viper
Fox Primus
Morningstar Flagbearer
WORKERS
Smoker
Fox Viper
[/spoiler][/details]
[details=NextHand][spoiler]
Fox Primus
Grappling Hook
Bone Collector
Aged Sensei
Sensei’s Advice
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Safe Attacking - ($4)
Monk sidelines Mox
Grave kills Neo Plexus, you gain $1
Grave to lvl 3 - ($2)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[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]
Safe Attacking
Savior Monk (2/2)
Grave lvl 3 (3/4)
[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
[details=Thoughts][spoiler]
I’ll end up losing $1 on the Monk-Neo Plexus trade, but will hopefully be able to do some damage with Grave next turn – either with direct attacks (eg if Mox exhausts to attack) or with sword.