It seems like Mox lost a lot of value due to Safe Attacking (even with Battle Suits). Would teching Assimilate to steal Safe Attacking be stupid or worth it?
It is a question I have been asking myself these last few games. The first was a definate no as by the time it would cycle around, I would be planning on attacking with tech 2, and one point of armor on a tech 0/1 would often mean nothing to PetE at that point (although not having then for the training grounds hurt and it was then teched, but unplayable). Knowing that he was happy to play upgrades/buildings against future, I’ve been considering teching it T2 ever since, but the tempo loss is large (5 gold for vir + assimilate, probs 2 levels to his hero from lack of defence from said 5 gold spend), and since I am rarely attacking at tech 0/1 with anything that damage matters on, I’ve been rating it as a quick loss to do so with my old tech 2 present rush plan.
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Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Sensei taps to give Grave +1/1
Grave kills Fargo, you draw
Bone Collector - ($3)
Gunpoint Taxman - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Saviour Monk (2/2 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]: Bone Collector (3/3)
[I]Technician[/I]: Gunpoint Taxman (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Grave lvl 1 (2/2)
Aged Sensei (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
[details=Thoughts][spoiler]
Expect he teched double Seers to haste Plasmo and as Peace engine drivers. Think I’ll go Discipline, as the only spec in my deck with a flier (YLD), block him channeling runes through Nullcraft. Teching a Hooded Executioner (hit a low tech unit with runes) and YLD.
… Forecast Shenanigans are really fun, and make you cycle stupid quickly… (3 Tech 1 units turn 3 anyone?) P2T3
Tech StartingHand Workers
TECH
Seer
Seer
STARTING HAND
Temporal Research
Nullcraft
Knight of the Conclave
Time Spiral
Neo Plexus
Knight of the Conclave
Battle Suits
Neo Plexus
Seer
WORKERS
Forgotten Fighter
Tinkerer
Neo Plexus
NextHand
Temporal Research
Seer
Battle Suits
Fading Argonaut (2/3, Fading 3)
Tech 2 card(s)
Get Paid - ($7)
Forcast
Prynn - ($5)
Kinght of the Conclave #1
Kinght of the Conclave #2
Temporal Research Draw 3 - ($3)
Seer, removing rune from Plasmodium - ($2)
Time spiral, removing rune from Plasmodium, it arrives! - ($1)
Plasmodium kills monk
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]: Hardened Mox (1+1/1, Indestructable)
Spreadsheet saying Tech 3 cards again (though I’ve edited to 2). Must have messed it up somehow, maybe cut from the square below the Tech Cards area. As far as I can see the card handling is still working fine and I’ve the correct number of cards.
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Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Grave kills Cadet, sparkshot to KotC, you draw
Taxman trades with KotC
Sensei trades with Seer
Grave to max - ($3)
Zane - ($1)
Grave’s Sword kills Vir, Zane to lvl 4
Zane to lvl 5 - ($0)
Zane and Bone Collector break Tech 1, Base to 18HP
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Tech 2 card(s)
Get Paid + scav - ($10)
Worker - ($9)
Zane to max, shove KotC to scav - ($7)
Zane trades with KotC, we both gain $1, Oni to lvl 3 - ($8)
Garth - ($6)
Bone Collector kills Oni, Garth to lvl 3, you draw, I gain Skeleton
Tech 3 - ($1)
Tech Lab Anarchy - ($0)
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Tech 0 card(s)
Get Paid - ($10)
Grave sidelines Mox, sparkshot kills Nullcraft
Bone Collector kills Prynn, makes a Skeleton, Garth to lvl 5
Pirate Gunship - ($4)
Gunship breaks Tech 2, obliterates Cadet and Fargo, Base to 16HP
Garth to lvl 7, YLD from discard - ($2)
Gunpoint Taxman - ($0)
Garth and Skeleton deal 4dmg to your Base, to 12HP
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Grave lvl 7 (4/3 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]: Gunpoint Taxman (3/3)
[I]Technician[/I]:
[I]Lookout[/I]: Young Lightning Dragon (3/3)
[B]In Play:[/B]
GG! a key break on my tech 1 T5 (I don’t think I’ve heard that one before…) delaying my garrisons (and my cheap past units). The amount of units I could put out turn after turn from my mind was insane, but against safe attacking and tempo drop allowed you to snowball well. Giving up that amount of tempo as P2 doesn’t seem that viable (at least against bone collectors, letting them get 2/3 skeletons out). Up for another?