I didn't like having two firebats staring me down, so decided to go for a tempo play rather than Tech 2 right away. Will be an interesting turn to look back on later. I'm also noting that running Prynn and Vortoss Emblem might've been good around now…
Still new to this Peace thing. Figuring out what’s best to tech here. Not sure if teching an overeager cadet is still a good idea but would seem good in combo w/ Garrison…
okay, pretty good spot. two dark pacts to help me dig up hotter fires. hopefully i ca use that to counter the most likely garrison hoard that will soon assault me. teching dark pact and archer. need a blocker for cheap at tech 2 for now.
Firehouse! Funny, I was just trying to build a deck around that a couple of days ago. Looking for a card that would haste buildings, but doesn’t seem to exist
"P2T5
Tech StartingHand Workers
TECH
Air Hammer
Overeager Cadet
STARTING HAND
Reversal
Battle Suits
Drill Sergeant
Nullcraft
Drill Sergeant
WORKERS
Time Spiral
Forgotten Fighter
Plasmodium
Hardened Mox
Reversal
NextHand
Flagstone Garrison
Air Hammer
Tinkerer
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Drill Sergeant - ($5)
Drill Sergeant, first one gets a token - ($2)
Nullcraft, two more tokens. Move all 3 tokens to Nullcraft - ($0)
4/4 Nullcraft kills Firehouse
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Onimaru lvl1 (2/3 + 1A, frenzy)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Drill Sergeant (3/3)
Drill Sergeant (3/3)
Nullcraft (4/4)+++
Buildings:
Base HP: 19
Tech I HP: 3
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Hopefully he didn’t draw into Sac the Weak and I can get another turn out of the super-nullcraft. If I can, I’ll play a weaker Tech 2 and try to keep that alive
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
tech 3 - ($5)
sacrifice the weak, kill nullcraft - ($2)
jaina runs into oni, oni to lvl 3
vandy - ($0)
dark pact, draw 2, base to 18
dark pact, base to 16, draw 2
midori kills oni, vandy to lvl 3
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Vandy, lvl 3, (3/4)
Lookout:
In Play:
Midori, lvl 1, (2/1)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Fire)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
uh oh, wasnt expecting the drill sergeants yet. people normally gun for garrisons first. lol.
ill just gg it there. that Sergeant into nullcraft turn 5 really killed me. i was expecting garrions first. but the double sergeant is pretty good too.
STARTING HAND
Careless Musketeer
Makeshift Rambaster
Charge
Pillage
Mad Man
WORKERS
Bloodburn
Pillage
NextHand
Nautical Dog
Bloodrage Ogre
Scorch
Sparring Partner
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Drakk- ($3)
Mad Man - ($2)
Charge Bombaster - ($0)
Mad Man removes Vandy's armor, dies
Bombaster kills Vandy, dies
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Drakk lvl 3 (1/3 + 1A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
I think I've played with red starter once or twice as mono red when the game first came out. Haven't seen anyone else play it. Not sure how good an idea it is, but I'd like that haste spell later in the game
Debate between going aggressive and killing Cal, vs going after Tech 2 earlier. Chose the latter as it feels like I could survive some tigers, but we’ll see if I regret it later