Maybe going first, I’ll have the tempo to land an Arresting Constable? Probably not, though.
Rich Earth — Tech 0 -> Worker //this really does need to cost 2 to be playable. Paying 2 (net) gold on T1 to save 3-5 gold over the course of the game is not ever really worth it. But paying 1 extra to get a temp worker would be (and would also make a Card+hero T1 play 54% more likely).
Neo Plexus
Plasmodium
Time Spiral
Hardened Mox
Fading Argonaut
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Hardened Mox (2)
Worker (1)
Workers
Time Spiral
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite: Hardened Mox (2/1)
Scavenger:
Technician:
Lookout:
In Play:
nothin
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
End of Turn Hand
Tinkerer
Battle Suits
Forgotten Fighter
Temporal Research
Nullcraft
End of Turn Discard
My Thoughts
Joggermox anyone? I’m not honestly sure how Eric’s deck is supposed to work, I only know I saw Censorship Council and Feral Strike played his previous game vs. Akiata. I’ll need to do some recon work. This is a little bit of a tough situation with Plexus AND Fargo in this hand also, might end up doing like Nullcraft + Tower next turn or something… Awkward. Hm. Well I still feel like this is the right call. Maybe Vir + FF + T1 next turn… Hang vir up to dry or something
Tinkerer
Battle Suits
Forgotten Fighter
Temporal Research
Nullcraft
Events of Turn:
Upkeep:
Get Gold (6+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Boot Camp x2
Main:
Nullcraft, kills Prospector (5)
Battle Suits (3)
Tech 1 (1)
Worker (0)
Workers
Forgotten Fighter, Time Spiral
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite: Hardened Mox (2+1/1)
Scavenger:
Technician:
Lookout:
In Play:
Nullcraft (1/1)
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Tinkerer
Boot Camp
Fading Argonaut
Plasmodium
End of Turn Discard
My Thoughts
On with the Juggermox show! Suits + Nullcraft + T1 feels slightly better here than tower, mostly b/c the Tower could get wrecked but the T1 builds fo free
Tinkerer
Boot Camp
Fading Argonaut
Plasmodium
Temporal Research (bc)
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
All Teched Cards
Hooded Executioner, Nether Drain
Boot Camp x2
Main:
Mox runs into Cala, she takes 1
Nullcraft kills Wisp, you get 1g
Onimaru (5)
Boot Camp Mox, draw 1 (4)
Fading Argonuat (2)
Worker (1)
Workers
Plasmodium, Forgotten Fighter, Time Spiral
Patrol as below
Discard 2 Draw 2 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Fading Argonaut (3/3+1armor fade 3)
Elite:
Scavenger:
Technician: Onimaru (2/3 lvl 1)
Lookout:
In Play:
Hardened Mox (3/2, +)
Nullcraft (1/1)
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 8
End of Turn Hand
Boot Camp
Neo Plexus
Hooded Executioner
Tinkerer
End of Turn Discard
My Thoughts
I smell Bamstamper… I’m teching a Nether Drain and Hoodie, try to clear this stuff up and do something to combat Feral Strike. Chances are I don’t get the second BC off and Oni dies anyway. Fingers crossed he doesn’t so I can keep buffing Mox!
Replacing Cub with Panda. That would leave me floating 2 gold, which is 10 next turn, which is 2 short of Tech II + Feral Strike #sad. I don’t actually need the Lobber, though. Or, I could leave out the Huntress (and just play the Lobber and ping something, since I don’t have to worry about Zane
So, given all that, let’s avoid Assimilate bait and just go Tech II Fire.
Bring in one Lizzo and one Firebird
7 gold (10), Cal Heals
Rampant Growth Panda, kills Fading Argo (8)
Level Cal to 3, kills Oni, maxes (6)
Worker (5)
Lobber, attacks your Tech I for 2 damage (4)
Tech II Fire (0)
Discard 2, Draw 3, rs, Draw 1
Scavenger - Young Treant (0/2)
L5 Cal (4/5)
Lobber (2/2)
Playful Panda (2/1)
Base - 20
Tech I - 5
Tech II - 5 (Fire)
Verdant Tree - 3
8 gold (9), heal Panda
Bigby (7)
Rampant Growth Panda (4)
Worker (3)
Panda and Lobber kill Garth, Bigby to L3, Lobber dies
Injunction your Tech I (0)
Discard 1, Draw 3
SQL - L3 Bigby (2/4 +1)
Playful Panda (2/2)
Base - 20
Tech I - 5
Tech II - 5 (Fire)
Verdant Tree - 3
Hmm, I want to limit the firepower here, I’m going to Boot Camp Bigby out of the way to take out that Panda. Teching in assimilate, plan to steal that tree
Worked out nice, I can kill a ton of stuff… Grabbing Death Rites as I think I have a good path to victory with that, combined with stealing the declaration of independence Verdant Tree.