Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Brick Thief kills Wisp and steals a brick from your Tech I
Onimaru kills Tiger Cub
Timely Messenger alerts Merfolk Prospector to a huge deposit in the distant mountains - ($4)
Helpful Turtle - ($2)
Tenderfoot - ($1)
Tech I - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: Tenderfoot (2/2)
Scavenger:
Technician:
Lookout:
In Play:
L1 General Onimaru (2/1) Frenzy [2 damage]
Helpful Turtle (1/2) Healing 1
Brick Thief (2/1) Resist 1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Trying to rush Garrisons to recover hand size again, and I hope to protect them with a quick-draw Free Speech lockdown.
double tiny B. can use spore shambler to aid against wither later. not sure what to spend teh final three gold on. i dont think a tower will be that helpful. i need a better way to deal with his flood of units. at least TB’s are good against his tech 0’s. ill bring out Cal and leave her on teh backline. he can go for her, or my tech 1, but not both.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Timely Messenger - ($5)
Timely Messenger and Tenderfoot trade with Playful Panda
Brick Thief and Helpful Turtle trade with Calamandra, your Tech I to 3 HP
Onimaru trades with SQL
Tech II: Truth - ($1)
Tech Lab: Peace - ($0)
WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
NextHand
Bloom
Wither
Free Speech
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
River Montoya - ($5)
Wither: Tiny Basilisk - ($3)
Float ($3)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: L1 River Montoya (2/3)
Lookout:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 3
Deck: 9
Disc: 0
Gold:
Gold: 3
Workers: 9
Thoughts
I would play this Flagstone Garrison if I weren’t worried about it getting hit by Nature’s Reclaim. I figure it’s better to have 2 in my cycle and float the gold cost, so maybe I can play one and a Free Speech in the same turn. I’m also playing River instead of Sirus in case that debilitated lizard gets buffed.
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Cal - ($6)
forest favor tiny b, remove -1 rune
troq - ($4)
intimidate river
tiny b safely kills river, cal to lvl 3
hero’s hall - ($2)
max cal - ($0)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
tiny B #2 - ($6)
tech 3 - ($1)
Cal and Troq kill mirror illusions
break hero’s hall, tech lab bashing - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Young Treant (0/2+A)
Elite: Tiny B #1 (1/1)
Scavenger:
Technician: Tiny B #2 (1/2)
Lookout:
In Play:
Cal, lvl 5 (4/5)
Troq, lvl 1 (2/3)
Buildings:
Base HP: 17
Tech I HP: 3
Tech II HP: 5 (Balance)
Tech III HP: 5
Tech Lab HP: 4
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
well, at least ill have options next turn. i hope he doesnt already have double drill sergeant in there. i cant stop garrison this turn. perhaps he doesnt have a second free speech as well? teching double dukcs just in case.
dah, the free speech at the end there kills me. even with the trojan duck in my hand, no chance since i cant use nature reclaims. peace engine needs some more speed that i can offer. GG.
GG. The Peace engine works incredibly well as an enabler for a Free Speech lockdown (or any other spell that one would want to play each turn). I get the appeal of the Trojan Duck for taking out the Flagstone Garrisons as an alternative to Nature Reclaims, but I think Tyrannosaurus Rex would actually work better, at least if you have some other means of clearing the Spectral Flagbearers so the T-Rex can chomp workers. If you can’t outrace the engine, maybe starving it for fuel could be an option?
well, past for past engine, second chances/temporal distortion, stewardess for mid game relief of those tech 0’s he likes to play, and then slow time generator.