I’m regretting putting in that Shadow Blade last turn. Dark Pacts seem more important for drawing my hasty units or base racing with direct damage. We’ll put them in now.
So I have two basic lines:
- Summon and max Vandy
- Summon and max River
If I max Vandy, dooming Fencer, I could kill Cal, or kill Tech I, or kill Centaur and HH. I could then either worker or play a FArgo.
a) If I kill Tech I, I have to eat a max rune Cal+5/3 Centaur with Overpower. No bueno. Actually… I can get around dooming Centaur because Cal gave it resist 1; I just have to spend all my gold. But levels when he kills Vandy will go to Mid or Arg.
b) If I kill Cal, I still have to deal with the 3/1 Centaur, and I have to deal with him playing Tech I and hero (if he drew into his other Centaur).
c) If I kill Centaur and HH, I only have to deal with Cal, but he might put out another Centaur if he drew into it. If not, I suspect that his deck is still Midori-spell-heavy. And Behind the Ferns doesn’t do much without units; I wonder if he played it just to get it out of the deck. The other benefit is Vandy might survive to cast Metamorphosis, even if I worker instead of playing a FArgo.
d) I could do 6 to base, putting him at 6. That’s range of a Gargoyle plus a Vandy-doomed Nullcraft in a few turns, but I might die first. It’s also in range of a Metamorphed Vandy. And he might be wary of destroying his HH to build a Tower after destroying Tower to build HH. But I doubt Vandy will survive to be Metamorphed.
If I play River, then I’ll just follow her up with Plexus+Fargo, or Fargo+worker.
a) I could take out HH. Then I’m dealing with 3/1 Centaur and 5/6 Cal, and possibly Tech I.
b) I could take out Centaur and do 2 damage to Cal or Tech I or HH or base.
I think I’m going with 1c, because having Vandy around seems good in case I draw Meta. I have a decent chance that he doesn’t draw a Tech I unit, which means his turn won’t be that great. I have a tough choice of whether to put Vandy on the back line behind FArgo or SQL. Back line means he has to discard 2 to stealth Cal to kill her. Front line means he can’t kill her unless he just drew Forest’s Favor or Rampant Growth (both possible). He’s got the money advantage, especially if I play FArgo. And he’s at 4 cards. Let’s put her backline (or at least Technician/Scav) and force him to pay to kill her.
Maybe I should be killing Cal and dealing with Mid or Arg+3/1 Centaur, but I’m worried about the options, and I don’t want any Moment’s Peace futzing my blitz.
Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($8)
Recruit FArgo - ($6)
Mox kills Centaur and is inwincible!
Summon Vandy, to max, - ($0)
dooming Fencer and none of your units 'cause they’re all dead! MUAHAHAAHAHHA! Ahem.
Sorry; it’s not often I can get all benefit out of Vandy’s ability. (Even if I left Centaur alive, he wouldn’t get the doom-boost, due to his fancy Cal-induced Resist.)
Fencer breaks your Heroes’ Hall, bringing your base down to 10 HP, but her time on this earth is limited
Rebuild Tech I
Discard 3, draw 1, reshuffle, draw 4
[I]Squad Leader[/I]: Fading Argonaut (3/3+a, Fading 3)
[I]Scavenger[/I]: Vandy Anadrose, Lv. 5 (4/5, Sparkshot, Resist 1)
- Hardened Mox (2/1, Indestructible)
- Nimble Fencer (4/3, doomed)
- Battle Suits
Base HP: 16
Tech I HP: 5
- Hand: 5
- Deck: 9
- Disc: 0
- Gold: 0
- Workers: 8
So, 2x Dark Pact and a Shadow Blade. That’s a hand I can live with… provided he doesn’t stealth Cal to kill Vandy.