[details=Thoughts][spoiler]
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.
[/spoiler][/details]
P2T6
Tech StartingHand Workers
TECH
STARTING HAND
Neo Plexus
Fading Argonaut
Temporal Distortion
Plasmodium
WORKERS
Time Spiral
Tinkerer
Temporal Research
NextHand
Now!
Shadow Blade
Forgotten Fighter
Dark Pact
Dark Pact
Tech 2 card(s)
Get Paid - ($8)
Skip worker
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
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Fading Argonaut (3/3+a, Fading 3)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Vandy Anadrose, Lv. 5 (4/5, Sparkshot, Resist 1)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Hardened Mox (2/1, Indestructible)
- Nimble Fencer (4/3, doomed)
- Battle Suits
[B]Buildings:[/B]
-
Base HP: 16
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 9
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 8
[details=Thoughts]
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.
[/details]