[LDT] Salrane (Present + Peace & Anarchy) vs. Dreamfire (Blood + Feral & Present)

@Dreamfire GLHF! Let me know if I mess up any formatting, etc. First time PBP.

"P1T1


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Fading Argonaut - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Fading Argonaut (3 Time Runes)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
    "
3 Likes

@Salrane GLHF! Seems like you’ve got the hang of it, but I’ll keep an eye open :wink:

P2T1


StartingHand Workers

STARTING HAND
Charge
Makeshift Rambaster
Pillage
Mad Man
Nautical Dog


WORKERS
Pillage


NextHand

Scorch
Bombaster
Careless Musketeer
Bloodrage Ogre
Bloodburn


Discard

Makeshift Rambaster
Nautical Dog
Mad Man
Charge


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Calamandra - ($2)
to level 3 - ($0)

Float ($0)
Discard 4, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Calamandra lvl 3 (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Awkward opening hand for P2. Without Brogre and Bombaster, I don’t have units that could stand up to Zane, so with Battlesuits, Salrane could kill a backline hero and get free levels.
And If I just put a hero in SQL, Nullcraft+Battlesuited Fargo get an easy kill.
So I’ll go all in on Cala. He could still kill me next turn with Zane and Battlesuits, but it’s a fair trade ($4 each), and he’ll have to either skip a worker or leave his board empty, since purple starter doesn’t have 1-drops.
Next turn I’ll probably drop Brogre and either tech up or get Heroes’ hall, but saccing Bombaster and a Cala stealth-kill are also on the table. Depending on how it goes, my first tech choices could be anything between Crash Bombers, Argonauts, Ferocity and Murkwood Allies. If Cala dies, I might get Bloodlust.

1 Like

"P1T2


Tech 2 card(s)
Get Paid + float - ($6)
Fading Argonaut -1 Rune
Worker - ($5)
Battle Suits - ($3)
Build Tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (2/3, 2 Time Runes)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

Misplay turn 1, I think I thought Temporal Research was Time Spiral?

"

P2T2


Tech StartingHand Workers

TECH
Centaur
Centaur


STARTING HAND
Bloodburn
Bombaster
Bloodrage Ogre
Careless Musketeer
Scorch


WORKERS
Pillage
Bloodburn


NextHand

Mad Man
Scorch
Makeshift Rambaster
Careless Musketeer
Nautical Dog


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloodrage Ogre - ($3)
Tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calamandra lvl 3 (3/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

I could kill Fargo with Bombaster and Cala, but I’ll be trading down in gold. Better to bring in Brogre, who can trade with either Fargo or midband Zane while in SQL, and tech up. I could get Heroes’ Hall instead, but with only 7 gold next turn I won’t be getting much out of Drakk shenanigans.
He could kill Cala with maxband Zane or Zane and sharks, but he’ll have to skip a worker, so I’ll be fine with that.
For my teched cards, I’m on the fence between Argonauts and Crash Bombers. Bombers are great for trading up against something like Gunpoint Taxman, while Argos could trade 2 for 1, possibly more if buffed with Ferocity.
I’m very much expecting a Peace engine plan, so Cadets are Salrane’s most likely choice. Cadets are generally super-efficient, and even moreso with Battlesuits, so they’ll out-value Bombers. Better try to hold them off with Argos. With my float, I might even drop an Argo and rush tech 2 next turn. Then my next techs could be either Ferocity and Now!, or Hyperion and Tricycloid.
On second thought, I’ll get Centaurs rather than Argos, with the hope of getting good value out of overpower down the line, perhaps with Drakk’s midband.

Whiffed both Centaurs, but at least I have some hasty damage in hand. If all else fails, I’ll spend my gold next turn cheating in a tiger.

Edit: forgot to mark my tech 1 on board

P1T3


Tech StartingHand Workers

TECH
Calypso Vystari
Surprise Attack


STARTING HAND
Calypso Vystari
Brave Knight
Time Spiral
Forgotten Fighter
Plasmodium


WORKERS
Temporal Research
Tinkerer
Time Spiral


NextHand

Neo Plexus
Forgotten Fighter
Nullcraft
Hardened Mox


Tech 2 card(s)
Get Paid + float - ($7)
Fading Aronaut -1 Rune
Worker - ($6)
Trade Fading Argonaut with Bloodrage Ogre
Calypso Vystari - ($5)
Brave Knight - ($2)

Float ($2)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (4/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calypso Vystari (3/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 7
Thoughts

Not loving floating gold for the first three turns in a row. Normally I would play a hero here for more board tempo, but maybe I can float and rely on Zane’s haste for a hero swing if needed? Vulnerable to Red’s gold stealing, but I’ll take the risk in service of having more flexible options next turn. I’m told the community in general looks down on Pillage, hopefully it’s a Worker already.

I can’t shake the feeling that not playing a hero here could lose me the game, but I felt like I was wasting Zane in most of my practice games. Time will tell.

1 Like

P2T3


Tech StartingHand Workers

TECH
Tricycloid
Hyperion


STARTING HAND
Careless Musketeer
Scorch
Nautical Dog
Makeshift Rambaster
Mad Man


WORKERS
Pillage
Bloodburn
Careless Musketeer


NextHand

Charge
Bombaster
Centaur
Centaur


Discard

Bloodrage Ogre
Nautical Dog
Makeshift Rambaster
Scorch
Mad Man
Tricycloid
Hyperion


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Discard 2 to give Cala stealth
Cala kills Calypso Vystari, you get 1 gold
Maxband Cala, she heals - ($5)
Tech 2 (Present) - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Calamandra lvl 5 (4/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

I love the red starter, but it’s definitely not the best for P2. I’m already feeling pressured, and nothing in my hand seems like a good play. I’ll have to keep leaning on Cala for now.
One option would be maxband ($2), cheat a tiger in ($4), and play a weenie ($1). It keeps my tech 1 safe against anything but sharks, but it’s a big gold investment. It’ll probably end up delaying my tech 2 to as far up as T5.
The alternative is teching up now, maybe killing Vystari along the way. It leaves my tech buildings super-vulnerable to Knight + Zane, but I can deal with having just one of them next turn. Here too, sharks would be a problem - he could both break tech 1 and kill Cala for free levels - which would hurt. I’m increasingly worried that he teched two copies of it (why else float 2, plus patrol in scav?), and 40% to draw is not bad odds.
…if he does cast sharks, at least Peace engine is delayed? Trying to be optimistic here :confused:

1 Like

"P1T4


Tech StartingHand Workers

TECH
Flagstone Spy
Debilitator Alpha


STARTING HAND
Neo Plexus
Hardened Mox
Nullcraft
Forgotten Fighter


WORKERS
Temporal Research
Tinkerer
Time Spiral
Hardened Mox


NextHand

Neo Plexus
Plasmodium
Surprise Attack
Fading Argonaut
Calypso Vystari


Tech 2 card(s)
Get Paid + float - ($9)
Scavenger gold from Calypso Vystari - ($10)
Worker - ($9)
Build Tech 2, Spec Peace - ($5)
Play Nullcraft - ($3)
Play Max Geiger - ($1)
Attack Calamandra with Nullcraft for 1 damage
Trade Brave Knight with Cala, BK bounces to hand, Geiger +2 levels

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Max Geiger (Level 3, 2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Nullcraft (1/1) [E]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Neat deck. Seems like my opponent is trying to use Cala/Hasted Warp Gate Disciple/Temporal Distortion to fetch units straight from codex to board. A varied and flexible threat that I’m not 100% sure how to counter. Killing Cala for now, hopefully the lack of hand fixing means they can’t haste out WGD next turn.

Spec options:
Present:
Battle Suits makes my own Hyperion a decent counter to theirs. Seems weak otherwise.
Peace:
Soldiers. Air Hammer rush can be countered by Tricycloid and doesn’t respect a likely need to block a big body in a hurry. Flagstone Spy seems decent for eliminating a WGD in a pinch, but I have Nullcraft for that until Tricycloid or Huntress hits the board. Debilitator Alpha handles most of their from-codex threats well. Any soldier is a slightly worse Kidnapping target relative to its value to me, thanks to Battle Suits.
Anarchy:
I don’t think I’ll be forced off the board any time soon. Might be able to stick a Sanatorium, but the haste units seem wasted unless I’m going hard rushdown. Best for Tech 3 rush. Possible tech lab target if I think I can stick a Sanatorium/Tech 3?

Their strengths:
Long-term value
Surprise swing turns
Flexibility

Their weaknesses:
Lack of flying counters
Relative lack of evasion units
Finicky, board-dependant tempo plays
Deck bloat
Lack of mass removal
Weak tech 3

Keeping in mind that this is a beginner’s read, and likely flawed in some way, I should stick to my guns and develop the board. Go Peace, go wide with soldiers, and try to put bodies in front of whatever threats they can pull. An early Flagstone Spy here gives me the chance to see their hand, letting me play around the swing move du jour, or helping me reject the read so I can adjust accordingly. DA gives me breathing room and beats their haste options. They’ll probably save the tigers for Cala, so I don’t need to worry about a Tower just yet.

Putting Geiger in SL slot to survive a possible Hyperion. Floating gold again, but I still have the board, kind of.

"

P2T4


Tech StartingHand Workers

TECH
Immortal
Temporal Distortion


STARTING HAND
Centaur
Charge
Bombaster
Centaur


WORKERS
Pillage
Bloodburn
Careless Musketeer
Bombaster


NextHand

Centaur
Bloodrage Ogre
Temporal Distortion
Mad Man


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Centaur - ($5)
Tower - ($2)

Float ($2)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9
Thoughts

I’m behind on board, cards and most worryingly, cycle. With Geiger there to help with draws, the Peace engine is all but guaranteed to start running next turn. I might have a chance to derail it with Present’s immediate impact units + Temporal Distortion, but I also might want to just wall up with Immortals, and try to get a trick shot off. So I’ll tech 1 of each.
No point playing a hero just to feed free levels, so I’ll get a tower against Nullcraft, and float a bit.

After the draw: whiffed all my tech 2 units (but not TD, sigh). I think this game might be over.

P1T5


Tech StartingHand Workers

TECH
Flagstone Garrison
Drill Sergeant


STARTING HAND
Surprise Attack
Plasmodium
Fading Argonaut
Calypso Vystari
Neo Plexus
Forgotten Fighter


WORKERS
Temporal Research
Tinkerer
Time Spiral
Hardened Mox
Plasmodium


NextHand

Brave Knight
Calypso Vystari
Debilitator Alpha
Flagstone Spy


Discard

Surprise Attack
Flagstone Garrison
Drill Sergeant
Forgotten Fighter
Neo Plexus


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Use Geiger’s midband to discard 1/draw 1
Fading Argonaut - ($6)
Calypso Vystari - ($5)
General Onimaru - ($3)

Float ($3)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (3/3+A, 3 Time Runes)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calypso Vystari (3/2)
  • :pschip: [I]Technician[/I]: General Onimaru (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Nullcraft (1/1)
  • Max Geiger (Level 3, 2/4) [E]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 9
Thoughts

Very defensive turn on their part. The lack of T2 units leaves me confident that they’ll have them available in their next hand. If I go hard with Zane+Surprise Attack, I can break their T2 building to block, but it leaves me vulnerable to a counter Ready or Not. Even if they don’t counter, I’d lack the resources to secure a lock.

Didn’t consider that Nullcraft would encourage a Tower. Dropping that the turn I teched Flagstone Spy was suspect, in retrospect.

I’m being left room to maneuver. Feels a little late to be teching a building, but getting an engine running seems like a fine game plan outside of any specific pressure from my opponent.

Exhausting Geiger to draw Forgotten Fighter is agonizing. Would have made a fine Worker next turn.

P2T5


Tech StartingHand Workers

TECH
Immortal
Kidnapping


STARTING HAND
Centaur
Bloodrage Ogre
Mad Man
Temporal Distortion


WORKERS
Pillage
Bloodburn
Careless Musketeer
Bombaster
Mad Man


NextHand

Nautical Dog
Charge
Scorch
Tricycloid


Discard

Temporal Distortion
Bloodrage Ogre
Immortal
Kidnapping


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Centaur - ($7)
Calamandra - ($5)
to level 3 - ($3)

Float ($3)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Centaur (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Centaur (3/4)
  • :pschip: [I]Technician[/I]: Calamandra lvl 3 (3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 3
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 3
  • Workers: 10
Thoughts

Sarlane must have whiffed on Garrison last turn, but he definitely has one (or two) in hand now. The only way I can clear his patrol is by skipping a worker and making a bunch of bad trades, which I’m not interested in. So I guess this is another turn of me turtling up, which isn’t really what this codex is meant to be about…
I’m almost tempted to build tech 3, but that would be a pretty obvious bluff with my bloated deck (and mediocre tech 3 choices).
What I’m really considering is killing Fargo. I could midband Drakk, kill Fargo with Centaur, then bring in Geiger and TD the hurt Centaur for an Argo. It leaves with me with a full hand and 3 reasonable patrollers (10 total health) vs. 3 attackers and change (8 attack before investing in heroes). But, he could tap Calypso to sidline Centaur, set up favorable hero trades, and get a bunch of free levels. Plus, if Garrisons come in, that Fargo may just end up being played again.
The alternative is playing midband Cala and another Centaur. It means more potential attackers (11 attack), but tougher patrollers (12 health) with some resist so as to discourage sidelining. I also float some gold for a potential big next turn with the tech 2’s. 13 is enough for Hyperion/Tricycloid + maxband Geiger to flicker.
Teching another Immortal, which I think he might have trouble dealing with. On the fence about the other card, between Kidnapping in the hope of snagging a loaded Drill Sergeant, and Bloodlust in the hope of getting some value out of my starter units. I’ll go with Kidnapping because it’s not as dependent on hand size, which I’m struggling with.

1 Like

P1T6


Tech StartingHand Workers

TECH
Now!
Air Hammer


STARTING HAND
Calypso Vystari
Debilitator Alpha
Brave Knight
Flagstone Spy
Now!


WORKERS
Temporal Research
Tinkerer
Time Spiral
Hardened Mox
Plasmodium


NextHand

Surprise Attack
Air Hammer
Flagstone Spy


Discard

Now!
Nullcraft
Calypso Vystari
Brave Knight


Tech 2 card(s)
Get Paid + float - ($12)
Fading Argonaut -1 Rune
Use Geiger’s midband to discard1/draw1
Brave Knight - ($9)
Now! on Brave Knight - ($8)
Attack SL Centaur with Nullcraft + Brave Knight. All die, BK bounces to hand
Attack Cala with Calypso Vystari, CV dies
Attack Cala with Onimaru. Both die, Geiger levels to max, you draw a card
Use Geiger’s maxband on Fading Argonaut, refreshing time runes
Debilitator Alpha - ($3)
Calypso Vystari - ($2)

Float ($2)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Debilitator Alpha (5/5+A, -1ATK to attackers)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Fading Argonaut (3/3, 3 Time Runes)
  • :pschip: [I]Technician[/I]: Calypso Vystari (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Max Geiger (Maxed, 3/4) [E]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 4
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9
Thoughts

Okay, at this point I’m virtually certain that I’ve misread Dreamfire. Good play on their part, too. Very difficult for me to deal 5 damage with my current board.

If I hide behind DA and develop my board, they can stealth Cala or level her and pull a tiger. Still haven’t seen that haste, but I’m not especially worried about them evading a tiger through to anything on my side of the board right now.

Alternatively, I can take the bad trades and full swing to wipe Cala. Tower wrecks my board, but with this gold pile I can reassert myself well. Does mean a bigger discard shuffle, potentially delaying my engine.

No matter what, I can’t break their tower this turn. Makes Flagstone Spy a weaker play. Might get there down the line, though, so I don’t think it’s worth hiring him. Better to toss him to Geiger and dig for something better. Air Hammer is the only real dud, but I’m really feeling my lack of usable evasion. Flagstone Garrison, Now!, Drill Sergeant, and Surprise Attack all have uses this turn. The rest are all better Worker choices. Kind of regretting Drill Sergeant. I’m giving them extra Kidnapping value, no matter how I use it. Need to make it count.

Geiger is back in my good graces after that pull. Changed everything.

Skipping worker to dig for Garrison faster.

1 Like

P2T6


Tech StartingHand Workers

TECH
Bloodlust
Temporal Distortion


STARTING HAND
Nautical Dog
Scorch
Charge
Tricycloid
Hyperion


WORKERS
Pillage
Bloodburn
Careless Musketeer
Bombaster
Mad Man
Scorch


NextHand

Makeshift Rambaster
Immortal
Temporal Distortion
Immortal
Hyperion


Tech 2 card(s)
Get Paid + float - ($13)
Technician draw
Worker - ($12)
Tricycloid - ($7)
Remove 3 runes from Tricycloid to deal 3 damage to Debilitator Alpha
Geiger - ($5)
to level 5 - ($1)
Use Geiger’s maxband on Tricycloid, giving it 3 new runes
Remove 3 runes from Tricycloid to kill Debilitator Alpha

Float ($1)
Discard 3, draw 2, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tricycloid (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Centaur (3/4)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Geiger lvl 5 (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11
Thoughts

This is not what I expected, at all. It seems like I’ve misread Salrane from the beginning. So if it’s not Garrisons, what’s his plan here? Battlesuits synergy aside, Alpha is basically a stalling unit. But what is he stalling for? If it was Gryphons or Gunships, I’d have expected tech 3 to already be up, or at the very least not a skipped worker. The only other thing I’m not really equipped to deal with is Air Hammers, so some Anti-air may be in order (or I’ll just rely on Tricycloid and spells). I should also be mindful of a possible R&D, a couple of turns down.
As it is, I have a couple of options for powering through Alpha:

  1. Tricycloid runes + suiciding Hyperion, which is a straight up trade but I get to stay ahead in cards. I’m left with 3 gold (so maybe add a hero), a spent Tricycloid and a Centaur (which I don’t see a reason to attack with).
  2. Tricycloid runes X2 via Geiger’s maxband, which is basically the same gold and card cost. PROS: I’m left with a higher lvl hero, and I don’t tip my hand with regards to Hyperion (which shouldn’t be a big surprise, but still). CONS: Can’t flicker next turn, and I slow down my card cycle. Actually, that last point might be a PRO. Yeah, I want to make sure I have Immortal in hand next turn, so no Hyperion today.
    I’ll tech Bloodlust and another TD, since it feels like I’ve got plenty of units in the deck but not really enough to do with them.
    Last question is about patrol: Tricycloid in SQL to get get him back into the cycle faster, or behind in the hopes of drawing TD? Hmm, I think the raw stats on board dictate he should go in SQL, to prevent easy trades.

    After the draw: that’s a big but expensive hand. Best case scenario, Geiger and Tricycloid both survive for a TD, and I get to choose between all my tech 2’s, plus maybe a hero. Worst case scenario, I drop two Immortals. Would’ve liked a Drakk spell, but I shouldn’t be greedy…
1 Like

P1T7


Tech StartingHand Workers

TECH
Debilitator Alpha
Overeager Cadet


STARTING HAND
Surprise Attack
Air Hammer
Flagstone Spy
Flagstone Garrison
Forgotten Fighter
Drill Sergeant


WORKERS
Temporal Research
Tinkerer
Time Spiral
Hardened Mox
Plasmodium
Forgotten Fighter


NextHand

Neo Plexus
Debilitator Alpha
Calypso Vystari


Tech 2 card(s)
Get Paid + float - ($11)
Fading Argonaut -1 Time Rune
Use Geiger’s midband to discard1/draw1
Flagstone Garrison - ($8)
Air Hammer, draw 1 from Garrison - ($4)
Flagstone Spy, draw 1 from Garrison - ($1)
Worker - ($0)

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (3/3, 2 Time Runes)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Calypso Vystari (3/2)
  • :pschip: [I]Technician[/I]: Flagstone Spy (4/3)
  • :target: [I]Lookout[/I]: Air Hammer (4/3)
    [B]In Play:[/B]
  • Battle Suits
  • Flagstone Garrison
  • Max Geiger (Maxed, 3/4) [E]
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

They had to spend a lot of resources removing DA. Worth grabbing another.

My meandering lack of a game plan is catching up to me. Interesting that they continue to both tech and hire after Worker 10. Not sure what to make of that. If they want to overwhelm me in the long game, why make their deck less consistent? Grabbing Immortals to offset with innate deck thinning, maybe?

Surprise Attack doesn’t net me much for 7 gold. I’ll see what Geiger gives me instead. (Flagstone Garrison)

Setting up Air Hammer and Spy, hoping to send Hammer through to their tower next turn to free up the Spy. Patrolling Spy anyway to put more bodies in front of a potential Kidnapping/haste. Gives them some Sparkshot options, but everything they have one-shots my units anyway.

Behind the Ferns would wreck me right now.

1 Like

P2T7


StartingHand Workers

STARTING HAND
Immortal
Makeshift Rambaster
Hyperion
Temporal Distortion
Immortal
Bloodlust (Hyperion draw)
Kidnapping (Hyperion draw)


WORKERS
Pillage
Bloodburn
Careless Musketeer
Bombaster
Mad Man
Scorch


NextHand

Centaur
Nautical Dog
Bloodrage Ogre
Temporal Distortion
Charge


Discard

Temporal Distortion
Tricycloid
Crashbarrow
Immortal
Bloodlust
Immortal
Makeshift Rambaster
Kidnapping


Tech 0 card(s)
Get Paid + float - ($12)
Hyperion - ($7)
Hyperion kills Fading Argonaut, I draw
Tricycloid trades with Flagstone Spy, you draw
Temporal Distortion on Hyperion, bouncing her to my hand and bringing a Crashbarrow from my codex - ($5)
Crashbarrow kills Calypso Vystari and overpowers to kill Geiger, level fizzle, you get 1 gold
Hyperion - ($0)
Hyperion breaks Flagstone Garrison, I draw
Geiger and Centaur break your tech 2, your base takes 2 damage
Skip worker

Float ($0)
Discard 5, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Geiger lvl 5 (3/4)
  • Hyperion (4/5)
  • Centaur (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11
Thoughts

Interesting plan here from Salrane. Let’s see how badly I can derail it :wink: Not teching anything cause I still think I can handle Air Hammers with spells.

Scored bloodlust off the Hyperion draw, but I think TD and replaying Hyperion is the most efficient play. I clear his board save for Air Hammer, which can’t ATM break any of my things.

Got Kidnapping off the 2nd Hyperion draw, which is a bit of a bummer since I was hoping to Kidnap Air Hammer for a possible killing blow. Still, I have a few options in my next hand.

Edit: crap, forgot that Air Hammer is a soldier :open_mouth: Oh well, I’ll just have to take one on the chin…

1 Like

Just wanted to say that this is an awesome game to watch: I’ve just seen Debilitator Alpha, Air Hammer, and Flagstone Spy, 3 of my favorite units that never see play!
That was ridiculously defensive for a while, but now y’all are swinging back and forth with all kinda crazy shenanigans! Can’t wait to see how it all turns out! (Also, y’all must go back and read each other’s thoughts after everything is over.)

5 Likes

Glad you’re enjoying it! I’m quite eager to see the other side of this game, no worries there.

I think I know how it will all turn out, but I deeply hope I’m wrong. :grinning:

EDIT: Replaced the unplayable Onimaru with Calypso Vystari.

P1T8


StartingHand Workers

STARTING HAND
Neo Plexus
Calypso Vystari
Debilitator Alpha
Nullcraft


WORKERS
Temporal Research
Tinkerer
Time Spiral
Hardened Mox
Plasmodium
Forgotten Fighter


NextHand

Drill Sergeant
Debilitator Alpha
Overeager Cadet
Surprise Attack


Discard

Fading Argonaut
Flagstone Spy
Calypso Vystari
Flagstone Garrison
Nullcraft
Debilitator Alpha
Neo Plexus


Tech 0 card(s)
Get Paid - ($10)
Technician Draw
Scavenger Gold - ($11)
Rebuild Tech 2
Captain Zane - ($9)
Max Zane, maxband fizzles - ($4)
Attack your Tech 2 bulding with Zane, 4 damage, Zane takes 1
Nullcraft - ($2)
Attack Tech 2 with Nullcraft. Both destroyed, 2 damage to your base
Attack your base with Air Hammer for 6 damage, AH takes 1
Calypso Vystari - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Calypso Vystari (3/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Air Hammer (4/2) [E]
  • Captain Zane (Max Level, 4/3) [E]
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 2
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

Wow, what a turn. Never seen the TD/Hyperion combo. Very cool. Explains the continued teching, too. If you’re going to clog your deck with off-spec units, a little on-spec dilution makes sense.

I’m in a terrible spot. They’re winning on value and tempo. The only options that I have any hope for at all are rushdown or a big swing turn.

Question 1: Can I stick a T2 building in 2-3 turns, and survive until then? If so, I should consider teching an Air Hammer(/Now!?) and evading to face. Defer for now, not shuffling for a while.

Question 2: How long do I have until they land another Tricycloid to eliminate my most likely out, my Air Hammer?

They’ve shuffled since their last tech cards. If it were me, I’d have grabbed a second Tricycloid. Hyperion makes the odds calculation on whether they have it or not much harder. More likely to have drawn it without the resources to play it last turn, much more likely to draw it soon with the free draw reducing their shuffle size by 5 cards. Base chance of having it next turn, assuming they didn’t tech a second one yet and agree that it would be a powerful answer, is 2/9. If they already teched it… messy, but higher. Virtually guaranteed to have it in two turns either way.

If I go hard base rush, I can deal 11 damage this turn, -2 if I want to break Tower, -3 for Tech 2. I’d pretty much have to sneak a shark through next turn to land the remaining 9, which seems highly unlikely. Then I’d lose the following turn.

If I must choose how I die, I choose spell shenanigans. Break T2, try to hit base as much as I can, and wait for Kidnapping/Ready or Not to end me. Going wide and shrinking my hand is too slow. Zane rush here puts them on a two-turn clock with AH. I don’t think I’ll make it, but it’s my best option. Tower is all but meaningless with my only stealther freshly dead and their only means of damaging AH locked out, so it stays.

Without anything fancy, they have 6 extra damage next turn to direct as they please. It’s going to be much worse, though.

1 Like

With tech 2 down and no heroes’ hall, you can’t summon Oni while Zane is still in play. Is there something else you want to use that 2 gold for?

Edit: I made the same mistake, which is why I deleted my earlier post…

3 Likes

Oh dang, this entire time I thought that your hero limit increased permanently when you first hit the appropriate tech building “tier”, and only Hero’s Hall could be destroyed to lower it. The way it actually works makes way more sense.

Sorry about that. On my phone right now, I’ll update my post and redraw when I get to my computer. In the meantime, so you can take your turn:
Replace Onimaru with Calypso Vystari, and I’ll float the remaining 1 gold.

3 Likes

Even though it makes sense, all of us forget and play a second hero when our tech 2 is down pretty frequently lol :wink:

3 Likes

All fixed! You may resume your regularly scheduled slaughter. Thanks for bearing with me.

3 Likes