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.
EDIT: Replaced the unplayable Onimaru with Calypso Vystari.
Tech 0 card(s)
Get Paid - ($10)
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)
Discard 2, draw 4
[I]Squad Leader[/I]: Calypso Vystari (3/2+A)
- Battle Suits
- Air Hammer (4/2) [E]
- Captain Zane (Max Level, 4/3) [E]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Peace)
- Hand: 4
- Deck: 2
- Disc: 7
- Gold: 1
- Workers: 10
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.