@Zejety GLHF! Let’s see if I have the hang of Past/Peace now…
First things first, let’s look at codexes. I know how Past/Peace works, more or less, so how does Law contribute to that? I lose the ability to get mad attack buffs (and unit theft with Kidnapping), compared with Blood. But what I get instead is some lockdown spells. How does that help me? It helps to clear the way for an aggressive field of low-tech units.
So what tricks does Future/Anarchy/Growth have up its sleeve? Well, for starters, Assimilate is a scary spell. Makes me question the wisdom of Battle Suits, overall. Second Chances, too. (Amusingly, taking control of Slow-Time Generator does nothing to me and kinda helps me.) It also affects Flagstone Garrison and Censorship Council–and a stolen Censorship Council could really hurt me. Overall, it looks like big units are my biggest threat, but I have Injunction, Judgment Day, and Community Service to deal with that.
Dinosized Void Star is probably one big goal of this deck. Dinosized Unphased Omegacron is another possible issue–that’s 15 attack to the base!
Sanatorium is a building to watch out for from Tech II Anarchy.
So now, my first turn. MVP Mox doesn’t come around until Turn 2, sadly. I also don’t have much in the way of time rune manipulation. That makes Neo Plexus my best option here, or else a hero. Actually, Onimaru seems pretty good as an opener here, into Nullcraft next turn for a potential hero kill or else a good trade.
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Onimaru - ($1)
Discard 4, draw 5
- [I]Squad Leader[/I]: Onimaru L1 2/3 +a frenzy 1
- Base HP: 20
- Hand: 5
- Deck: 0
- Disc: 4
- Gold: 1
- Workers: 5