Oofda, thought for sure that last turn would nail the coffin shut! You just keep comin’ back for more though
Player 1, Turn 7
P1 [Past]/Peace/Finesse vs P2 [Finesse]/Discipline/Strength
[details=Starting Hand]
Overeager Cadet
Boot Camp
Origin Story
Temporal Research
Nimble Fencer (TR)
Boot Camp (TR)
Two-Step (BC)
Seer (BC)
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (10)
- No techs
[details=All Teched Cards]
Two-Step, Nimble Fencer
Origin Story, Stewardess of the Undone
Seer x2
Overeager Cadet x2
Boot Camp x2
[/details]
###Main:
- Temporal Research, draw 2 (8)
- Boot Camp River, draw 1 (7)
- Boot Camp Tenderfoot, draw 1 (6)
- Midband Oni (2)
- Seer, Prynn to 3 runes (1)
- Overeager Cadet (1)
- Prynn and Fargo break your tech 2, Prynn to 4 runes, your base to 14
- Oni breaks your Hero’s Hall, your base to 12
- Mox breaks your tech 1, your base to 10
- Prynn trashes tenderfoot, down to 2 runes
- No Worker
[details=Workers]
Stewardess of the Undone, Time Spiral, Neo Plexus, Tinkerer, Plasmodium, Forgotten Fighter
[/details]
- Patrol as below
- Discard 3 Draw 1 rs Draw 4
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
- Base HP: 20
- Tech1 HP: 5
- Hero’s Hall HP: 4
####In Patrol:
- Squad Leader: Overeager Cadet Pyle (3/2+1armor)
- Elite:
- Scavenger:
- Technician: Seer (3/1)
- Lookout:
####In Play:
- Fading Argonaut (3/3, fade 2)
- Hardened Mox (3/2 from +1/1)
- Prynn (3/5 lvl 7 fade 2 holding YLD and tenderfoot)
- Onimaru (3/4 lvl 5)
- Battle Suits
###Economy Info:
####Cards:
- Hand: 5
- Deck: 4
- Disc: 0
####Gold:
- Gold: 1
- Workers: 10
[details=End of Turn Hand]
Seer
Boot Camp
Nullcraft
Origin Story
Nimble Fencer
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Okay, NOW he HAS to concede, right? Right? I mean I think I can keep this up decently well, I haven’t really sacrificed much to maintain board superiority, but eventually the game is supposed to end isn’t it?
Had I gone Fencer instead of Seer (an option for sure), I’d have (3+3+3+4+2=15, one shy of lethal, darn), so I opted instead to keep Prynn’s rune count healthy enough to safely trash tenderfoot and prevent any kind of counter-attack. This should lock things up (and I can’t wait for someone to point out how I missed lethal if I’d instead done XYZ lol)
Zejety has played a great game here, I think this matchup was pretty tilted in my favor and I had to misplay or get less lucky than I’ve been for him to have a strong opening to counter-attack. The timing window for his YLD was almost good enough to keep Prynn from getting the job done, but just shy of getting all the way there.