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LLL 2: Mooseknuckles ([Past]/Peace/Finesse) vs. robinz ([Feral]/Strength/Truth)


#1

glhf @robinz

Starting Hand

FadingArgonaut Nullcraft Plasmodium TimeSpiral TemporalResearch

Gold (4)
Worker (3)
Fargo (1)

Patrol:
Leader: Fading Argonaut %3 (2/3 + a)
Elite:
Scavenger:
Technician:
Lookout:

Buildings:
Units/Heroes:
Base: 20
Other:

Economy:

Workers: 5
Hand: 5
Deck: 0
Discard: 3

Worker

Time Spiral

New Hand

NeoPlexus Tinkerer HardenedMox BattleSuits ForgottenFighters


#2

Well this should be fun, since I have no idea what I’m doing with this deck - and I’m pretty terrible at this game anyway. I’m really just hoping to have some fun and try out some specs which I’ve never played before. GLHF :slight_smile:

P2T1


StartingHand Workers

STARTING HAND
Ironbark Treant
Merfolk Prospector
Young Treant
Spore Shambler
Rampant Growth


WORKERS
Ironbark Treant


NextHand

Playful Panda
Tiger Cub
Forest’s Favor
Verdant Tree
Rich Earth


Discard

Rampant Growth
Young Treant
Spore Shambler


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Merfolk Prospector - ($3)
Rook - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 1 (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Merfolk Prospector (1/1)
  • :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: 6
Thoughts

So I’m really not sure what the plan is with this deck. I did search the forums and find a few games by @Bomber678 with this deck, so I guess it’s his invention. Having looked at a handful of them, it seems that the basic plan is Truth Tech 2, followed by Tech 3 - because who doesn’t love Liberty Gryphon, particularly with mirror copies? It’s not been clear to me what the other specs bring to the table to help the Truth plan - he was typically opening with Rich Earth to build economy, but I don’t see how I can afford that as P2 and only drawing RE on turn 2, so I’m going to worker that next turn. I can stil go with the Prospector for economy (he could bounce it with Forgotten Fighter, but I think it’s unlikely and it’s hardly a major setback), and have opted for Rook for both his awesome body and (later on) abilities, and to get Birds going. He doesn’t have any defence to fliers outside of Nullcraft - and the Birds can also protect me against that. One other thing I picked up from those games I briefly went over was the use of Verdant Tree in the mid-late game to accelerate getting higher-tech units out - something which I’ve always wanted to try but have never found a good opportunity to do.

I guess I’ll try for a Truth plan too - although Past has a lot of targeting so I’m really not sure about that. I can see Spectral Flagbearer perhaps being worth getting out after a few turns. On the other hand, perhaps I could break from the model and go for Strength, which also has some really strong Tech 2 options. Truth has the advantage of being cheap though, which in combination with Merfolk Prospector (if it stays alive) could let me invest a lot of gold in my heroes (principally the expensive Rook).

Yep, I basically have no idea what I’m doing :wink:

As for his deck - it clearly bears a strong resemblance to Past/Peace/Anarchy. It’s a relief that he doesn’t have access to Zane (with attendant sharks and Chaos Mirror) or a late-game Pirate Gunship - but River brings some interesting things to the table too which I have to respect, notably Two Step and Dancers. I’ll almost certainly be wanting a Free Speech or two by the time I want to use Quince in the midgame.



#3

Sounds like LLL in a nutshell!

P1T2:

Tech

Stewardess of the Undone x2

Starting Hand

NeoPlexus Tinkerer HardenedMox BattleSuits ForgottenFighters

Gold + f (6)
Worker (5)
Tier I (3)
Mox (0)
Discard 3, rs, Draw 5

Patrol:
Leader: Hardened Mox (1/1)
Elite:
Scavenger: Fading Argonaut %2 (2/3)
Technician:
Lookout:

Buildings:
Units/Heroes:
Base: 20
Other:

Economy:

Workers: 6
Hand: 5
Deck: 3
Discard: 0

Worker

Tinkerer

New Hand

NeoPlexus BattleSuits ForgottenFighters Nullcraft TemporalResearch never lucky


#4

P2T2


Tech StartingHand Workers

TECH
Bird’s Nest
Spectral Tiger


STARTING HAND
Forest’s Favor
Playful Panda
Rich Earth
Tiger Cub
Verdant Tree


WORKERS
Ironbark Treant
Rich Earth


NextHand

Tiger Cub
Bird’s Nest
Forest’s Favor
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech 1 - ($4)
Merfolk Prospector goes digging - ($5)
Playful Panda + Wisp - ($3)
Verdant Tree - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Rook lvl 1 (2/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Wisp (0/1)
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Playful Panda (2/2)
  • Verdant Tree (3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

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

  • Hand: 4
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Turtling up with the Mox, eh? Probably to be followed by Battle Suits and Boot Camp to meak it really tough to get through.

I’m just throwing lots of bodies at the board (Wisp is in lookout to protect against Stewardess/FF) - but also deciding, since I’m not under immediate pressure, to go with Verdant Tree. This will allow me, assuming it stays alive, to build my Tech 2 and straightaway play a Tech 2 unit - so I’ve decided to tech a Tech 2, along with Bird’s Nest. And yes, I’m going to go for Truth. I will probably go for Eyes of the Chancellor and Reteller of Truths soon (one thing I should also have mentioned about those games of bomber’s that I saw was his regular use of EotC), assuming my Tech 2 looks like surviving. [And it did occur to me that, since I’m building VT and can’t see any way it can fail to survive till next turn, I don’t actually need to build Tech 1 this turn - I can always go Tech 1 - Tech 2 - Tech 2 unit next turn! But since I have no good use for 3 leftover gold this turn (it’s 1 short of midbanding Rook, and I do not wish to go down to 1 card already), I figured I should build Tech 1 just in case something unforeseen happens.]

Realised too late (after drawing) - if he teched and drew Two Step, which is not particularly unlikely, he can kill Rook! That would be sad when I’ve drawn Birds. I probably should have patrolled the Wisp in squad leader, although that always feels like a bit of a waste. At least if he does kill Rook that way he won’t have so many patrollers, and I can bring in Calamandra to cast RG and FF for cheap, to possibly get a revenge kill :slight_smile:

Perhaps, with Verdant Tree and plenty of money, I should just rush for Tech 3…



#5

That’s scary!

P1T3:

Tech

Overeager Cadet x2

Starting Hand

NeoPlexus Tinkerer HardenedMox BattleSuits ForgottenFighters

Gold (6)
Worker (5)
Battle Suits (3)
River (1)
Fading Argonaut and Mox kill Rook, River midbands
Discard 3, Draw 3, rs, Draw 2

Patrol:
Leader: Level 3 River (2/4 + a)
Elite:
Scavenger:
Technician:
Lookout:

Buildings: Tier I - 5
Units/Heroes: Mox (2/1), Fading Argonaut %1 (2/1)
Base: 20
Other: Battle Suits

Economy:

Workers: 7 + 1 float
Hand: 5
Deck: 3
Discard: 0

Worker

Temporal Research

New Hand

Plasmodium Stewardess of the Undone Stewardess of the Undone ForgottenFighters Overeager Cadet


#6

P2T3


Tech StartingHand Workers

TECH
Eyes of the Chancellor
Ardra’s Boulder


STARTING HAND
Bird’s Nest
Rampant Growth
Tiger Cub
Forest’s Favor


WORKERS
Ironbark Treant
Rich Earth
Tiger Cub


NextHand

Young Treant
Spore Shambler
Spectral Tiger


Discard

Rampant Growth
Forest’s Favor
Bird’s Nest
Eyes of the Chancellor
Ardra’s Boulder


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Calamandra - ($5)
Rampant Growth on Playful Panda - ($3)
Forest’s Favour on Playful Panda - ($1)
Panda klls River, taking no damage. Calamandra to midband. All my units now have resist 1.
Merfolk Prospector finds gold - ($2)

Float ($2)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: lvl 3 Calamandra (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Wisp (0/1, Resist 1)
    [B]In Play:[/B]
  • Merfolk Prospector (1/1, Resist 1)
  • Playful Panda (3/3 with +1 rune, Resist 1)
  • Verdant Tree (3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 3
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 8
Thoughts

Silly me for thinking that he needed Two Step to kill Rook. I always “knew” Battle Suits was coming anyway, and somehow missed that it gave him the kill. River did make an appearance though, which might suggest that if he’s teched any spells, they’ll be Finesse ones.

If so I hope he’s drawn them, because I decided to take advantage of my fortunate hand to get the revenge kill. I’m actually seeing more synergy in this deck now I’m starting to play it - Calamandra’s midband goes nicely with Truth units that don’t want to be targeted! My only real regret so far (other than not getting to unleash the birds, but I’ll do that next time I see them, which should be pretty soon) is going down to drawing just 3 cards already. My deck doesn’t appear to have any card-draw effects, unless you count Reteller of Truths. I considered patrolling the Wisp in technician, and Calamandra somewhere other than SQL, to try to get a card back - but he can still leave the wisp alone if he doesn’t want to give me a card, and I need to keep Calamandra alive.

I’m still feeling quite happy at the moment - aside from the aforementioned hand-size problems. (Maybe I should use my excess gold to build a surplus soon? That’s something I’ve never done before.) But I’ve often thought that early in games, and even up through the midgame, before it’s all gone horribly wrong…



#7

P1T4:

Tech

Origin Story, Flagstone Garrison

Starting Hand

Plasmodium Stewardess of the Undone Stewardess of the Undone ForgottenFighters Overeager Cadet

Gold + f, fading argonaut fades (8)
Worker (7)
Stewardess of the Undone, bounce Panda (3)
Overeager Cadet (3)
Discard 2, Draw 3, rs, Draw 1

Patrol:
Leader: Hardened Mox (2/1 + a)
Elite:
Scavenger: Stewardess of the Undone (3/3)
Technician: Overeager Cadet (3/2)
Lookout:

Buildings: Tier I - 5
Units/Heroes:
Base: 20
Other: Battle Suits

Economy:

Workers: 8 + 3 float
Hand: 4
Deck: 5
Discard: 0

Worker

Plasmodium

New Hand

Overeager Cadet Nullcraft NeoPlexus FadingArgonaut


#8

[details=About that deck Robin] Yeeaahh, this deck is part of a long standing project to make Truth tech 2 good.
You seem to be doing fine though.[/details]


#9

P2T4


Tech StartingHand Workers

TECH
Reteller of Truths
Macciatus, the Whisperer


STARTING HAND
Spectral Tiger
Young Treant
Spore Shambler
Bird’s Nest


WORKERS
Ironbark Treant
Rich Earth
Tiger Cub
Playful Panda


NextHand

Forest’s Favor
Macciatus, the Whisperer
Eyes of the Chancellor
Ardra’s Boulder


Discard

Bird’s Nest
Spore Shambler


Tech 2 card(s)
Get Paid + float - ($10)
tap Verdant Tree
Tech 2 Truth - it builds instantly - ($6)
Spectral Tiger - ($3)
Young Treant, I reshuffle and draw a card - ($1)
worker - ($0)
Merfolk Prospector finds another gold - ($1)

Float ($1)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Spectral Tiger (5/5+A, illusion, resist 1)
  • :psfist: [I]Elite[/I]: Young Treant (0+1/2, Resist 1, can’t attack)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Wisp (0/1, Resist 1)
  • :target: [I]Lookout[/I]: lvl 3 Calamandra (3/4+A)
    [B]In Play:[/B]
  • Merfolk Prospector (1/1, Resist 1)
  • Verdant Tree (3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)

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

  • Hand: 4
  • Deck: 2
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

I’m not too bothered about him bouncing the Panda, because my hand was far too small and he had to pay 4 for the privilege (although he did of course get a 3/3 as well for his money). It’s just a shame that his patrol zone is not easy to attack through - which is why I haven’t bothered trying this turn. And there was nothing good for Calamandra to hit for it to be worth ditching 2 cards for. I considered maxing her and grabbing a Tiger, but I saw no massive gain compared to playing the Spectral version in my hand for just 3 gold. If he has something to target it then it’ll cost him an extra gold, and if he kills it in combat it’ll take out both his Stewardess and his Cadet, which is a good trade for me.

I gambled a bit with the YT draw - although I deliberately teched two 2-costs which I want to have in play, which I could have afforded (at the cost of skipping the worker). Ardra’s boulder might have been nice too. There were only two cards I really didn’t want to draw - one being EotC (because I couldn’t have afforded it), and the other being the one I drew, Bird’s Nest, for the same reason (although I can resummon Rook, I can’t afford to both do that AND play BN). I considered workering it since that’s now twice I’ve drawn it without playing it - but it’ll clearly be of more use to me later than Playful Panda. (I kept Spore Shambler in the deck just in case I later find myself one damage short of killing something important, with it in my hand.)

Since he hasn’t built Tech 2 yet (although I expect to see Tech 2 Peace next turn, followed by a Garrison or two the turn after), I still feel pretty comfortable. Just need to start working towards my own win conditions - that probably means Tech 3 and Quince, although Birds will certainly help. Tech 3 will also let me have all 3 heroes in play, which I’m probably going to need shortly.

Another problem is that I want to play virtually everything in my next hand - and indeed in my deck. I clearly shouldn’t do that, but I’ll make the best pick(s) according to whatever he does next.



#10

P1T5:

Tech

Flagstone Garrison, Vortoss Emblem

Starting Hand

Overeager Cadet Nullcraft NeoPlexus FadingArgonaut

Gold + f (11)
Worker (10)
Tier II - Peace (6)
Nullcraft (4)
Oni (2)
Cadet + Mox + Nullcraft kill Tiger
Discard 2, Draw 4

Patrol:
Leader: Stewardess of the Undone (3/3 + a)
Elite:
Scavenger:
Technician: Level 1 Oni (2/3)
Lookout:

Buildings: Tier I - 5, Tier II (Peace) - 5
Units/Heroes: Hardened Mox (2/1), Nullcraft (1/1)
Base: 20
Other: Battle Suits

Economy:

Workers: 9 + 2 float
Hand: 4
Deck: 1
Discard: 5

Worker

Neo Plexus

New Hand

Origin Story Plasmodium Stewardess of the Undone ForgottenFighters


#11

P2T5


Tech StartingHand Workers

TECH
Feral Strike

Liberty Gryphon


STARTING HAND
Forest’s Favor
Eyes of the Chancellor
Ardra’s Boulder
Macciatus, the Whisperer


WORKERS
Ironbark Treant
Rich Earth
Tiger Cub
Playful Panda


NextHand

Rampant Growth
Macciatus, the Whisperer
Bird’s Nest
Feral Strike
Reteller of Truths


Tech 2 card(s)
Get Paid + float - ($10)
Eyes of the Chancellor - allows me to see your hand as long as it is in play. - ($7)
(Origin Story and a second Stewardess, interesting. At least I don’t have to worry about Garrison yet!)
Calamandra to max level - ($5)
Calamandra exahusts to pull a Predator Tiger from my codex

  • ($1)
    EotC makes Predator Tiger invisible until my next upkeep
    tap Prospector to get 1 gold - ($2)
    Quince plus mirror illusion - ($0)
    skip worker

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Young Treant (0+1/2, Resist 1, can’t attack)
  • :ps_: [I]Scavenger[/I]: Wisp (0/1, Resist 1)
  • :pschip: [I]Technician[/I]: Mirror Illusion (0/1, Resist 1)
  • :target: [I]Lookout[/I]: lvl 1 Quince (1/3)
    [B]In Play:[/B]
  • Merfolk Prospector (1/1, Resist 1)
  • Verdant Tree (3)
  • Eyes of the Chancellor (detector)
  • Predator Tiger (4/4, Resist 1, Invisible)
  • max Calamandra (4/5)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)

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

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

This game seems fairly typical for me - a seemingly good start, followed by “aaargh what am I doing?” and me just treading water.

I decided to tech Feral Strike because I think it’s a lot of fun, particularly in combination with Verdant Tree (although building Tech 3 and then casting a boosted FS on the same turn will take way more gold than I’m ever likely to have, given that I wasn’t able to play a worker this turn). That was before I saw his hand - I guess seeing Origin Story is no surprise, but it means FS is almost certainly a wasted tech. At least that determines that Cal should patrol in Lookout. (He could of course OS Quince now instead, but that’s pretty unlikely, and less of a problem.)

Since he has no Tech 2s in hand, there is no need to discard 2 cards and play FF to allow Cal to break that. And playing FF on her is pointless with OS about to happen. Similarly, Ardra’s Boulder feels like a misplay when he has Forgotten Fighter in hand (and probably means I shouldn’t have teched it). Better to go back up to a 5-card hand - something which I never thought I’d do a few turns ago! I’ve still got decent board presence, and plan to make the Predator Tiger invisible again next turn to hit his base and start destroying his worker. He may well build a Tower to prevent this, but I’ll not be too sad if he does that. PT is invisible now because he can actually clear my patrol zone and do some damage, and that’s something I’d like to keep alive.

Longer-term plan is still Tech 3, LG and mirrors.



#12

Are you making the mirror or the tiger invisible? It seems like both are listed as such right now.


#13

Also, you can’t patrol Calamandra if you exhaust him to grab a tiger


#14

oops. I’ll definitely have to redo my patrol - and that in turn might change who I want to be invisible. Give me a few minutes to think about this.


#15

OK, have updated my previous post. Predator Tiger is invisible [the mixup there was entirely due to me changing my mind several times], and I have swapped round Quince and Calamandra [that error was just me stuffing up :stuck_out_tongue: ]

Apologies for the delay, you can take your turn now :slight_smile:


#16

no worries! P1T6:

Tech

Nimble Fencer x2

Starting Hand

Origin Story Plasmodium Stewardess of the Undone ForgottenFighters

Gold + f (11)
Prynn (9)
Origin Story on calamandra (6)
Stewardess of the undone bounces mirror (3)
Tower (0)
Mox kills treant
Nullcraft kills wisp, you gain a gold
Stewardess of the undone kills Quince, Oni to level 3
Oni kills Verdant Tree
Discard 2, Draw 1, rs, Draw 3

Patrol:
Leader: Stewardess of the Undone (3/3 + a)
Elite:
Scavenger:
Technician: Level 1 Prynn (1/3)
Lookout:

Buildings: Tier I - 5, Tier II (Peace) - 5
Units/Heroes: Hardened Mox (2/1), Nullcraft (1/1), Stewardess #1 (3/2), Level 3 Onimaru (2/3)
Base: 20
Other: Battle Suits

Economy:

Workers: 9
Hand: 4
Deck: 7
Discard: 0

New Hand

Flagstone Garrison Vortoss Emblem Overeager Cadet Nimble Fencer


#17

Do I get a card for Stewardess bouncing the mirror in Technicia?

I’m pretty sure the answer is “yes” - I wouldn’t had it actually been killed by the bounce, but as an illusion surely it gets killed as soon as it’s targeted? Just checking that you agree.

Also, ouch. I knew you could do cause evere pain, but had been too lazy to go through all the options. I’ve probably lost this game right there, but I’ll have a look and see what I can still do :slight_smile:


#18

Yep, you draw.


#19

P2T6


Tech StartingHand Workers

TECH
Liberty Gryphon
Spectral Roc


STARTING HAND
Reteller of Truths
Rampant Growth
Macciatus, the Whisperer
Feral Strike

Bird’s Nest
Ardra’s Boulder


WORKERS
Ironbark Treant
Rich Earth
Tiger Cub
Playful Panda
Feral Strike


NextHand

Forest’s Favor
Liberty Gryphon
Spectral Tiger
Spore Shambler


Discard

Young Treant
Verdant Tree
Rampant Growth
Macciatus, the Whisperer
Reteller of Truths
Liberty Gryphon
Spectral Roc


Tech 2 card(s)
Get Paid + scavenger - ($10)
draw from technician
worker - ($9)
Rook - ($7)
Bird’s Nest - ($5)
Prospector finds 1 gold - ($6)
Ardra’s Boulder - ($4)
Calamandra - ($2)
Calamandra casts Rampant Growth on Predator Tiger - ($0)
Predator Tiger kills SQL Stewardess, taking 2 damage
EotC makes Ardra’s Boulder invisible till my next upkeep [largely irrelevant due to your tower, but let’s pretend…]

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Ardra’s Boulder (0/6+A, invisible)
  • :psfist: [I]Elite[/I]: lvl 1 Rook (2+1/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bird A (1/1, flying)
  • :target: [I]Lookout[/I]: lvl 1 Calamandra (2/3)
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
  • Eyes of the Chancellor (detector)
  • Bird’s Nest
  • Bird B (1/1, flying)
  • Predator Tiger (4/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Truth)

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

  • Hand: 4
  • Deck: 0
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

I’m definitely on a losing path now. And he hasn’t even got any Tech 2 cards out yet! Still, there may be some hope, if I can get Tech 3 built and surviving for a turn. (When I redraw my Verdant Tree of course, then he’d have to kill both Tech 3 and VT to stop me - but it’s unlikely I can do this in time and with enough other units to stop them both going down.)

On my first attempt at this turn I was building Tech 3, allured by the certainty that LG is in my next hand. But whatever patrol zone I end up with is then certain to be broken through and Tech 3 destroyed. My actual line of play is I think better. I can’t guarantee that it’s safe, because even though I can see his hand I don’t know what he’ll draw once he’s dropped his Garrison next turn, then plays Cadet and Fencer. If he draws Forgotten Fighter to bounce the boulder, then I’m in big trouble. If not, then my 2 big “bodies” (yes, I’m calling my Boulder a body :p) should keep my tech buildings and other important stuff safe.

And oh yes, I’ve workered Feral Strike - because that was frankly a terrible tech decision, I’m never going to be able to play it even if I can dodge his Origin Stories. Everything else I’ve seen this turn has much more potential utility. And yes, I’ve also not played either of my illusion-enabling tech 2s, because I can only afford to play so much, they weren’t priorities this turn, and I’ve got no illusions right now anyway. And yes, this all just demonstrates how badly I’ve played over the last 2-3 turns. I’m not giving up on this game yet by any means, but even if I end up winning I wouldn’t mind some advice afterwards on what I could have done better at around T4/T5. (I’ve actually been a little distracted this week so I haven’t given most of my moves in this game as much thought as I otherwise might.)



#20

Your tiger is 4/1 if you do that, because of tower damage. Does that change anything?