Think I’ve landed the more coherent deck here, can’t see obvious synergies in his. He has Rook, could cause me problems with Birds, but Origin Story takes from his ability to go for max Rook type games.
I’ve no decent unit at all in my opening hand (Plasmodium and Nullcraft too vulnerable in purple mirror to Stewardess and opponent’s Nullcraft). So guess I’ll play Battle Suits this turn and Mox next, and go for a Boot Camp on the Mox plan. Will be a slow starter, won’t be able to make any attack until T3, but great value units after that and a good slim deck.
EDIT: Mox no good against disease, permanently sidelined with a -1/-1 rune ! So play Fading Argo next turn instead.
[I]Squad Leader[/I]: Fading Argonaut (3/3 + 1) [3 time runes]
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 6
[details=Thoughts][spoiler]
If he plays Birds next cycle, I’ll either need Taxman for anti air or a Tower. With Battle Suits in place seems wasteful to tech in a non soldier/mystic unit, so Tower likely better. So teching in Stewardess and Overeager Cadet, then I can afford both Tech I units + Tower + a Hero + Tech II on turns 3 and 4. Cadet also ideal for a Garrison/Sergeant engine later on.
I’m trading Fading Argonaut against Neo Plexus so I’ve left no tech 0/1 to bounce if he plays a Stewardess. Meanwhile I should get to bounce Nullcraft with my Stewardess next turn.
He has options to get his Tech II going quickly (I’d be most worried by Past) or to try a Rook -> Birds/Nullcraft -> Earthquake plan. Against the first I’d be best teching in 2 x Peace Tech II cards (from Sergeants/Garrisons) to get my offence going quickly too. Against the second, I’d be better with 1 x Peace Tech II plus Origin Story. Think the first is my better option, as the threat of Origin Story makes him less likely to go the max Rook route. I can also respond by teching 2xOrigin Stories next turn (having Temporal Research in the deck increases the chance I draw one on T5), and I’ve the backup of using Sergeants to put runes on Nullcraft to block for a turn (though bouncable by a Stewardess).
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Stewardess of the Undone, bounces Fading Argonaut to your hand - ($4)
Tech II Peace - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Stewardess of the Undone (3/3+1)
[I]Elite[/I]:
[I]Scavenger[/I]: Overeager Cadet (3/2)
[I]Technician[/I]: Onimaru lvl 1 (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Peace)
Tower HP: 3
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts][spoiler]
I get the tempo play with Stewardess bouncing Fading Argonaut, while building Tech II Peace. I’ve a fortunate split this cycle, with both Sergeants coming up in my next hand, so the Peace engine gets a quick start. Will hopefully generate +1/+1s faster than Disease hits me with -1/-1s.
Still possible he’s planning for an Earthquake, with my Tech I already pinged and his patrol this turn set to discourage me from bouncing Nullcraft (in lookout, vs Fading Argo in technician). So teching 1xOrigin Story and 1xGarrison. Gives me better than 50% chance of drawing Origin Story the turn he maxes Rook (with cycling help from Temporal Research or Garrison). Not a disaster if the timing misses and I get Quaked, since I should have Sergeant(s)/Garrison(s) already in play by then and can keep the engine ticking over with tech 0/1s for a couple of turns.
STARTING HAND
Forgotten Fighter
Battle Suits
Temporal Research
Bird’s Nest
Cursed Ghoul
WORKERS
Time Spiral
Plasmodium
Hardened Mox
[/spoiler]
[/details]
[details=NextHand]
Cursed Ghoul
Neo Plexus
Tinkerer
Stewardess of the Undone
Nullcraft
[/details]
Tech 2 card(s)
Get Paid + float - ($9)
No Worker
Cursed Ghoul, Stewardess gets -1/-1 - ($5)
Bird’s Nest - ($3)
Forgetten Fighter Bounces Stewardess - ($0)
Rook and Nullcraft kill onimaru, nullcraft dies to tower, you draw, Rook to L3
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Cursed Ghoul (4/5+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Bird 1
[I]Technician[/I]: Bird A
[I]Lookout[/I]:
[B]In Play:[/B]
Rook L3 (2/1)
Bird’s Nest
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts]
It was either Prynn + worker or Birds + no worker, but I feel like this is the better line, much easier to answer a flagstone garrison next turn if need be. This line does get blown out by undo, but it’s much more likely he’s going for origin story so I think I’m safe
[/Details]
[/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Stewardess of the Undone, Bounce Fargo - ($4)
Cursed Ghoul, -1/-1 for the Technician DS - ($0)
birds kill Tech DS, die to tower, you draw
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Cursed Ghoul (4/5+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Stewardess (2/3)
[I]Technician[/I]: Rook L3 (2/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Bird’s Nest
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 2
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Might have been better to trade off rook and keep the birds, nullcraft is very bad for me currently. Not drawing plague labs this turn makes the rook play worse though, so in hindsight it’s good although that draw is unlikely. Going to try Vortoss Emblem/Undo as an answer to sergeants. Ideally I’d like to be able to get orpal on the board and throwing his weight around but it’s not looking likely. No +1 counter synergy in this build is unfortunate but plague lab is still a huge swing. Lets just hope he doesn’t go off too hard
EDIT: I think you forgot to tech, don’t want to peek but it just says StartingHand/Workers
Thanks for spotting. In fact, looks like I made two mistakes on the spreadsheet. I entered my two teched cards in the discard instead of the tech slots (don’t think that makes a difference, other than misreporting the number of cards teched). I also incorrectly deleted the Cadet that traded with your Ghoul rather than move to discard, so it didn’t go into the reshuffle at the end of the turn. So I’ve redone the discard-reshuffle-draw, and edited in.
STARTING HAND
Tinkerer
Nullcraft
Temporal Research
Stewardess of the Undone
Overeager Cadet
Fading Argonaut (Stewardess bounce)
Overeager Cadet (technician draw)
WORKERS
Plasmodium
Hardened Mox
Forgotten Fighter
Time Spiral
Temporal Research
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Zane - ($5)
Nullcraft, rune on Sergeant - ($3)
Nullcraft kills Rook, Zane to lvl 3, you draw
Max Zane, shove Ghoul to technician and deal 1dmg - ($0)
Zane trades with Ghoul, we both draw
Overeager Cadet #1, rune on Sergeant
Overeager Cadet #2, rune on Sergeant
Sergeant kills Stewardess, you gain $1
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Overeager Cadet #1 (3/2)
[I]Technician[/I]: Overeager Cadet #2 (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Drill Sergeant (7/4) [with 3 x 1/1 runes, 2dmg]
Nullcraft (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Peace)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts][spoiler]
Still unfortunate I had to skip the worker last turn. Expecting to see a Plague Lab or two hit soon, so am likely to lose Nullcraft and maybe one or both Cadets. But with a protected Drill Sergeant and Garrisons in my next hand am hopefully tipping towards getting the engine to lift off. Teching in Flagtone Spy and Boot Camp as ways to get past his blockers and take out his Tech II building.
Tech 2 card(s)
Get Paid +Scav - ($10)
no worker
Prynn - ($8)
Temporal Research Draw 1, RS, Draw 1 - ($6)
Plague Lab, Nullcraft Dies - ($3)
Plague Lab, Recruits Die, you get a card/money - ($0)
Stewardess trades with the now 5/2 DS
Ok, looking at the last turn without the stewardess I think the right line is to not play prynn, and therefore not temporal research, however i’ve already seen what i’d draw so i’m not sure if I can legally rewind it. Up to you.
No problem with me if you redo the turn from the start. (Easy to miss actions in pbf – in one game I didn’t notice my opponent had built his Tech 3 ! )
ok, sorry for the delay, was busier than I expected, also I missed some other things in your original post (the second technician trigger). This should be a legal boardstate.
Plague Labs only degrade my units when they have -1/-1 runes, so I’m fine as long as I keep one or two +1/1s on the key ones (eg Sergeants). I get to play a Garrison this turn, so will be hard to stop. Teching in 2xGunships, hopefully will have the blockers to defend a Tech IIU build next turn.