[details=Thoughts]Tech 2x Bootcamp? I might draw ‘dead’ three times, but even then I can body up and maybe survive another turn to claw my way back in. I might also just win by breaking tech 2 and turbo-walling up.
FG1, kill with oni, trade OE. BI, draws 6/8 (OEx2, TD, NF, BCx2 – not FG//SA); 4/9 gold used. If we hit FG//SA we play our newsman, hope to not hit the remaining 1, then we can play SA if we hit the other one drawing into BC/BC/OE/OE/NF of which only NF or BC-BC ends our streak, and ONLY if we draw NF at the end do we not get to do great things.
Play priority NF > BC > Newsman > SA basically.
BC+NF or 2x BC means a tech 2 break with DS and trade Quince for River, and all three means we kill Onimaru AND river while maxbanding Quince and breaking tech 2 (BC tenderfoot, BC NF, NF > Onimaru levels to quince. Quince > river levels to quince. DS > Tech 2. Even if we run into SA+FG immediately following FG-BI-NF-BC-BC (8/9), we dump BI as a 2/2+A by dropping runes and DS is a 3/3. Worker piggy and pass probably. If we hit OE or TD in there we get another body and rune to work with.
Ended up with everything BUT the nimble fencer, which is fine.
Newsman on 1 to end my draw chain, meaning no bootcamp for him and trading quince for River leaves him with oni (3/3-5/5), 2/3 tenderfoot and 3/3 NF on tech 1 vs full/mostly full patrol zone. No bootcamps, no DS, no river spells, no second FG to get tech’d cards super cheap, no spark… Most efficient way to kill whatever I load up with runes is… Hallucination+Elite training, neither of which I think he tech’d.
He could still have NF+Starletx2 in theory for 2+3+oni ++ 2+3+3 which is a fairly large amount of attack, but I think a 5/6 OE is strong enough to break his back right now unless he already went for hallucination/elite training, and even then he’s probably going to have a tough time.
Chances are he’s got at least one DS in hand/to draw, and quite possibly two, and I wouldn’t put it past to have a second FG either. So fairly high chance he has 2+ Tech 2 cards in deck, and removal of the known bootcamp as a way to push through my oversized patrol as well as River’s discount/midband/possible appel stomp shouldn’t leave him much space.
Even flagbearer probably won’t help too much as I have a monster board to be trading in and can bring in my own starlets/fencers if I need more attacking bodies.[/details]
Tech StartingHand Workers
Flagstone Garrison, Tech
Traffic Director, FG#1
Overeager Cadet, BC#2
Overeager Cadet, FG#3
Spectral Aven, FG#4
Flagstone Garrison, FG#5
Tech 2 card(s)
Get Paid - ($9)
Flagstone Garrison - ($6)
Onimaru kills your Overeager Cadet
Overeager Cadet trades with your Older Brother
Building Inspector, Reshuffle 8, draw 1, DS @1 - ($5)
Traffic Director, draw 1, DS @2 - ($4)
Bootcamp your Tenderfoot, I draw 1 - ($3)
Bootcamp your Nimble Fencer, I draw 1 - ($2)
Overeager Cadet #1, I draw 1, DS @3
Overeager Cadet #2, I draw 1, DS @4
DS breaks your tech 2, your base to 18.
Quince trades with River, Onimaru’s gain levels
Reputable Newsman, declares 1. I draw, DS@5 - ($0)
+3/+3 from DS to OE #1
+1/+1 from DS to Building Inspector
+1/+1 from DS to OE #2
Discard 4, draw 1, reshuffle, draw 4
[I]Squad Leader[/I]: Overeager Cadet #1 (5/5+A) @3
[I]Elite[/I]: Overeager Cadet #2 (4/3) @1
[I]Scavenger[/I]: Building Inspector (2/2) @1 Your first building costs 1 more to build
[I]Technician[/I]: Traffic Director (1/1) Untargetable, unstoppable attacking buildings
- Flagstone Garrison 4
- Drill Sergeant (3/3)
- Onimaru level 3 (2/1)
- Reputable Newsman (0/3) Spells and upgrades costing “1”
Base HP: 20
Tech I HP: 5
Tech II HP: 3 (Peace)
Tower HP: 4
- Hand: 5
- Deck: 2
- Disc: 0
- Gold: 0
- Workers: 9