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LLL 2: zhavier ([Past]/Peace/Finesse) vs. petE ([Past]/Peace/Balance)


#1

@petE GLHF. Almost a mirror match!

P1T1


StartingHand Workers

STARTING HAND
Fading Argonaut
Tinkerer
Time Spiral
Plasmodium
Battle Suits


WORKERS
Time Spiral


NextHand

Hardened Mox
Temporal Research
Neo Plexus
Nullcraft
Forgotten Fighter


Discard

Battle Suits
Tinkerer
Plasmodium


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Fading Argonaut - ($1)

Float ($1)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut 2/3, fading 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :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: 5
Thoughts

This is such a wierd matchup. It is almost a mirror, but the differences cause a staggering change in play style. Balance is overall a way better spec than finesse in this deck, imo, but finesse provides haste, which could be good for P1 to put up pressure. Cadets and Midbandori is very likely in my future, so my goal is to figure out how to break that. Two-Step could be good, or maybe elite training. Discord and Brave Knight could also be really good. I guess we will see how this goes.


#2

Battle of the Anarchy substitutes ! May be a couple days before I can get started.


#3

Sorry for the delay. GLHF!

P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Forgotten Fighter
Fading Argonaut
Neo Plexus
Tinkerer
Hardened Mox


WORKERS
Hardened Mox


[/spoiler][/details]

[details=NextHand][spoiler]
Plasmodium
Time Spiral
Battle Suits
Temporal Research
Nullcraft


[/spoiler][/details]

[details=Discard][spoiler]
Tinkerer
Neo Plexus
Forgotten Fighter


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fading Argonaut - ($2)
Onimaru - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Onimaru lvl 1 (2/3 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Fading Argonaut (2/3) [3 times runes]
    [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: 0
  • Workers: 6

#4

P1T2


Tech StartingHand Workers

TECH
Discord
Nimble Fencer


STARTING HAND
Forgotten Fighter
Hardened Mox
Nullcraft
Neo Plexus
Temporal Research


WORKERS
Time Spiral
Hardened Mox


NextHand

Battle Suits
Forgotten Fighter
Tinkerer
Nullcraft
Temporal Research


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Neo Plexus - ($3)
Tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut 2/3+A, fading 2
  • :psfist: [I]Elite[/I]: Neo Plexus 3/2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

He could try to clear my patrol with a nullcraft or by leveling Oni. If he tries, this patrol will mean he is left with Oni, left open to nullcraft retaliation, as well as his own Nullcraft. Discord will make short work of puny nullcraft, and take the teeth out of the likely Cadets. I am hopeful I can leverage the Hasty Damage against weakened defense, though Oni on defense will hurt that plan.

And I completely wiffed on Tech cards :frowning:


#5

P2 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Wandering Mimic
Wandering Mimic


STARTING HAND
Time Spiral
Temporal Research
Nullcraft
Plasmodium
Battle Suits


WORKERS
Hardened Mox
Plasmodium


[/spoiler][/details]

[details=NextHand][spoiler]
Temporal Research
Fading Argonaut
Forgotten Fighter
Time Spiral
Battle Suits


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nullcraft - ($3)
Nullcraft and Onimaru kill your Fargo
My Fargo trades with Neo Plexus
Tech I - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru lvl 1 (2/1)
  • Nullcraft (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

[details=Thoughts][spoiler]


Nice synergy in my deck between Wandering Mimic and Nullcraft – Mimic becomes a 4/4 hasted flier. Since I’m finishing this turn a little ahead and with Nullcraft in play, I’ll try something ambitious. Teching in 2xMimics, plan to build Tech II next turn and defend with a unit or hero, and hope to be able to play a Mimic on T4.


[/spoiler][/details]


#6

P1T3


Tech StartingHand Workers

TECH
Two-Step
Overeager Cadet


STARTING HAND
Tinkerer
Forgotten Fighter
Battle Suits
Nullcraft
Temporal Research


WORKERS
Time Spiral
Hardened Mox
Forgotten Fighter


NextHand

Overeager Cadet
Two-Step
Discord
Nimble Fencer
Plasmodium


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
River - ($4)
Nullcraft kills Onimaru, River to lvl 3 - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: River 2/4+A, lvl 3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft 1/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 7
Thoughts

Ok, so he expects Oni to die, so nex tturn is likely chump blocker plus tech 2. I am going to press with the peace engine even though he will get to start his sooner unless I can muster enough to break his tech 2, unlikely.

Well, after wiffing both techs the first hand, getting all 4 here seems ominous.


#7

P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Potent Basilisk
Boot Camp


STARTING HAND
Time Spiral
Fading Argonaut
Temporal Research
Forgotten Fighter
Battle Suits


WORKERS
Hardened Mox
Plasmodium
Battle Suits


[/spoiler][/details]

[details=NextHand][spoiler]
Wandering Mimic
Tinkerer
Neo Plexus
Wandering Mimic
Time Spiral


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Fading Argonaut - ($5)
Tech II Balance - ($1)

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (2/3 + 1)[3 time runes]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nullcraft (1/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Thoughts][spoiler]


My draw has given me both Mimics next hand, so think I should keep going with this. I’ll build Tech 2, play Fargo into SQL and patrol Nullcraft in scavenger. If he trades Nullcrafts down for $1, I bring out both Mimics next turn, though without haste. If he kills Fargo with Nullcraft+River, I get to play both Mimics hasted. More complicated if he bounces a unit with Stewardess, gets extra hasted atk from Nimble Fencer or uses two-step – but think he only breaks my Tech II if he plays Stewardess and Fencer (in which case he’s delaying his own Tech II).

May have miscalculated and be regretting this pretty soon…


[/spoiler][/details]


#8

P1T4


Tech StartingHand Workers

TECH
Flagstone Garrison
Flagstone Garrison


STARTING HAND
Nimble Fencer
Discord
Plasmodium
Overeager Cadet
Two-Step


WORKERS
Time Spiral
Hardened Mox
Forgotten Fighter
Plasmodium


NextHand

Battle Suits
Tinkerer


Discard

Discord
Flagstone Garrison
Flagstone Garrison


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Discord, your Nullcraft dies - ($6)
Overeager Cadet
Nimble Fencer - ($4)
Two Step Cadet an Nimble Fencer - ($2)
Tap River to sideline Fargo
Nimble Fencer and Nullcraft break your tech 2
Heroes Hall - ($0)

Float ($0)
Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Overeager Cadet 4/4, two step
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft 1/1
  • River 2/4, lvl 3
  • Two Step
  • Nimble Fencer 4/5, two step
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

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

I really want to break his tech 2, as balance makes it pretty obvious he wants hasted flying mimics. Discord clears the way for nullcraft to hit the tech 2, tap river to move Fargo, and two-step Nimble breaks Tech 2. with two step cadet holding the line. against a Fargo next turn Next turn a blocker and a hero are very likely. I could build a heroes hall and get out a second hero next turn, or I can hold the cash for I dont even know what… I will be a tad screwed if he chumps up with Max Oni next turn… If I skip discord, I can get my own tech 2 now and avoid hasty flyers by trading nullcrafts… but Nimble would still give it haste :confused: I’ll stick with discord and break it tech 2 and Heroes Hall

I wonder how much I will regret going so far down on cards.


#9

P2 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
T Rex
T Rex


STARTING HAND
Tinkerer
Wandering Mimic
Wandering Mimic
Neo Plexus
Time Spiral


WORKERS
Hardened Mox
Plasmodium
Battle Suits
Neo Plexus


[/spoiler][/details]

[details=NextHand][spoiler]
Forgotten Fighter
Potent Basilisk
Nullcraft
Temporal Research
Boot Camp


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float + scav - ($10)
Tech II rebuilds
Worker - ($9)
Prynn to maxband, arrives with 4 time runes - ($1)
Remove 2 runes to banish Nimble Fencer, breaks Two-Step

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


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

  • :psblueshield: [I]Squad Leader[/I]: Prynn lvl 7 (3/5 + 1) [2 time runes, banished: Nimble Fencer]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Fading Argonaut (2/3) [2 time runes]
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)

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

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

[details=Thoughts][spoiler]


Hadn’t seen that Tech II breaking combo, but I end up fine. I can use Prynn’s maxband to break Two-Step by banishing one of the partners, and he’s little to show for it beyond delaying my Tech II by a turn, and down to 2 cards.

Teching 2 x T Rexes. Think my Tech II is safe unless he plays Origin Story, otherwise plan to play Potent B while building Tech III.


[/spoiler][/details]


#10

"P1T5


Tech StartingHand Workers

TECH
Drill Sergeant
Overeager Cadet


STARTING HAND
Tinkerer
Battle Suits


WORKERS
Time Spiral
Hardened Mox
Forgotten Fighter
Plasmodium


NextHand

Temporal Research
Flagstone Garrison
Neo Plexus
Fading Argonaut


Tech 2 card(s)
Get Paid - ($8)
Onimaru - ($6)
Tech 2 Peace - ($2)
Maxband River - ($0)
River, Cadet and Nullcraft kill Prynn, Oni to lvl 3, I get back my fencer

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


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

  • :psblueshield: [I]Squad Leader[/I]: Onimaru 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nimble Fencer 2/3
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft 1/1
  • River 3/1, lvl 5
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

Yea, while breaking the tech 2 may have helped, two step was overall not great against past and balance… and then there is the fact there very soon I will be facing a flying hasty mimic, so I really should have traded my Nullcraft for his. oh well.

"


#11

P2 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Nature Reclaims
Tiny Basilisk


STARTING HAND
Boot Camp
Temporal Research
Forgotten Fighter
Potent Basilisk
Nullcraft


WORKERS
Hardened Mox
Plasmodium
Battle Suits
Neo Plexus
Temporal Research


[/spoiler][/details]

[details=NextHand][spoiler]
Wandering Mimic
T Rex
Time Spiral
Wandering Mimic
T Rex


[/spoiler][/details]

[details=Discard][spoiler]
Boot Camp
Potent Basilisk
Forgotten Fighter
Nature Reclaims
Tiny Basilisk


[/spoiler][/details]
Tech 2 card(s)
Remove time rune from Fargo
Get Paid + float - ($10)
Worker - ($9)
Midori - ($7)
Nullcraft, kills River, Midori to lvl 3 - ($5)
Tech III - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (2/3 + 1) [1 time rune]
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Midori lvl 1 (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5

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

  • Hand: 5
  • Deck: 1
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Thoughts][spoiler]


Building Tech III, and playing Nullcraft + hero instead of Potent B as this kills River and prevents a two-step. Teching in Nature Reclaims (trash a Garrison) and Tiny B (cheap enough to play along with a T Rex).

[/spoiler][/details]


#12

"P1T6


Tech StartingHand Workers

TECH
Drill Sergeant
Origin Story


STARTING HAND
Temporal Research
Neo Plexus
Fading Argonaut
Flagstone Garrison
Tinkerer
Two Step


WORKERS
Time Spiral
Hardened Mox
Forgotten Fighter
Plasmodium
Two Step


NextHand

Drill Sergeant
Discord
Overeager Cadet
Flagstone Garrison


Discard

Nullcraft
Drill Sergeant
Origin Story
Tinkerer
Temporal Research


Tech 2 card(s)
Get Paid - ($8)
Flagstone Garrison - ($5)
Fading Argonaut, draw 1 - ($3)
Neo Plexus, draw 1 - ($1)
Worker - ($0)
Nullcraft trades with nullcraft

Float ($0)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Nimble Fencer 2/3+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Fading Argonaut2/3, 3 fading
  • :pschip: [I]Technician[/I]: Neo Plexus 2/2
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru 2/3, lvl 3
  • Flagstone Garrison :heart: 4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 4
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

Ugh, this is terrible. Know he can still get flying hasty mimics with Midori and I can’t get rid of nimble fencer. This match is very likely a lost cause at this point.


#13

P2 Turn6


[details=Tech StartingHand Workers][spoiler]
TECH
Ebbflow Archon
Ebbflow Archon


STARTING HAND
Wandering Mimic
Time Spiral
T Rex
T Rex
Wandering Mimic


WORKERS
Hardened Mox
Plasmodium
Battle Suits
Neo Plexus
Temporal Research
Time Spiral


[/spoiler][/details]

[details=NextHand][spoiler]
Tinkerer
T Rex
Wandering Mimic
Forgotten Fighter
Nature Reclaims


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
T Rex, destroys Fencer and Fargo, you gain $1 - ($1)
Midori kills Neo Plexus, you draw
Tech Lab Past - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: T Rex (10/10)
    [B]In Play:[/B]
  • Midori lvl 1 (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 1 (Past)

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

  • Hand: 5
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 11

[details=Thoughts][spoiler]


Teching Archons and adding Tech Lab Past.

[/spoiler][/details]


#14

P1T7


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Flagstone Garrison
Drill Sergeant
Overeager Cadet
Discord
Overeager Cadet
Battle Suits
Nullcraft
Neo Plexus
Fading Argonaut
Tinkerer
Origin Story


WORKERS
Time Spiral
Hardened Mox
Forgotten Fighter
Plasmodium
Two Step
Discord


NextHand

Nimble Fencer
Seer
Seer
Drill Sergeant
Temporal Research


Discard

Flagstone Garrison
Origin Story
Battle Suits
Tinkerer


Tech 2 card(s)
Get Paid - ($10)
Drill Sergeant, draw 1 - ($7)
Overeager Cadet, DS+1, reshuffle, Draw 1
Overeager Cadet, DS+1, Draw 1
Nullcraft, DS+1, draw 1 - ($5)
Neo Plexus, DS+1, Draw 1 - ($3)
Fading Argonaut, DS+1, Draw 1 - ($1)
Worker - ($0)
Move 4 runes to Nullcraft, destroy Tech 3

Float ($0)
Discard 4, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Overeager Cadet 2/2+A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Neo Plexus 2/2
  • :pschip: [I]Technician[/I]: Overeager Cadet 2/2
  • :target: [I]Lookout[/I]: Fading Argonaut 2/3, fading 3
    [B]In Play:[/B]
  • Onimaru 2/3, lvl 3
  • Flagstone Garrison :heart: 4
  • Drill Sergeant 4/4, +1 Rune
  • Nullcraft 5/5, +4 Runes
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

Well that went about as well as it could. One more rune by drawing the seers instead would have made my DS a lot safer with 2 runes, but I can make due with a dead Drill Sergeant and even a dead flagstone if he has both mimics or something. If he instead kills Nullcraft, I will just end up replaying it. And he has enough to play wandering mimic and level midori, so maybe he breaks my tech 2 or tech 1… I will be very interested to see how his next turn plays out. Lots of threats from me, now its how he deals with them. Discord isn’t as useful if he isn’t going to put out any tech 1s, and I can always tech in the other 1. I went back and forth on playing argo or battle suits this turn. In the end I opted for another blocker in case he tries to bounce something. I would rather play battle suits when I can get immediate use out of it.


#15

P2 Turn7


[details=StartingHand Workers][spoiler]
STARTING HAND
Tinkerer
Nature Reclaims
Forgotten Fighter
Wandering Mimic
T Rex


WORKERS
Hardened Mox
Plasmodium
Battle Suits
Neo Plexus
Temporal Research
Time Spiral


[/spoiler][/details]

[details=NextHand][spoiler]
Ebbflow Archon
Potent Basilisk
Tiny Basilisk


[/spoiler][/details]

[details=Discard][spoiler]
Forgotten Fighter
T Rex


[/spoiler][/details]
Tech III rebuilds
Tech 0 card(s)
Get Paid - ($11)
Nature Reclaims Garrison - ($9)
Wandering Mimic (haste/flying from Nullcraft) kills Sergeant - ($5)
Forgotten Fighter bounces Neo Plexus - ($3)
T Rex kills SQL Cadet, overpower kills Fargo
Tinkerer - ($1)

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tinkerer (1/2)
  • :pschip: [I]Technician[/I]: Midori lvl 1 (2/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Wandering Mimic (4/4)
  • T Rex (10/8)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: Tech III HP: 5
  • :heart: Tech Lab HP: 4 (Past)

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

  • Hand: 3
  • Deck: 5
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 11

[details=Thoughts][spoiler]


Yikes, Peace engine get attack on the board crazily fast – 17 atk worth in units generated from $10, and would have been 22 atk if he had Battle Suits in play ! I’ve been way too complacent in Tech III world. Glad to have Nature Reclaims to trash his Garrison, just have to hope he doesn’t have a second Garrison ready to drop.


[/spoiler][/details]


#16

Your base should be at 16. And now at 12. And nature reclaims trashes itself so it isn’t in your discard.

"P1T8


Tech StartingHand Workers

TECH
Boot Camp


STARTING HAND
Drill Sergeant
Nimble Fencer
Temporal Research
Seer
Seer


WORKERS
Time Spiral
Hardened Mox
Forgotten Fighter
Plasmodium
Two Step
Discord


NextHand

Temporal Research
Origin Story
Tinkerer
Overeager Cadet


Tech 1 card(s)
Get Paid - ($10)
Drill Sergeant - ($7)
Seer, DS+1 Rune - ($6)
Seer, DS+1 Rune - ($5)
Nimble Fencer, DS+1 Rune - ($3)
Cadet trades with Midori, Oni to lvl 5
Nimble Fencer kills Tinkerer
Nullcraft breaks Tech 3
Maxband Oni, breaks Tech 2, base to 12 - ($0)
Move 1 rune to Nimble Fencer

Float ($0)
Discard 2, reshuffle, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Seer 2/1+A
  • :psfist: [I]Elite[/I]: Soldier 2/1
  • :ps_: [I]Scavenger[/I]: Soldier 1/1
  • :pschip: [I]Technician[/I]: Seer 2/1
  • :target: [I]Lookout[/I]: Soldier 1/1
    [B]In Play:[/B]
  • Onimaru 4/5, lvl 8
  • Drill Sergeant 5/5, +2 runes
  • Nimble Fencer 3/3, +1 Rune
  • Nullcraft 6/6, +5 Runes
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Heroes’ Hall HP: 4

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

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

#17

GG, well played !

@EricF

Was way too complacent about your Peace engine – very well set up and executed, and took off like a rocket with all your cheap units.

I’d planned for a game focussed around Mimics copying haste/flying from our Nullcrafts, and teched two of them on T2 hoping I might get to play as early as T4. Think I should have put my resources into developing that plan (get both Mimics out, Boot Camp to 5atk etc) and decent midgame position rather than going after Tech III – esp as the dinosaur is pretty underwhelming against a patrol zone that can be filled quickly and cheaply.


#18

I was shocked by the tech 3 build, Yea. And starting g the game I didn’t even consider mimics at first. I was thinking I was in a tech 2 peace engine race against midbandori. I was really worried my t4 going down on cards but I had to do something to delay mimics once I saw you went balance. I probably should have traded away my Nullcraft with yours. I also realized I could have kept River alive after the fact by playing Battle Suits to kill Prynn and given the levels to River instead of Oni. It would have made it even more explosive with cheap tech 0 units.