With self-discipline, a balanced lifestyle, and peace of mind, we have no need to fear even alien threats. GL HF @Shadow_Night_Black
"P1T1
StartingHand Workers
STARTING HAND
Fox Primus
Safe Attacking
Grappling Hook
Smoker
Savior Monk
WORKERS
Fox Primus
NextHand
Fox Viper
Aged Sensei
Sensei’s Advice
Morningstar Flagbearer
Snapback
Discard
Smoker
Savior Monk
Grappling Hook
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
General Onimaru - ($1)
Safe Attacking - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L1 General Onimaru (2/3A) Frenzy 1
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Safe Attacking
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
I have no interest in any tech 0 units except Savior Monk (to be played after Mind-Parry Monk) and Aged Sensei. I was hoping to get Sensei in my opening hand, but no luck. I’ll play Safe Attacking as bait for Assimilate and to shrink my draw cycle, as my win condition is a Moments Peace lockdown.
Why do I have the feeling that this is becoming more about who can take me down rather then a King of the hill? Will post my turn in the morning when I’m more awake and can try to actually predict your plan…
Hmm, I see it more as trying to control the largest hill. Whether that is by beating everyone else hills into the ground, building your own up or stealing the biggest hill from someone else, the goal is the same, but the methods can be very different
Well, yes, this KotH game is a little unusual in that there can be multiple hills, but I thought that was necessary in case a build proved to be unbeatable on its home turf (with the side benefit of allowing multiple simultaneous games to be played). Still, the larger your hill, the more incentive there is for someone to knock you off it, as long as they believe they have a chance of succeeding.
STARTING HAND
Forgotten Fighter
Hardened Mox
Tinkerer
Plasmodium
Neo Plexus
WORKERS
Forgotten Fighter
NextHand
Nullcraft
Battle Suits
Time Spiral
Fading Argonaut
Temporal Research
Discard
Tinkerer
Plasmodium
Neo Plexus
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Mox - ($1)
Tech 1 - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Hardened Mox (1+1/1, Itzy bitzy spider)
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
So he has 3 very good tech 2 options, but none that really play well together, but unfortuneatly I like to deal with them all sligtly differently.
Discipline Future/Present works (Present by overwelming before they can set up and because no one like the Vigor Adept for some reason… Future because Void stars counters everything)
Balance I like future, stops them having haste (don’t play nullcraft against balance), and helps you deal with their fliers, alough past engine should work well as well
Peace I still dont know what I like more. Present can have a hard time killing a garison if it ever gets up and running but is quite good at stopping that happening, Future can flyover, unstoppable walk past, but is slower/more draw dependant. Past can assimilate the garrison and use it really well, but I havn’t tried it often enough to see what I prefer.
This I need to choose now as my turn 1 play is affected by this. My current method for Past is got Tech 1 forecast spam which means I want Plasmodium into Fargo + TR, Present/Future I want Mox.
I think I can get the forceast spam to work with plasmo, so mox it is…
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Grave Stormborne - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: L1 Grave Stormborne (2/3) Sparkshot
Elite:
Scavenger:
Technician: L1 General Onimaru (2/3) Frenzy 1
Lookout:
In Play:
Safe Attacking
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
There’s no point playing the Sensei now, and the other cards in hand are even worse. I don’t like discarding 4 cards, but it’s the best choice in this situation. It’s tempting to tech a Tiny Basilisk and Sparring Partner, but I really want to keep my deck streamlined, at least until I get my engine going.
Technician: L1 General Onimaru (2/2) Frenzy 1 [1 dmg]
Lookout:
In Play:
Safe Attacking
L1 Master Midori (3/4) [1+]
Mind-Parry Monk (5/4) Prevents targeting
Aged Sensei (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tech Lab HP: ∞ (Peace)
Heroes’ Hall HP: ∞
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 3
Workers: 10
Thoughts
Alright, I’ve managed to get my lockdown in place, and it can only be broken by Rewind (even then, only briefly). Now, I want unstoppable attackers to bypass his patrolling units. He could Rewind by paying all $10 he’ll get next turn, but with 2 Immortals on the field, that’ll cost him more than me, and we won’t have enough gold left to Origin Story Grave. So, I think it’s better to save the gold and the card.
Technician: L8 General Onimaru (4/5) Frenzy 1, readiness
Lookout:
In Play:
Safe Attacking
L1 Master Midori (3/4) [1+]
Mind-Parry Monk (5/4) Prevents targeting
Aged Sensei (1/1)
Soldier (1/1) Sparkshot
Soldier (1/1) Sparkshot
Soldier (1/1) Sparkshot
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tech Lab HP: ∞ (Peace)
Heroes’ Hall HP: ∞
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 5
Gold:
Gold: 2
Workers: 11
Thoughts
His hand doesn’t look very threatening (Nebula is the last Tech III unit I would expect to see… maybe it’s to defend against Midori?), and while he could perhaps Temporal Research a Rewind, he wouldn’t have enough gold left to play it. I think I can afford to worker Snapback now, and the option to further streamline my deck and increase my income is rather tempting.
Tech 1 card(s)
Get Paid + float - ($13)
Tech III - ($8)
Moment’s Peace - ($6)
The Art of War - ($3)
Boot Camp: Master Midori - ($2)
Onimaru slips past your patrol zone to swiftly execute Prynn
Float ($2)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: L8 General Onimaru (6/5A3) Frenzy 1, readiness, unstoppable, swift strike
Going into both his and my next turns blind (in my case due to reshuffle); if the engine is going to choke, now’s the time. I’ll take out Prynn now, before she has a chance to Rewind or fade, since I’m not certain I’ll have a chance next turn. I would like to play the Savior Monk to get him out of my cycle, but again, without knowing my next draws, it’s a bit too risky, I think, so I’ll save the card for the discard/draw.