STARTING HAND
Plasmodium
Nullcraft
Stewardess of the Undone
Hardened Mox
WORKERS
Tinkerer
Forgotten Fighter
Hardened Mox
NextHand
Temporal Research
Time Spiral
Nullcraft
Plasmodium
Sentry
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Present) - ($2)
Mid band Gieger - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Fading Argonaut (3/3 + A, Fading 1)
[I]Elite[/I]: Geiger (2+1/4, lvl 3)
[I]Scavenger[/I]:
[I]Technician[/I]: Neo Plexus (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Double Taxman? ouch! Lets just get that Tech 2 down now and force him to trade into my units for patrol benificts. Max Zane doesnāt kill my Tech 2, he going to need something like BRO + Bloodlust + 1 drop, which is starting to sound unlikely, but I might be eating
these words next turn.
No point pattolling Scav, as he will just take any gold I get anyway.
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Drak, mid - ($2)
Frenzy GPT trades with Farding Argo, no gold to steal
Frenzy GPT trades with Geiger, lvls to Drak, Drak maxes, no gold to steal
Summon Naughty Dawg, gains haste from Drak - ($1)
Summon Mad Man - ($0)
Frenzy Mad Man trades with Neo, you draw a card
Naughty Dawg / MSR kill your tech 2, your base to 15
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Drak (3/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Makeshift Rambaster
Naughty Dawg (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Well, that worked out well. Teching Kidnappings just in case I get to draw them. Probably try and be aggressive and go for his tech 2 one more time. weāll see. need to make use of frenzy while i have it.
Tech 2 card(s)
Get Paid - ($8)
Tech Draw
Worker - ($7)
Rebuild Tech 2
Stewardess, bounce Rambaster - ($4)
Nullcraft - ($2)
Nullcraft kills Dog
Vir - ($0)
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Stewardess of the Undone (3/3)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Vir (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Nullcraft (1/1)
[B]Buildings:[/B]
Base HP: 15
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Well, Tech 2 down (double 1 drop ), but some stroke of luck? I didnt draw either Tech 2, so I donāt need vir senangens to rearange my hand/deck. Drop everything to block and try to rebuild tech 2. He doesnāt have a tech 2/ heros hall, so canāt benifict from heroās dieng, so now 's a good time to drop some in defence.
If my Tech 2 lives, I can deal with Drak, if it dies I need origin story.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
GPT, gains haste from Drak - ($5)
Lobber - ($4)
Makeshift Rambaster - ($2)
Charge on MSR - ($0)
Frenzied GPT trades with Stewardess
Drak Kills Vir, lvls fizzle, you draw a card
Frenzied Charged MSR kills your tech 2, your base to 13
Lobber hits your tech 1 for 3
Float ($0)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Makeshift Rambaster
Drak, lvl 6, 3/2
Lobber 2/2
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 4
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
ill just ride this out as long as i can. ill need to tech 2 next turn.hopefully a kidnapping to trade his units into each other. even if he deals with drak, it might be too late.
[I]Squad Leader[/I]: Fading Argonaut (3/3 + A, Fading 3)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Prynn (1/3 lvl 1, Fading 4)
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
[B]Buildings:[/B]
Base HP: 13
Tech I HP: 2
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
I really dislike Origin Story, it takes too much gold , and they can resummon their hero next turn, but Drak has to go and this is the only way I can make him go.
Tech 2 card(s)
Get Paid - ($9)
Skip worker
Drak, midband - ($4)
Kidnapping Fading Argo - ($0)
Fading Argo, kill Prynn, takes 1 damage, you draw a card, Drak maxes
Lobber, Makeshift Rambaster Kill your tech 2, your base to 11
end of turn, return Fading Argo to you as a 2/2
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Drak, lvl 6, (3/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Makeshift Rambaster
Lobber (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 9
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
The turning point will be when I can kill that damn tech 1 teh same turn. I was 1 gold short here. Iāll need Drak to survive, because i am TOTALLY committed to this strategy at this point. My second kidnapping next turn should do the trick.
This is going badly, I needed that argo tech first turn.
This turn is really important, if he can break my tech 2, I need my origin story on top, else I need to put Tricyleiod on top. He currently has 3 attackers, and will need at least 4 to break patrolzone and 2 to break Tech 2.
I think it is quite likely he can, but also quite likely that Prynn + Origin Story leaves me dead if I have to do that next turn, so Tricyleoid on top it is, for the small hope he canāt.
No Tower because the extra gold will be useful next turn (gives me an extra tricyleoid attack + runes)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Kidnappig, Sentry - ($4)
Summon Bloodrage Ogre, gains haste - ($2)
Sentry Trades with Vir, lvls fizzle
Drak Kills Neo, takes 3 back, you get a gold
BRO trades with Fading Argo
break Tower, base takes 2, build Heroās Hall - ($0)
Lobber and MSR kill your tech 2, your base to 9.
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Makeshift Rambaster
Lobber (2/2)
Drak, lvl 6, (3/1)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Heroesā Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 12
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
Well frick. Every single turn, I JUUUUUUST cant get over teh hump. Oh well. His tech 2 is DEFINITELY priority, Heroās hall so Max Zane is an option.
Yeah, purple just has turns which are crazy sometimes. I had a hyperion in hand that turn, would probably have been lethal if you didnāt break tech 2.
WORKERS
Tinkerer
Forgotten Fighter
Hardened Mox
Time Spiral
Plasmodium
Temporal Research
NextHand
Origin Story
Neo Plexus (3/2)
Tricyleoid
Discard
Temporal Distortion
Now!
Hyperion (5/5, Haste)
Tech 0 card(s)
Get Paid + float - ($15)
Does not Rebuild Tech 2 (WOOT!)
Vir - ($13)
Vir Peeks
Argo kills Jaina, Vir to lvl 3
Geiger Kills Tax man, sparks BRO
Nullcraft - ($11)
Nullcraft kills BRO
Hyperion - ($6)
Hyperion Breaks Tech 2, I Draw, your base to 16
Vir Peeks
Vir swaps - ($5)
Temporal Distortion Hyperion into another Hyperion - ($3)
Hyperion Breaks Tech 1, I Draw, your base to 14
Vir Peeks
Fading Argo - ($1)
Now! Vir
Vir and Stewardess break Heroās Hall, your base to 12
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Fading Argonaut (3/3 + A, Fading 3)
GG. The closest I can do is Max Zane to clear to clear your patrol and Surprise Attack to hit you down to 2.
wow what a great game. I had no idea just how powerful drakās midband is. I didnāt intend at all to go with the drak strategy until i was sort of stuck around turn 3. next time, i need to be sure to tech in those desperations. Great job man.
Well, pretty much no game plays exactly the same way.
"P2T2
Tech StartingHand Workers
TECH
GPT
Bloodlust
STARTING HAND
Mad Man
Charge
Bombaster
Bloodrage Ogre
Careless Musketeer
WORKERS
Scorch
Careless Musketeer
NextHand
Nautical Dog (1/1)
Bloodrage Ogre
GPT
Pillage
Bloodlust
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
Mad Man - ($3)
Float ($3)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Zabe (3/2)
[I]Scavenger[/I]: Mad Man
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Makeshift Rambaster (1/2)
[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: 3
Workers: 7
Thoughts
Going early tech 2, Pretty sure between next turn 11 gold I can work (10), tech 2 (6) Drak (4), GPT (2), Bloodlust (0), to clear most his field. Then start Crashbarrows from there.