He canāt break tech 1 this turn, therefore I am happy.
8 gold next turn. 1 worker, 4 tech, leaves 3 for stewardess/Argo if his play is not aggresive. Else 1 worker, and 2 of Suits/Argo/Stewardess (depending on draws/board) with tech 2 the following turn, so teching tech 2 cards next turn.
STARTING HAND
Plasmodium
Argonaut
Battle Suits
Neo Plexus
WORKERS
Tinkerer
Time Spiral
Plasmodium
NextHand
Stewardess of the Undone
Temporal Research
Forgotten Fighter
Discard
Neo Plexus
Origin Story
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Battlesuits - ($5)
Argo - ($2)
Geiger - ($0)
Fargo + Mox kill Grave, Geiger to lvl 3
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Argonaut (4/4 + A, Readiness)
[I]Elite[/I]: Nullcraft (1/1, Flying)
[I]Scavenger[/I]:
[I]Technician[/I]: Geiger (2/4, lvl 3)
[I]Lookout[/I]:
[B]In Play:[/B]
Hardened Mox (2/1, Indestructable)
Battle Suits
Fading Argonaut (3/1, Fading 2)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Birds are the main white problem purple faces. With his current board he can deal with 2/3 of my threats (Gieger, Argo, Tech 1, Fargo+Nullcraft).
For my techs, choices are the spells I want in tech 2 (Now!/TD), which are relevant now. Origin Story is very much wanted, but with no heroās hall/Tech 2, it is unlikely to be playable any time soon.
Sentry helps to deal with birds, as does a second Stewardess (TD can also fetch both if gieger lives). Origin Story/TD allows me to play with all the options.
Whiteās reliance on cheap cards means I should try to stave him out, which will also allow me to punish his hero heavy play (as whiteās heros are all very good gold dumps).
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Stewardess of the Undone, bounces Pinky - ($4)
Nullcraft pings Sparer for 1
Geiger and Mox kill Rook, Geiger to max, flicker Nullcraft
Nullcraft kills Sparer
Tech 2 (Present) - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Stewardess of the Undone (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Hardened Mox (2/1, Indestructable)
Nullcraft (1/1, Flying)
Geiger (3/4, lvl 5)
Battle suits
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
He chose to kill of Argo + Fargo, so I can kill Rook and either bounce both birds or kill the Sparing Partner. With Tech 2 Stength, Sparing Parnters can make Doubling Barbarbarians very strong, so that is the greater threat (plus nullcraft can deal with the bird if need be).
STARTING HAND
Hyperion
Fading Argonaut (3/1, Fading 2)
Temporal Distortion
Temporal Research
WORKERS
Tinkerer
Time Spiral
Plasmodium
Forgotten Fighter
Temporal Research
NextHand
Hyperion
Neo Plexus
Argonaut (4/4 + A, Readiness)
Origin Story
Discard
Now!
Chronofixer
Temporal Distortion
Stewardess of the Undone (3/3 + A)
Hyperion
Fading Argonaut (3/1, Fading 2)
Tech 2 card(s)
Get Paid - ($9)
Mox runs into Barbarbarian
Hyperion, Mox gets trashed - ($4)
Hyperion runs into Barbarbarian, Killing it, I Draw.
Temporal Distortion, Hyperion turns into a Tricyleoid - ($2)
Stewardess + Nullcraft run into Elite Barbararian
Tricycleoid pings Elite Barbarian for 1, killing it
Gieger kills Grave
Tricycleoid pings Brain for 1, killing it
Worker - ($1)
Do you want to alternate P1/P2 or just stick on P1 for a while to see if you can find a winning strat?
Personally, looking at white from a purple perspective, Discipline and Nijtsu seem a lot more problematic for me to deal with. Nijistu with procupines/Glorious Ninjaās and Disicple with Mind Parry Monk/YLD/Vigor Adept. Present in purple is good at dealing with small to mid sized creatures, things that Hyperions/Tricycloids can attack into and live, allowing them to be flickered (by Geiger/Temporal Distortion). Also the fact that tech 2 Presentās units have haste or can act straight away effectively mean my Tech 2 ābuildsā one turn earlier then yours as I can use my units one turn earlier, Strength is good on the attack, when you have units in place to buff each other, and so is quite slow/vunerable to being board wiped.
[I]Squad Leader[/I]: Fading Argonaut (2/3 + A, Fading 3)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Nullcraft (1/1, Flying, Haste)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 2
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
I have a feeling that the choice i make this turn is going to make/break me for the rest of the game. I need to be able to deal with the aged senei that will come down next turn.
Options: 1) Nullcraft, he gets at least one turn of senei before I kill it, leaves me rather weak on the ground when I start to play units next turn.
2) Mox, No backline harresment means many turns of senei, and it will give him time to heros hall + birds nest, which is not something I want to deal with when I am short on the ground.
3) Fargo + Nullcraft. He canāt kill fargo without sacrificing the smoker (and leveling grave which gives me time at least) and the nullcraft allows me to start picking off his backline units that white relies on. But does leave me down on cards very earlyā¦ I think 3 gives me the most options, and I can always invest in Geiger early against white.
No Tech 1ās off the draw makes this turn really painful., just gonna have to push the Tech 2 hard. Fargo in elite to make Grave trade in even with yellings, SL to not die to Reversal and Grappling hook gets around both choices (though picking correctly helps). Iām going to need my tech 2 to win this, and I am behind enough that I think that the risky plan is warrented (plus I donāt recall him teching Reversal by this point in the past, he only have his Turn 1 techs + and 2/6 of his turn 2)