[details=End of Turn Hand]
Lich’s Bargain
Sacrifice the Weak
Temporal Distorsion
Hyperion
Deteriorate [/details]
[details=End of Turn Discard]
(empty) [/details]
[details=End of Turn Deck]
Doom Grasp
Tricycloid
Bone Collector
Thieving Imp
Nether Drain
Doom Grasp
Hyperion [/details]
[details=My Thoughts]
Why didn’t I foresaw Hive + Omegacron ?
On the other hand, Hive alone is no big threat right ? Stingers haven’t haste, and if I break Tech II I see no way for him to get value from them (mid Orpal ?); and I should draw a Doom’s Grasp on next turn.
While it’s heartbreaking to worker Graveyard, I favored my play over creating a token + workering Javelineer to try thinning my bloated deck.
If I pay for a bunch of stingers, they could all die to a well placed doom grasp. If I don’t have any stingers, hive can die to sac the weak. Trike also easily breaks my stingers. Pretty sure this match is over, but if my tech 2 can survive, there is still a chance. This game is probably over though.
Im thinking lets have an assimilate to preempt archery or graveyard, just in case. Current thought is maybe I can Promise of Payment a Hive, and maybe into omegacron.
[details=My Thoughts]
OK this will never EVER EVER EVER work.
Sickness can’t stop my tokenspawning, especially if I EVER manage to build Tech I. Only Plague Lab and Tower may. On next turn I may attack for 10 after Horror, if I level Garth up, which should be enough to destroy both Tower and Tech II if he tries that. Glaxx dies to Horror, illusions to deteriorate.
On next turn I should build tech I, then BCs, and I hope I can maintain enough pressure so no Plague Lab appears before I do so.
Maybe in a million years will I play Skele Lord, but honestly I think I’ll win or lose far before that. [/details]
STARTING HAND
Promise of Payment
Assimilate
Neo Plexus
Time Spiral
WORKERS
Tinkerer
Plasmodium
Time Spiral
NextHand
Temporal Research
Fading Argonaut
Forgotten Fighter
Discard
Nullcraft
Promise of Payment
Assimilate
Neo Plexus
Abomination
Sickness
Tech 2 card(s)
Get Paid + float - ($9)
Vir, peek - ($7)
Maxband, Forecast - ($1)
Promise of Payment into Assimilate, grabbing Skeletal Archery
Worker - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Vir 3/5, lvl 7
[I]Lookout[/I]: Hardened Mox 1/1
[B]In Play:[/B]
Skeletal Archery
Mech 6/7 (Forecast 2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 2
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
sigh, about to get all my shit blown up. I can maxband Vir for minimal effect. I can build Tech 2 or Tower, or both if I don’t bother with Vir shenanigans. If I assimilate, then I can try and block up again next turn and hope that I am whittling down his troops.
[details=My Thoughts][spoiler]
Hmmm. I didn’t foresee Assimilate at all, but in the end that’s way better than Tower for me. Max Vir surprises me as he only trades with Horror, just as he’d have being in Elite, and supermech isn’t that frightening if I cast a second LB right now. Which I’ll do with no hesitation. When you bargain with the Lich, you win or you die, il n’y a pas de moyen terme.
With no Tech I, Vir and only 5 gold on next turn, zhavier doesn’t have any way to remove a time rune from the Mech and play a unit. So I should have lethal with Sac the Weak, which I’m sure to draw if I level up and create-sac a skele to draw with midband, then hitting full face for 17 damage.
[/spoiler][/details]
Maxband Garth, bringing a Scribe from discard. I draw 1 (4)
Summon a skeleton (3)
Sacrifice the weak, killing the newly-summoned skeleton and Fading Argo
Imp +2x Zombie + 6x Skeleton deal 12 damage to your base.
GG !
I’m surprised you didn’t see that play from T2, as I didn’t build Tech I, and just build a Tower on your T2 ? I might have played differently (no LB on T3, then LB + Necro II on T4 and Skele Lord on T5) but I’d have had no way to put you under pressure, for what I can tell
[details=End of Turn Discard]
Jandra, the Negator
Sacrifice the Weak
Summon Skeletons [/details]
[details=My Thoughts][spoiler]
Possibly the worst hand against Vandy + javelineer. No option not to get blasted except midband Vandy and play NO CARD, which may very well be better than my terrible move anyway.
STARTING HAND
Jandra, the Negator
Pestering Haunt
Skeletal Archery
Deteriorate
Poisonblade Rogue
WORKERS
Summon Skeletons
Skeletal Archery
NextHand
Poisonblade Rogue
Jandra, the Negator
Overeager Cadet
Pestering Haunt
Graveyard
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($2)
Vandy kills Imp
Midband Vandy heal - ($0)
Skeleton hits base for 1
Float ($0)
Discard 3, reshuffle, draw 5
[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]
Vandy 3/4, lvl 3
Skeleton Javelineer 1/1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
he can max zane into vandy, but it leaves me with a javelineer to hit him with unless he skips worker, so unlikely. Peace plan should be straightforward enough here. He might try to rush for gunships, which could be a problem.