Summon Skeletons
Potent Basilisk
Tiny Basilisk
Soul Stone
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Zane - ($7)
Fairie Dragon, feather rune on Hoodie - ($3)
TB #1 trades with Tinkerer
TB #2 walks under Hoodie to trade with Grave, Zane to lvl 3
Zane to maxband, shove Hoodie to die in scav, we both get 1 gold - ($1)
Zane and Haunt break tech 2
Tech Lab (Anarchy) - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Fairie Dragon (4/2)
In Play:
Zane lvl 6 (4/4)
Pestering Haunt (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Anarchy)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
I can get the keep the tech 2 down, and set up to kill it again next turn with Fairie Dragon and Haunt.
My Graveyard got taken out, but I still think I can get some good use out of an Anarchy tech lab. Stealthy hasted flying Mimics with sparkshot, anyone?
Well, there goes my tech 2 lockdown. I expect to be facing a boardful of fading dudes next turn, so I’ll drop down some answers in advance. I’m playing Vandy for the option to fetch Dark Pact next turn, and keeping Midori on the sidelines for a clutch CoL.
Potent B should survive anything I can think of, and Tiny B goes in back to protect from Reversal.
STARTING HAND
Stewardess of the Undone (3/1)
Battle Suits
Yesterday’s Golgort
Seer
Forgotten Fighter
WORKERS
Plasmodium (4/4, Fading 3)
Time Spiral
Temporal Research
Hardened Mox
Neo Plexus
NextHand
Seer
Second Chances
Stewardess of the Undone (3/1)
Nullcraft (1/1 Flying)
Fading Argonaut (2/3, fading 3)
Tech 2 card(s)
Get Paid - ($10)
Surplus draw me a card
Max Garth, Ressuresting a Rememberer - ($4)
Seer, removing rune form Rememberer, Bringing back a Yesturday’s Golgort - ($3)
Yesturday’s Golgort - ($0)
Soul Stone
Tiny Basilisk
Dark Pact
Pirate Gunship
Pirate Gunship
Potent Basilisk
Pestering Haunt
Circle of Life
Sacrifice the Weak
Tech 2 card(s)
Get Paid + float - ($12)
Vandy to midband - ($10)
Exhaust Vandy and discard to fetch Dark Pact - ($9)
Dark Pact, my base to 18, I draw X2
Potent Basilisk trades with SQL Golgort
Haunt trades with Seer
Zane trades with Garth, we both get 1 gold, Vandy maxbands and dooms Tiny Basilisk - ($10)
Tiny Basilisk kills Rememberer
Graveyard - ($8)
Disguised Monkey - ($6)
Midori - ($4)
Circle of Life on Tiny Basilisk to fetch Wandering Mimic, gains haste and stealth - ($1)
Mimic stealthily breaks tech 2
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Disguised Monkey (3/3A)
Elite:
Scavenger:
Technician: Midori lvl 1 (2/3)
Lookout:
In Play:
Graveyard (3), holding Tiny Basilisk
Vandy lvl 5 (4/5)
Wandering Mimic (4/4)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Anarchy)
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 9
Gold:
Gold: 1
Workers: 11
Thoughts
That’s a lot of stats Shadow just brought in, but I still have a lot of options. If nothing else, I could clear the patrol zone with ok trades + StW, and still afford to break his tech 2 and… build my own tech 3? That would only be a bluff at this point. But it does set me up for Meta with Midori, likely with Monkey and Mimic around to sneak in More Mayhem.
The alternative is fetching DP, and hoping I get one of Monkey and Mimic right now (at 60%), to let me break through the patrol and get the tech 2. Best cast scenario is Fairie Dragon + Mimic, which together would absolutely wreck the patrol. Yeah, let’s go for it!
And since that speeds up my cycle, I’ll tech Gunships just in case I can afford to tech up.
…
Got the Monkey! Graveyard is also nice, but I don’t want it overloaded so I need to be careful about what I allow in there.
I guess a Reversal could screw with me here? I don’t think Shadow can prevent both a Meta play and a Monkey+Mimic(+Fairie Dragon) play.
I’m pretty sure this is gg, but Ill give ti a shot at defending, I should have saved my gold rather then built a surplus, a tech 3 last turn would have been nice. P2T8
StartingHand Workers
STARTING HAND
Second Chances
Nullcraft (1/1 Flying)
Seer
Stewardess of the Undone (3/1)
Fading Argonaut (2/3, fading 3)
Forgotten Fighter
Doom Grasp
WORKERS
Plasmodium (4/4, Fading 3)
Time Spiral
Temporal Research
Hardened Mox
Neo Plexus
Tech 0 card(s)
Get Paid + float - ($12)
Fairie Dragon, feather rune kills Golgort - ($8)
Exhaust Graveyard to replay Disguised Monkey - ($6)
Wandering Mimic #2, gets flying+haste+stealth - ($2)
Mimics hit your base for 8, triggering Tower detection
Monkey stealthily hits your base for 3
Exhaust Vandy and discard to fetch Dark Pact - ($1)
Dark Pact your base for 2 and lethal! GG!
No, it was more that I wanted to kill the Graveyard and Vandy (and also to test my theory that FF is still bad against tiny basilisks, it is). With only boosting I needed to kill the Haunt otherwise the Executioner only kills that, not the most value.
Tiny B’s kind of lose their value against Cadets, so I may have to play this one differently. More generally, I’m not sure the Balance plan is fast enough against Peace engine, maybe rushing to Gunships is better? Though Potent B is nice to have against Battlesuits… we’ll see.