STARTING HAND
Skeleton Javelineer
Thieving Imp
Sacrifice the Weak
Graveyard
Skeletal Archery
WORKERS
Skeletal Archery
NextHand
Jandra, the Negator
Summon Skeletons
Deteriorate
Poisonblade Rogue
Pestering Haunt
Discard
Sacrifice the Weak
Thieving Imp
Skeleton Javelineer
Graveyard
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Vandy - ($2)
Cast Sacrifice the Weak, you lose Tinkerer - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: L1 Vandy Anadrose (Sparkshot) 2/3
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 6
Thoughts
That says ““Plasmodium”” to me! and I really don’t want a quick Plasmodium. Vandy sac pact seems good, especially because I don’t have much else to develop. looks like buff Jandra and Galina are two big parts of this deck, along with Strength+Growth synergy. gonna tech Mythmaking next turn and play Jandra, then.
Squad Leader: Jandra the Negator (overpower) 3/3+a
Elite:
Scavenger:
Technician: L1 Vandy Anadrose (Sparkshot) 2/3
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
So far so good. I’ll throw DP in afterwards, and generate huge MM value. Just need to watch for Vir. But by the time he hits the board I should be well on my way to winning with Tech 2s.
I need to pay attention to the cycle this turn. Assimilate gets teched in after this play for sure, I’m assuming it wasn’t foreseen because no Geiger suicide into Jandra. I’ll MM plus Galina, then
Hmm, instead if I tech 2, I might draw a t2 unit and vault ahead. I’ll try barbarbar with Growth synergy over Colossus base smash.
Thieving Imp
Sacrifice the Weak
Doubling Barbarbarian
Galina Glimmer
Discard
Deteriorate
Jandra the Negator* (overpower) 5/2
Graveyard
Poisonblade Rogue
Dinosize
Dark Pact
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Vandy casts Deteriorate on Scavenger
Vandy kills Scavenger and takes 3 damage, Sparkshot Technician
Jandra trades with Technician, overpowers 2 damage onto tech 2
Summon Argagarg, Wisp arrives - ($5)
Max Vandy, Dooming Wisp and giving it +2/+2 - ($3)
Summon Doubling Barbarbarian - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Wisp (doomed) 3/3
Scavenger:
Technician:
Lookout:
In Play:
Mythmaking (legendary units marked with *)
L5 MAX Vandy Anadrose (Sparkshot, resist 1) 4/5
L1 Argagarg Garg 1/3
Doubling Barbarbarian (Overpower) 3/5
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 9
Thoughts
A few options here. I can tap Vandy for blade to kill the ptz and then play Barbarbar. this means barbarbar trades with Hyperion in Elite, I can maybe discard the Hyperion. but how likely is it that Hyperion got teched t3? fairly likely, I’m guessing… after all, t3 ended with purple in a pretty safe state. 50/50 gamble on drawing them early. I can minimize odds of Hyperion by not killing technician. I could max Vandy after trading Jandra with Scav, then summon Arg and doom Wisp. but that relies on no early Hyperion, otherwise Hyperion kills wisp and there’s a 6 attack Argonaut on board. What about deteriorate, Vandy kill Scav, Jandra kill Argo and spark Tech 2, Barb for 3, Arg for 2, max Vandy and Doom Wisp for a 3 ATK patroller. that feels good.
Yeah, I’m still learning tech timings myself, but it’s sometimes worth it to make that gamble! (Part of my own thoughts there were also worst case speculation, to make sure I didn’t get blown out too bad.)