[details=Starting Hand]
Fading Argonaut
Time Spiral
Neo Plexus
Nullcraft
Temporal Research [/details]
##Events of Turn:
###Upkeep:
Get Gold (5)
No techs turn 1
[details=All Teched Cards][spoiler]
[/spoiler][/details]
###Main:
Onimaru (3)
Nullcraft (1)
Worker Up (0)
[details=Workers]
Time Spiral [/details]
Patrol as below
Discard 3 Draw 5
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader:
Elite: Nullcraft (1+1/1)
Scavenger:
Technician:
Lookout:
####In Play:
Onimaru (2/3 lvl 1)
###Economy Info:
####Cards:
Hand: 5
Deck: 0
Disc: 3
####Gold:
Gold: 0
Workers: 6
[details=End of Turn Hand]
Battle Suits
Tinkerer
Plasmodium
Hardened Mox
Forgotten Fighter [/details]
[details=End of Turn Discard]
Temporal Research
Neo Plexus
Fading Argonaut [/details]
[details=My Thoughts]
Not sure what my game plan should be against Blue, but I suspect it will be teching an early Boot Camp with this Aven here. Probably Peace plan following, though I could see going hero’s hall + tech 1 / spells for a bit and transitioning to Peace or Anarchy tech 3! [/details]
Cast Forgotten Fighter on Aven, it pops from being targeted (3)
Level Oni to 3 (1)
Nullcraft kills Mirror Illusion, you get 1g
Onimaru strikes down the tyrant Sirus Quince with a frenzy of blades, Oni midbands and heals
Worker Up (0)
[details=Workers]
Plasmodium, Time Spiral [/details]
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Onimaru (3/4 lvl 5)
Nullcraft (1/1)
###Economy Info:
####Cards:
Hand: 5
Deck: 4
Disc: 0
####Gold:
Gold: 0
Workers: 7
[details=End of Turn Hand]
Fading Argonaut
Tinkerer
Neo Plexus
Hardened Mox
Temporal Research [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Well I think generating heavy early pressure w/ Oni here is probably a decent move, so let’s do that! I’ll be okay to spend a little more gold on him as I tech my way up to peace here [/details]
STARTING HAND
Reputable Newsman (0/3)
Overeager Cadet (2/2)
Jail
Lawful Search
Traffic Director (1/1)
Overeager Cadet (2/2)
WORKERS
Arrest
Bluecoat Musketeer
Traffic Director
NextHand
Porkhand Magistrate (2/3)
Manufactured Truth
Injunction
Tech 2 card(s)
Get Paid + float + Scav - ($8)
Lawful Search, checking your hand and drawing 1 - ($7)
You have : Fading Argonaut Tinkerer Neo Plexus Hardened Mox Temporal Research
Overeager Cadet A (2/2)
Overeager Cadet B (2/2)
Worker - ($6)
Tower - ($3)
Jail - ($0)
Onimaru kills your SQL Cadet and takes 3 damage including tower, stands ready
Max out Onimaru to Level 8, he heals and summons 3 keepers of the peace (4)
Nullcraft strafes your Building Inspector, dies to tower, you get a card
Tech 1 (2)
Worker Up (1)
[details=Workers]
Hardened Mox, Plasmodium, Time Spiral [/details]
Patrol as below
Discard 4 Draw 4 rs Draw 1
Float 1g, Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
####In Patrol:
Squad Leader: Onimaru (4/5+1armor lvl 8)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
3x Soldier Token (1/1 sparkshot)
###Economy Info:
####Cards:
Hand: 5
Deck: 6
Disc: 0
####Gold:
Gold: 1
Workers: 8
[details=End of Turn Hand]
Boot Camp
Forgotten Fighter
Battle Suits
Overeager Cadet
Temporal Research [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Ugh Jail is annoying, but we’ll take care of it in due time. Next turn will likely be getting battle suits and tech building set up, floating some gold to use on Zane turn 5. Let’s see how it plays out! [/details]
[details=Thoughts][spoiler]I really love workers too much ! It would have been very nice to Reputable Newsman 2 to prevent Battle Suits disaster ! I’m going to Law because of Flagstone Garrison : Justice Juggernaut might help me to destroy them but Censorship Council is even more effective ! I didn’t went to a Eye of the Tiger / Rocky Truth strategy because I do think he teched Boot Camp at least once. I could have gone Peace with Air Hammer or Flagstone Spy but I really don’t want to tech Boot Camp now. Let’s just have some Bigby’s spells in my deck and get an econ advantage with Insurance Agent + … + what ? I don’t have Tax Collector or Scribe… Mmm let’s try to insure his own units, I’m sure I’ll be able to place runes on some Air Hammers before a big Judgment kaboom !!!
I finally chose to stash Reputable Newsman to prevent a The Art of War, I didn’t do it last turn for some reason but I think this spells is not coming now (I hope ?).
[/spoiler][/details]
[details=My Thoughts][spoiler]
Well, we’re still floating gold for Zane next turn, just with a HH instead of a Tech2! Should be able to break any blockade with this configuration.
I do need to be cautious, however, that I do not leave myself open to a Community Service. So, we’ll wait to tech the Drill Sergeants until next turn, and not patrol Technician to ensure they go in next cycle. Unless, of course, a different course of action looks better (Art of War or Anarchy tech 2 perhaps!)
[/spoiler][/details]
STARTING HAND
Lawful Search
Judgment Day
Spectral Aven (2/2)
WORKERS
Arrest
Bluecoat Musketeer
Traffic Director
Manufactured Truth
Lawful Search
NextHand
Insurance Agent A (2/2)
Justice Juggernaut (4/6)
Overeager Cadet A (2/2)
Insurance Agent B (2/2)
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
maxband Bigby - ($4)
Judgment Day, you get 1 from scav - ($0)
Bigby trades with Onimaru in a epic battle
so sad, now I can’t stash anymore :’(
[details=My Thoughts]
I guess if he has teched spells specifically to counter units on the board, let’s try out Sanatorium and just bring the house XD Battle Suits has most of my little units trade up favorably, so with haste they’re decent battering rams yea? And if not, we can go tech 3 and let ships finish the job [/details]
What spell are you blocking with 4? Rewind? I’m afraid that isn’t in my game plan, though I could see that actually being pretty sweet with Sanatorium!
Also fwiw, I don’t think Injunction would actually prevent me from playing a tech 2 unit via Sanatorium, though I am not 100% positive on that I’m fairly certain (Sanatorium doesn’t need the tech building up to work)
[details=End of Turn Hand]
Tinkerer
Calypso Vystari
Steam Tank [/details]
[details=End of Turn Discard]
Neo Plexus
Fading Argonaut
Temporal Research [/details]
[details=My Thoughts]
Woohoo I got to use the Sanatorium! It would be really cool to use it on something beefy, then Rewind the beefy things back to hand after attacking with them, then play them back down! Like Golgorts maybe? Very Cool! [/details]
Thanks @Legion for noticing !
I do many many errors, sorry @FrozenStorm
I’ll concede this game, gg ! @EricF
Thanks for the game !
You know Blue spec better than me lol, heroes and Tech III are very hard to deal with as Blue
I managed to get an econ advantage to rush to Lawbringer Gryphons, but I drew Insurance Agents before my Tech II building (I even had to worker a Justice Juggernaut !) and anyway you kept board advantage all the game (even being P2 !)
Wp, I hope we may have a rematch someday
Thanks for the match !