Tech 0 card(s) due to Turn 1
Get Paid - ($5)
Worker - ($4)
Mox - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Hardened Mox (1/1 + 1A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
He pretty much has an ideal start here w/ B-Ogre & Nautical Dog, but I'm happy to get Mox. T2 Nullcraft could come in handy. Of more interest is the long game. Going MOLAC seems unlikely when Assimilate is a threat, so I'll assume he won't do that. If he seems to be heading towards Pirate Gunship, then Past/STG would be the route here again, considering he can't do much about upgrades and the flyers will be useful. If he's going necro then I'll probably be better off with an aggressive Present. Considering either option wants some time rune manipulation, I would've liked to play Plasmodium/Seer, but that's gonna be too slow against Red starter, so Mox is gonna come out to delay / wear down these little red creatures
Past / Archon is looking like the best option right now, likely facing Anarchy going for Gunship. I’m expecting Gunpoint Taxman and Bone Collector as potential T1 units, although I’m limited in what I can actually do about each…
Bone Collector
Mad Man
Bone Collector
Lich's Bargain
Makeshift Rambaster
End of Turn Discard
My Thoughts
Whiffing here suuucks. Hopefully no Now! and Garth can be safe. Tower deals with the obnoxious Nullcraft and likely provides decent value going forward
STARTING HAND
Fading Argonaut
Time Spiral
Temporal Research
Argonaut
WORKERS
Plasmodium
Tinkerer
Temporal Research
NextHand
Seer
Neo Plexus
Fading Argonaut
Forgotten Fighter
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 Past - ($3)
Argonaut - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Hardened Mox (2/1 + 1A)
Elite:
Scavenger: Argonaut (4/3)
Technician:
Lookout:
In Play:
Battle Suits
Nullcraft (1/1 flying)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Past)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Boosts odds of drawing a Rememberer to 50%, and creating some redundancy from Doom Grasp. Unfortunately didn’t draw it anyway - should’ve gone Technician, but I doubt he’d attack it
Bone Collector
Mad Man
Bone Collector
Lich's Bargain
Makeshift Rambaster
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except for turn 1)
All Teched Cards
Nether Drain, Blooming Ancient
Lich’s Bargain x2
Bone Collector x2
Main:
Bone Collector (5)
Bone Collector (3)
Lich’s Bargain, base to 16, horde arrives (1)
Worker (0)
Workers
Mad Man, Careless Musketeer, Bloodburn, Pillage
Patrol as below
Discard 3 Draw 3 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 16
Tech1 HP: 5
Tower HP: 4
In Patrol:
Squad Leader: Zombie (2/2+1armor)
Elite:
Scavenger: Skeleton (1/1)
Technician: Nautical Dog (1/1)
Lookout: Horror (3/3)
In Play:
Bombaster (2/2)
Bone Collector (3/3)
Bone Collector (3/3)
Garth (1/3 lvl 1)
Economy Info:
Cards:
Hand: 3
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Lich's Bargain
Scorch
Charge
End of Turn Discard
Nether Drain
Blooming Ancient
Lich's Bargain
Makeshift Rambaster
My Thoughts
Well, no Now! and no Stewardess… So those are both a plus… Argo is a stiff customer though. Let’s hope and pray no Stewardess again, and hopefully I can go on offense to mess some stuff up!
Man, this feels like really crappy position… I can’t quite get a building kill without sacrificing Garth, so I think instead I will burn him down to just Argo, Seer and Mox, and try my hand next turn… Teching the other Nether Drain (I really want one next turn) and Surprise Attack (hoping to draw it late in the cycle)
…
No dice on ND and boo to early SA draw… Not sure how next turn’s gonna go… I’m not really liking my position
WORKERS
Plasmodium
Tinkerer
Temporal Research
Forgotten Fighter
NextHand
Neo Plexus
Rememberer
Tech 2 card(s)
Get Paid + float - ($11)
Scav gold - ($12)
Geiger - ($10)
Rememberer; Mox is trashed - ($5)
Time Spiral, token from Rememberer; Golgort into play - ($4)
Geiger max; Seer trashed, back into play. Token from Rememberer, Golgort #2 into play - ($0)
Nautical Dog
Nether Drain
Blooming Ancient
Lich's Bargain
End of Turn Discard
My Thoughts
Well, the Surprise Attack at least gets me to blow stuff up… so let’s go ahead and do that. Hopefully next turn we get some Nether Drain or Ancient action. Teching the other Surprise Attack for additional pressure, and a Hoodie for more “haste”(ish)
…
Nice draw, Ancient + Nether Drain + LB could devastate. With his tech 2 down and Geiger basically locked in, Garth may die in SQL from Now! or Nullcraft but I’ll take my chances.
Having a Rewind always-ish on hand seems particularly useful right now. More challenging is what to do about the add-on. I chose Surplus but can see myself regretting it later
Bombaster
Surprise Attack
Surprise Attack
Hooded Executioner
Makeshift Rambaster
Bloodrage Ogre
Dinosize
Blooming Elm
Nether Drain
Nautical Dog
My Thoughts
Grabbing Dinosize and Blooming Elm, as I’m nearing killblow territory. I’m a little worried about rewind, so I’m going to refrain from LB (knowing I can draw one next turn) and get a worker in. Next turn I’ll rez the other BA, then Bargain for big runes (may even be able to Charge the horror or a BC!)
Okay fetching the other Ancient after a hasty horror that I’ll keep alive for all but a Stewardess, re-break the tech 2 as I don’t quite have lethal, and hopefully coast to a victory. Tech the other blooming elm for overpow-pow
Eh I’ll just GG it there - needed Tech 2 to do anything worthwhile. Sharks turned the tide, couldn’t maintain board position long enough to get Past to Tech3