It’s tempting to just open with Rich Earth, but I’d rather not worker these other cards just yet. This matchup is similar to the one against Shadow, but with Future instead of Finesse. Anything in Future I’m worried about? Maybe Gilded Glaxx. Tech II Future air is scary, but I’ve got Kidnapping if needs be, and hasty Strength wins in a base race.
If tie’s going for a forecast rush, I might as well rush Geiger down and make him pay for another hero to use Time Spiral. Then I can maxband Midori next turn, hit his Tech I if I can, and set up a Tech I destruction with Crash Bombers. Haven’t tried this before, let’s see how well it goes.
… Nice, didn’t draw either Bomber so I’ve got time to put Tech I down.
Adding Origin Story in case this hero thing gets out of control. I could bring out Prynn now, which would normally be a good thing to do but it telegraphs the oncoming spell, so I’ll keep her waiting. Green starter can’t do much to surprise me here anyway. I’m also pondering whether or not to play Battle Suits. I have the cash, but floating the gold is gonna make Tech 2 easier to pay for and still throw down Origin Story
Young Treant
Playful Panda
Rampant Growth
Doubling Barbarbarian
Bloodlust
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Tiger Cub - ($1)
Master Midori hits your Tech I down to 2
Maxband Midori - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Tiger Cub 1+3/3 (Midori Boost)
Scavenger:
Technician:
Lookout:
In Play:
Midori L8 4/5 (flying on my turn)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 7
Thoughts
Hmm, RG to level Tech I and maxband? Or hit, maxband, and bring in a unit? Plasmodium might be coming in next turn, so if I put Tiger Cub in Elite, he’ll trade with Plasmodium unless Midori is hit with Origin Story.
since only one turn has been played after what it affected (P2T3), @charnel_mouse can either ask for you to replay P2T3 and then replay his P1T4, or you two can agree to play on with the mistake (it happens)
@charnel_mouse - all base health etc should look good now…
"P2T4
Tech StartingHand Workers
TECH
Hyperion
Temporal Distortion
STARTING HAND
Neo Plexus
Fading Argonaut
Battle Suits
Time Spiral
WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
NextHand
Undo
Origin Story
Forgotten Fighter
Immortal
Discard
Time Spiral
Fading Argonaut
Battle Suits
Hyperion
Temporal Distortion
Tech 2 card(s)
Get Paid - ($8)
Plasmodium comes into play, kills Tiger Cub
Tech 2 Present - ($4)
Argonaut readily kills scav, my base to 19, you get a gold
Nullcraft + Prynn kill tech, my base to 18, you get a card. Prynn adds a rune (4)
Worker - ($3)
Float ($3)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Argonaut (3/2)
Lookout:
In Play:
Plasmodium (4/2 haste)
Prynn L1 (1/1, fading 4)
Nullcraft (1/1)
Buildings:
Base HP: 18
Tech I HP: 2
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 3
Workers: 9
Thoughts
Keeping Battle Suits around for the potential strength boost later. Tempting to play FArgo now, but I’d like all 4 cards in my deck to come up. Really want that Immortal to come out, and Origin Story / Undo give me the ability to respond to just about anything. Floating 3 into the next turn will give me the gold to actually use it as needed. Teching Hyperion + TD, Hyperion for obv reasons, TD to help me on win conditions
Hmm, drawing a Bloodlust makes this interesting. Worker, Drakk, and a Barbarbarian leaves 3 gold.
Lust Prynn and the Null Craft get lusted to death. Plasmodium and Argonaut can kill Barb, any Present II units, would kill Drakk with little effort. EDIT: zhavier pointed out I can’t target the Nullcraft with Bloodlust anyway.
Lust one of the above, and haste Barbarbian to kill two things. Gets rid of the heavy hitters, but only leaves Drakk to defend against Present II.
Lust Barbarbarian and Drakk, and destroy his Tech II! Nothing to defend against the current board, though, so I’d lose my Tech II and the Barbarbarian for little return damage, and my next hand isn’t great for building a board back up. On the other hand, tie’s almost certainly got Present II in hand, and has a ton of float, and I can use Kidnapping while I rebuild. But he can just kill Drakk, which screws me up.
Just put both Barbarbarians down. 2 gold leftover, maybe put Midori down. They’ll both die if Present II units come out, but will help draw my way to a better next hand, and leave lots of wounded units for Bloodlust and Kidnapping to take out. On the other hand, I might want to go in Lookout in case of Undo.
It’s really tempting to swap Tech II kills here, I think it benefits me more than him due to how much I spam Blood magic. Drakk getting killed would leave me with nothing in my next hand for recovering my board, but with the amount of gold tie is floating I suspect there are at two Present II units incoming, which will wreck my board and destroy my Tech II even if I block with two Barbarbarians and Midori. Ah, but then he can just maxband Prynn and trash the Barbarbarian. OK, I’ll just block up, if I block with Midori he’ll die but I have a better chance of Tech II staying up. I might draw a Tech II unit when the technician gets killed, you never know.
STARTING HAND
Forgotten Fighter
Undo
Origin Story
Immortal
WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Forgotten Fighter
NextHand
Argonaut
Undo
Hyperion
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Immortal - ($5)
Undo; SQL Barbarbarian goes back into your hand - ($2)
Plasmodium + Nullcraft kill Tech Bar; you draw, Plas dies
Max Geiger - ($0)
Argonaut trades w/ Midori, you get a gold. 2 lvls to Geiger
Prynn pings your base for 1, now 18. She gets a rune (still 4)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Immortal (5/5 indestructible)
Elite:
Scavenger:
Technician: Max Geiger L3 (2/4, sparkshot)
Lookout:
In Play:
Prynn L1 (1/1, fading 4)
Nullcraft (1/1)
Buildings:
Base HP: 18
Tech I HP: 2
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 3
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
It doesn't seem like he'll be able to do much against a Warp Gate Disciple hanging out on my back line, so let's give that a shot. Bringing in Omegacrons or Void Stars could move the game towards a conclusion quickly
Technician: Drakk L3 1/3 (1 to your base on death)
Lookout:
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Strength)
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
Well, I wasn’t expecting an Immortal. I guess I can tech in some Entangling Vines, see if I can get a use out of them for once. Also teching a Colossus as usual, if tie blocks up with the Immortal I can just run past him.
Is it worth Kidnapping the Immortal? It would have to run into Geiger. That stops any Geiger shenanigans for a turn…
Kidnapping, kill Geiger, 4 gold left for a Barbarbarian, and either Bomber or worker. Attacked by Immortal and Nullcraft, possible Prynn and Present II (5 + 1, 1 + 4? + 4?, vs. 7+2 + 3(Drakk)).
WORKERS
Tinkerer
Hardened Mox
Temporal Research
Neo Plexus
Forgotten Fighter
Now!
NextHand
Fading Argonaut
Battle Suits
Warp Gate Disciple
Discard
Undo
Argonaut
Tech 0 card(s)
Get Paid - ($10)
Draw for Technician
Prynn loses a rune
Undo SQL DB - ($7)
Hyperion - ($2)
Hyperion kills Drakk, we both draw a card. My base takes 1 dmg. Prynn gets the levels
Immortal breaks your Tech 2; base to 16
Nullcraft pings your base for 1, now 15
Mid Prynn - ($1)
Prynn hits your base for 2 (now 13), gains a rune (4 again)
Worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Nullcraft (1/1)
Hyperion (4/4)
Immortal (5/5 indestructible)
Prynn L4 (2/4, fading 4)
Buildings:
Base HP: 17
Tech I HP: 2
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 2
Gold:
Gold: 0
Workers: 11
Thoughts
Good momentum here, & Tech 2 down. No Kidnapping possible now that Drakk’s out, so no patrollers