LLL 2: Kaelii ([Past]/Blood/Necro) vs. Shax ([Past]/Peace/Anarchy)

Oh god I’m against PPA. Lets hope I can do something decent with this Public Broadcast Network.

[details=Thoughts]Mutual access to Stewardess of the Undone, kinda stomps over Mox, so maybe I won’t have to deal with that. If he opens with it I’ll probably tech in Stewardess, and maybe can make that tempo play.

Otherwise we’re looking at blood//necro plan.

Is this where I’m supposed to go Tech 1 + HH, Bone Collector x2, Crash Bomber x2, Lich’s Bargain x1, Kidnapping x1, Wardrums x1 or something?[/details]

P1T1


StartingHand Workers

STARTING HAND
Neo Plexus
Forgotten Fighter
Fading Argonaut
Temporal Research
Hardened Mox


WORKERS
Hardened Mox


NextHand

Nullcraft
Time Spiral
Battle Suits
Tinkerer
Plasmodium


Discard

Forgotten Fighter
Temporal Research
Neo Plexus


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Fading Argonaut - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Fading Argonaut (3/3) @3
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

"P2T1


StartingHand Workers

STARTING HAND
Battle Suits
Plasmodium
Fading Argonaut
Time Spiral
Temporal Research


WORKERS
Plasmodium


NextHand

Tinkerer
Nullcraft
Hardened Mox
Forgotten Fighter


Discard

Time Spiral
Temporal Research


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Battle Suits - ($2)
Fading Argonaut[3*, I’ll be using this notation to indicate fading runes] - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut3*
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 2
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Pretty decent start to get battle suits going, but I had to go down on hand since I simply can’t expose a hero on this board.
I’m thinking 2x cadets since they will out value bone collectors with battle suits. My biggest concern, assuming I don’t fuck up the early game, is him kidnapping a drill sergeant with a billion runes and then gutting me with crashburrows. Not sure what to do about that yet.

"

[details=Thoughts]First things first: PURPLE MIRROR STARTER SUCKS FOR P1?

I’m realizing belatedly that I maybe should have gone for a non-patrolling mox, at least until I have battle suits and could elite patrol it to dodge forgotten fighter, or even the generally inferior neoplexus as time spiral is a brutal threat to my FA if I don’t do anything with it this turn, outside of him probably using Prynn to cast it. Mox works well with Drakk shenanigans and I could’ve tried doing something with bloodlust/midband drakk/Nullcraft for cheap offensive options.

Possible threat next turn:
3 + 1 nullcraft + 2:4+1 Zane, 6 gold. Zane is 2:2, 3:5 or 5:7. Nullcraft is 1:2.
With only 6 gold he would need to get a scavenger kill from midband zane in order to get to maxband zane.

I would LIKE to go Battle Suits, Tech 1, Worker, but he has a 4/10 chance to have time spiral. It’s also perfectly reasonable for him to go anything along the lines of: Zane OR Nullcraft - Tech 1 - Worker, both of which let him trade Fading argo for Fading Argo, establish tech 1 on time, basically equal or his favored board (nullcraft) and we’re later in the game which means less time for me to stop a peace engine before getting run over.

Even if all he does defensive as Neoplexus+Tech 1+Worker he’s got a good board position, as he has two bodies and Battle Suits out as well as the hasty Zane for possible damage on demand.

I COULD go Prynn + timespiral and tech 1, which would eliminate the timespiral blowout, but still leaves nullcraft+Fading argo

The Peace engine rush typically goes 2x OE -> 1x DS 1x Garrison -> 1x DS 1x Garrison -> Calypso//Seer//Origin Story x1//Bootcamp//Surprise Attack…

Maybe I can spook him off of a regular gameplan and get kinda lucky in my draw matchup against his with Plasmodium + Tech 1 and double seer tech. Elite patrol of my FA, worker timespiral and keep the tinkerer as there’s a very slim chance I can do something with Drakk+tinkerer…
Thinking maybe we go Lich’s Bargain x1 in my next tech, and then we go to hope and prayer mode?

God I’m so boned.[/details]

P1T2


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Time Spiral
Battle Suits
Plasmodium
Nullcraft
Tinkerer


WORKERS
Hardened Mox
Time Spiral


NextHand

Battle Suits
Seer
Temporal Research
Tinkerer
Neo Plexus


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Plasmodium - ($3)
Tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Fading Argonaut (3/3) @2
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Plasmodium (4/4) @3 FUTURE
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

"P2T2


Tech StartingHand Workers

TECH
Boot camp
Overeager cadet


STARTING HAND
Forgotten Fighter
Nullcraft
Hardened Mox
Tinkerer


WORKERS
Plasmodium
Tinkerer


NextHand

Neo Plexus
Boot camp
Fading Argonaut
Nullcraft


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Summon mox - ($0)
My argonaut trades with your argonaut.

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Hardened Mox(3/1)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

So normally mox & plasmodium aren’t good in a [past] mirror, which I why I workered my plasmodium. However, him playing Plasty makes me suspect seers over stewardesses or Undo. Nullcraft+2x seer could hurt next turn, but I think it unlikely. I’m gunna play with some boot camp mox for now and hope I don’t regret skipping stewardess.

"

P1T3


Tech StartingHand Workers

TECH
Stewardess of the Undone
Bone Collector


STARTING HAND
Tinkerer
Battle Suits
Neo Plexus
Seer
Temporal Research
Nullcraft
Seer


WORKERS
Hardened Mox
Time Spiral
Tinkerer


NextHand

Stewardess of the Undone
Neo Plexus
Forgotten Fighter
Temporal Research
Fading Argonaut


Tech 2 card(s)
Get Paid + float - ($7)
Prynn - ($5)
Temporal Research, 6 time runes -> Draw 2 - ($3)
Seer #1, remove time rune from Plasmodium - ($2)
Seer #2, remove time rune from Plasmodium THE FUTURE IS NOW - ($1)
Worker - ($0)

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Seer #1 (2/1+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Seer #2 (2/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Plasmodium (4/4) Resist 1
    [B]In Play:[/B]
  • Prynn level 1 (1/3) @4
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
1 Like

"P2T3


Tech StartingHand Workers

TECH
Overeager cadet
Flagstone garrison


STARTING HAND
Neo Plexus
Nullcraft
Boot camp
Fading Argonaut
Overeager cadet(bootcamp draw)


WORKERS
Plasmodium
Tinkerer
Neo Plexus


NextHand

Time Spiral
Forgotten Fighter
Temporal Research


Discard

Overeager cadet
Flagstone garrison
Boot camp
Fading Argonaut


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon nullcraft - ($4)
Summon onimaru - ($2)
Mox kills squad seer
Cast bootcamp on mox and draw - ($1)
Summon overeager codet
Null craft kills scav seer, you get gold

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Overeager cadet(3/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Onimaru(2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Nullcraft(1/1)
  • Hardened Mox(3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Actually drawing the cadet was nice, but my backup plan was to allow onimaru to be killed and go prynn+research+2x cadets next turn.

"

P1T4


Tech StartingHand Workers

TECH
Crashbarrow
Shoddy Glider


STARTING HAND
Forgotten Fighter
Fading Argonaut
Neo Plexus
Stewardess of the Undone
Temporal Research


WORKERS
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter


NextHand

Seer #1
Temporal Research
Battle Suits
Nullcraft
Bone Collector


Tech 2 card(s)
Get Paid + Scavenger - ($8)
Stewardess of the Undone, bounces Mox - ($5)
Worker - ($4)
Tech 2, Blood - ($0)
Plasmodium kills Overeager Cadet

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Stewardess of the Undone (2/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Prynn level 1 (1/3) @3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Plasmodium (4/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

"P2T4


Tech StartingHand Workers

TECH
Drill sargeant
Flagstone garison


STARTING HAND
Time Spiral
Forgotten Fighter
Temporal Research


WORKERS
Plasmodium
Tinkerer
Neo Plexus
Time Spiral


NextHand

Flagstone garison
Boot camp
Temporal Research
Overeager cadet


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
tech II peace - ($4)
Nullcraft kills plasmodium
Midband onimaru and kill stewardess - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Onimaru(3/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Nullcraft(1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

"

Last turn was Discard 1, draw 3.
Mox was bounced so you had 4 card hand.
You workered and played no other cards so shouldn’t it be discard 3, draw 5?

-4 workers, +6 tech’d cards, +10 starters and 2 in play so 10 cards between hand/deck/discard is correct with two cards in play (Battle Suits and Nullcraft).

Under the assumption that you should have a 5 card hand 5 card deck, I guess I have a turn?

[details=Thoughts]I’ve got a few routes this turn.

A: Seer-TR hope for barrow to kill oni + damage tech + 2 remains for ??? (4 cards remaining, no worker) (null+prynn can break tech by skipping worker, or prynn can midband for 1 and break tech 2 WITH worker. Presumption – he has 4 tech 2 plus the known bootcamp for 50/50 dead cards, hopefully weighted heavily towards the dead cards. With 9 gold he can bring in maxband zane to shove seer around and kill Prynn regardless of nullcraft’s survival – and this can’t kill nullcraft AND put another body to the field.

B: Seer-TR hope for glider to kill oni + 4 remains for ??? (4 cards remaining, no worker). With 4 gold this is probably something like bone collector, worker, best case add in an extra seer, or garth+skele+worker. BC or the garth route allows me to have a hero survive (likely Garth for maxband to fetch a crashbarrow UNLESS he has a DS+OE+starterbutt+starterbutt or DS+DS+Butt and can shove runes onto nullcraft, so probably not awesome)

C: Seer-TR hope for both + 1 remains for ??? (3 cards remaining, no worker). Summary: Prynn dies, tech 2 rebuilt, zane possibly more butts, vs likely shitty hand.

D: Nullcraft and level Prynn for the Oni kill for 5, +3 remains for ??? (4 cards remaining, no worker) – Techs are up, nullcraft trades, kills prynn or kills nullcraft while runed, and generally sadness all around.

D2: Maxband Prynn for 6th, hide his nullcraft, +2 remains for (4 cards remaining, no worker) – tech is up so possible sadness. Worker+Seer, stick it in tech – zane cannot possibly kill Prynn Prynn absolutely survive and he can’t break tech building so ABSOLUTELY hitting both glider and barrow if desired and another Seer so I can keep Prynn around a bit longer if desired. Maybe look into tech rewind and glider #2. Seer+rewind+glider gives a fairly annoying capability to hide away some of his vital units.
Worker is going to have to be battlesuits, not sure when I’d ever really get to play it even though it would be nice to have the more attack, but I don’t think I’ll likely be keeping around enough mystics/soldiers as seers are too fragile to basically anything.

AND THEN WE GO CRAZY TOWN AND NETHERDRAIN TO TRASH THEM FOREVER. FOREVER. More realistically probably look into Garth+Barrow+Doomgrasp/Lich’s Bargain depending on what my and his next turns look like I guess?

E: Disregard Onimaru, garth+skeleton?, +5 remains for (5 cards remaining, no worker). He has loads of options here so I’m not sure if I can dork up hard enough to make this worth it? Skeleton+Garth+Seer+Bone Collector+nullcraft is all 8 no worker, discard 2, draw 4. 3, 1, 1 could get blown out by stewardess or more likely the bootcamp sidelining a dude letting either oni or zane through. Tech choice is then bring in buggblatter and lich’s bargain maybe?

I sincerely doubt he went for surprise attack just yet so I might be staring down zane+tower or a big wall of butts, with 1/1 nullcraft and 3/1 prynn @2 runes.
On the other hand, the absolute best case is him missing Garrison, Garrison, DS, DS, and TR so he can’t drop Tech 2 this turn outside of midband zane crashing into my seer and giving us both a card.
TR+Prynn -> Draw 2, spend 6 on tech 2s.
Tech 2s, drop tech 2s whatever they are, probably and 3 for other stuff.

If he is actually on 4 cards this is even better I guess because he has a chance to NOT have tech 2 capability basically.
If he drops a limited board and garrisons I hopefully break a tech.
If he drops double DS and some butts I probably can only break one tech, but it may be enough.
If he drops 1x garrison 1x DS I might be screwed?
Not looking great unless he actually wiffs here, but not sure I can do better elsewhere. Man I wish I had drawn my crashbarrow.[/details]

P1T5


Tech StartingHand Workers

TECH
Rewind
Shoddy Glider


STARTING HAND
Bone Collector
Battle Suits
Nullcraft
Seer #1
Temporal Research


WORKERS
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter
Battle Suits


NextHand

Seer #2
Shoddy Glider
Neo Plexus
Fading Argonaut


Discard

Stewardess of the Undone
Plasmodium
Bone Collector
Temporal Research
Rewind
Shoddy Glider


Tech 2 card(s)
Get Paid - ($8)
Prynn to level 5 and midband - ($4)
Nullcraft - ($2)
Prynn + Nullcraft kill Onimaru, Prynn maxbands, heals and gains a time rune @3
Prynn stashes away your nullcraft in a void of space-time. Prynn @1
Seer. Prynn @2 - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Seer #1 (2/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Prynn level 7 (3/5) @2 (Hiding your nullcraft)
  • Nullcraft(1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
1 Like

"P2T5


Tech StartingHand Workers

TECH
Disguised monkey
Disguised monkey


STARTING HAND
Newly shuffled starting hand

Flagstone garison
Overeager cadet
Fading Argonaut
Forgotten Fighter
Temporal Research

Garrison draws

Drill sargeant
Hardened Mox
Boot camp


WORKERS
Plasmodium
Tinkerer
Neo Plexus
Time Spiral


NextHand

Forgotten Fighter
Overeager cadet
Boot camp
Hardened Mox
Flagstone garison


Tech 2 card(s)
Get Paid - ($9)
Build tech lab, anarchy - ($8)
Build flagstone garrison - ($5)
Summon cadet, draw
Summon drill sargeant, draw - ($2)
Summon faded argonaut, draw + rune - ($0)

Float ($0)
Discard 4, draw 2, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut(3/3+A)@3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Overeager cadet(3/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Battle Suits
  • Nullcraft(1/1)(eaten)
  • Flagstone garison(4)
  • Drill sargeant(5/4)@1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

This is probably strictly suboptimal, but I want to see what it’s like to inject some haste into the peace engine.

"

1 Like

uuuhhhhg long day. I completely forgot to mention that you were right about the mox(i discarded it for some reason) so I reshuffled and redrew my entire hand.

Unrelatedly: Figuring out my turns either takes me way too long here because I am not very good a this game, AND/OR Past-peace-anarchy is really really really annoyingly strong.

EDIT: ALSO I APOLOGIZE TO ANYONE TRYING TO READ MY THOUGHTS HERE.

[details=Thoughts]Stupid bottomdeck crashbarrow. Anyway I think I am liking break both techs as my plan.

A:
Max garth is 8, fetches tech in crashbarrow. Glider? is 9th.
CB is 6, glider is 3, on board is 6.
Prynn into FA. Null into FA.
Seer into OE.
Glider trades with his nullcraft (so it shuffles, and keeps null alive)
Barrow hit #1 tech 2. Prynn tries to hide CB, dies returning his nullcraft and my barrow.
Barrow hit #2 tech 1. Overall – 4 damage, 16 remains. Shuffle contains both the Gliders, nullcraft is alive and well for at least 2 damage next turn with a midband drakk

Fading Argo, Neo, Nullcraft likely accounts for all his tech 0 units, which leaves me with Garth in tech vs DS, Nullcraft, likely no more runes for DS, Zane and/or Oni likely, almost certainly NOT prynn. I’m mostly betting that he doesn’t have neoplexus or sharks?
Still doubting he tech’d in sharks (probably preferring some mix between tech 1, and tech 2 anarchies, or even being greedy via bringing in gunships, as he has a peace engine down). The other important thing here is that he can’t rebuild his tech 2 this turn and I have a barrow coming up plus a drakk.

He’ll have: Nullcraft, DS, Zane and/or Onimaru, and POSSIBLY Neoplexus. There is a slim chance he has tinkerer or plasmodium still, but tinkerer is the only actual problem there. Garth PROBABLY dies pretty obviously (Zane into Garth. Summon Oni, 6 gold leftover. Rune onto nullcraft, slaying garth +2 levels to Oni. IF he went for sharks he can do a lot more obviously. He could also bootcamp my Garth to sideline it which should give him a tech 2 break and make me sad.

IF I keep my seer back he can’t do as above, but still has options depending. This whole plan is maybe not quite moot’d by the realization I can summon garth+skeleton sac skeleton to draw at 5+1 gold leaving 3 open to summon CB.

B:
Middrakk for 5. Glider is a 6th. 3 leftover, discard 3 draw 5 – spend it on Garth or save it maybe? 9 gold next turn, who do I keep alive and what do I tech with CB, and 4 from the reshuffle – which I don’t think includes my glider?
3+2+3+4 flicker for +4 if desired.
Glider hit #1 on FA, Prynn into cadet, flicker glider 4 into DS OR onto Garison, Seer+null into tech 2. Leaving up that DS is super bad unless I break his tech 1 instead, because I probably die or almost die to nullcraft+runes.

Can keep Prynn alive a bit longer if instead of a flicker I go for stashing or not even stashing something else?
Glider > DS, Null > OE, Prynn+seer > FA? Make own FA discard 2 draw CB+rs3/11 vs Tech 1 + Tech 2
Prynn 3/2@2, 2/3 Drakk, 2/3 FA@3, Null 1/1, and 10 gold next turn. Ffffffffffucking wish that rewind was a kidnapping/bloodlust/blatter.

C:
Garth+Skeleton -> Sac skeleton to draw CB is SO close to useful, but it uses 9 total gold to draw and play crashbarrow this way, and only leaves me with 2/4 patrol Garth, and I’m discarding 4 in this route, which is boooooo.

D:
Maxdrakk for 7. Seer. Glider. All 9 used. Discard 2, draw 1 rs+3. Don’t think this is particularly great sadly, not entirely sure what I do here? 3 3 2 3 4 all aggro all the time? 4 > FA/DS/FG, 2 > OE. 3 3 3 base? Stash dat DS a bit – it becomes blatter+CB time? Prynn@1 (Null, DS), seers, null all exhausted. Drakk in tech for draw. Able to summon glider with Garth next turn if nothing else for 3 flying, and we have 2x seer and nullcraft

E:

  1. Middrakk again for 5, summon seer to hit 2 or 3 runes on Prynn is 6. Defensive-ish route maybe? Glider is a 7th that just seems SO good.
    Glider for FA, Prynn kills OE, stash DS a turn? Break tech 2 with seer+nullcraft, FA Squad leader, Seer in Lookout, and Drakk behind patrol because Zane mostly.
    He has no nullcraft or DS in play the turn but DOES have tech 1 and Garison, probably doesn’t two hero unless he can kill Drakk. Discard 1, draw CB + 2 of neo-plasmodium-stewardess-BC-TR-Rewind-Shoddy #2-Tech A-Tech B. Gives a 3/9*3/8 chance for 1/8 chance of missing shody and techs. Chance of being really sad prynn is fading out is pretty high however as I can’t flicker a glider/barrow which will probably be crucial to winning or losing or even just drawing TR/Rewind I really want to have prynn.

F: Keep Prynn alive and well, we invested too much in expecting her to be alive on this shuffle when we tech’d rewind.
Garth+Skeleton+FA+Seer+Glider is 7 and a whole pile of cards (3/4). Glider+null kill FA, Seer for OE, Prynn does 3 to face going up to 3 runes. DS, Tech 1+2 (1/3, 1/1, 2/3@3, 2/1) drawing into CB,

G: Fetch something else with Garth maxband. Bugblatter “1”, and start trading shit left and right? Ogre “2” recruiter for just a big body on patrol, while we do other things with our hand? Stewardess “3” to bounce that FA as effectively 4 attack but also a 2/3 body? Fetch Glider “4” and play Glider? Trade, Play seer, Fetch seer “5”, om nom nom delicious DS #1 and nullcraft - gone forever hopefully?

G1-a: Blatter+Seer -> 6 offense kill off my first seer and FA+OE so his base takes 3, stash his DS under Prynn 3/2 prynn, probably maybe sorta? Seer+Garth+Blatter on patrol, grab kidnapping, CB, or Lich’s as tech #2. 4+2+1 +A defense vs tech 1//tech 2. Maybe even go as far as keep blatter behind the lines. He can dork up (weak to kidnapping and me stalling out the game a bit more. Not great, but possibly workable if I can hurl enough flying/overpower into his face)

G1-b: Blatter+Glider -> 3, 3, 2, 1 flicker for +3 maybe? Prynn+seer > FA, Glider+null > DS, Glider does damage somewhere. 7 to base maybe overall maybe with Blatter+Garth on patrol vs Null, tech 1, tech 2, zane-etc available Don’t think I like this route.

G2-a: Ogre+Seer -> 6 offense, not necessarily looking to super aggressively trade, but we still need to trade - but we almost certainly hope to have ogre survive and steal his nullcraft if not something better and we want to probably get that DS at least hidden away so it can’t attack and/or get a bunch of runes on the cheap (his reactionary tech capability is actually really problematic). The other option is to expect ogre to die and throw it up as a 5/5-ish body in squad leader to keep garth alive reliably keep DS stashed under prynn until she fades out at start of next turn, so probably a kidnapping as another tech choice? Prynn+Null gets FA and seer for OE. Likely facing DS and massive dork wall that is too big for ogre to attack into. Bleh.

G2-b: Ogre+Glider -> 3+1+3 keeping prynn alive, but some damage output? Glider+Null > DS, trade seer for FA with help from Prynn. OE, Tech 1, Tech 2 vs Garth (3/4+A?), Ogre (5/4), 3/2 prynn @2, Nullcraft, Tech 1, Tech 2 – he probably grabs whatever he feels like as tech and can draw into it between dropping his second garison (high chance) second OE and some 2 drop (5 gold spent, leaving 4 to possibly be dropping chameleon lizzo or double monkeys or DS #2 and likely a 1 drop…). Grab kidnapping or Barrow #2 as second tech? Maybe even go for netherdrain like an absolute madman - hoping to do something to the tune of eventually getting rid of his nullcraft. Forever.

G3-a: Stewardess+seer -> FA back to his hand. 6 offense. Prynn > OE? Skibbidydibbidy scoop up that DS, no no no don’t want to deal with his access to it next turn from the start. Seer and nullcraft contemplate what to hit hard. Split damage across multiple tech better for sniping one or the other under different circumstances of gliders in future turns (midband drakk or not). Consolidated damage lets midband drakk+nullcraft take out a building instead. Kidnapping x1, barrow #2 or kidnapping #2 for glider/kidnapping threats to accompany drakk turn that is coming up. Defense is Garth (3/4), Stewardess (2/3) and Seer (2/1) vs tech 1 and tech 2 so he can DEFINITELY put out some great wall of bodies, and he’s definitely getting back his nullcraft and his DS next turn.

G3-b: Stewardess+glider (probably the preferred stewardess turn as 3 more offense is possibly a lot more important if we’re tempo playing that argo drop). FA back to his hand, 9 offense. Prynn > OE. Seer+Glider > Tech. Glider+Nullcraft > DS/Garrison. Choose if keep my Prynn+hidden nullcraft of his or if I leave up the other tech/DS. Somewhat reasonable option to ‘simply’ throw away the seer instead of damage on prynn if I am keeping her alive with 2 runes – in which case we probably kill DS, and do 3 damage to (a tech) building with prynn. Then we have Garth (3/4+A?), Stewardess (2/3 but where though?) defensively and Prynn behind lines as (3/5) @2, nullcraft (1/1) vs dumped hand. Fairly expensive for him to kill Prynn this turn. I guess we can also suggest killing garison AND DS but leaving both his techs up, and sorta hoping he doesn’t have garison+ds this turn and can’t draw into them (in which case he probably goes tech 3 grabbing gunships?). Bleh no probably not a good idea. TR+FA means he can draw 2 so he actually would have 7 so he absolutely can replay at least one of those, in addition to putting down prynn/onimaru, and 1-2 OE, and bootcamp is another way to draw to 2 in deck so only if he bottom decked his second copies of DS/FG would he miss on bootcamp while having 6 gold leftover.

G4: GLIDERS. BRING ME GLIDERS BATMAN. Fetch Glider, Play Glider = 3+3+1 flying. flicker glider for +3. 3+2 ground attack in seer+prynn. No gliders next cycle though, which is actually a pretty big threat loss if I go for base race (unless I am resummoning a max garth) to fetch another one. As we have 10 flying damage we could hurl it all at his face and tech in buggblatters and put on our blood face. We could also hurl 7 or 9 at his face and trade one flyer for his nullcraft slightly more moderated approach (probably a glider honestly as keeping my nullcraft in play means more pings and shuffling the glider means we can redraw – then our remaining goal is to get in for 13). There’s the totally moderated approach of glider+nullcraft kill DS, flicker glider and trade it for HIS nullcraft… Annnnd trade out elsewhere too I guess. Not really the war face plan if we do that.

G5: SEERS. BRING ME SEERS AND TIME RUNES BATMAN. Prynn+Null take FA, Seer for OE, Fetch sr. Seer aka “GOOD GOD WHAT AN EXPENSIVE TIME RUNE”. Play seer #2 and hide away that poor poor foolish DS. 3/2 @2 Prynn. Defend with Seer(Elite)-Seer(Lookout)-Garth(Squadleader? Behind the lines?) vs Tech 1+2. Neener neener neener Prynn has his junk, hope he didn’t go for and draw Lizzo/Monkey/SA, but he can probably draw into them if desired which is sadness.

H: How are we back to a mid/max garth consideration again – oh right card cycles or something? Get Crashbarrow, skeleton to draw other crashbarrow – why do I want to shuffle it in again? We’re down the rabbit hole now, there was some stupid idea I was considering somewhere in the G series of lines where I wanted to shuffle in the Crashbarrow rather than draw it next turn? Was is Mid garth+skeleton to draw the CB, Seer and Glider is 8… 3/5@2 prynn 2/1, 2/1, 2/4, 3/1 dying flying, 1/1 flying prior to attacking. 1 Floating gold could be replacing glider/seer with a 2 drop, or it could be a worker to stop teching.
So 3+2+1+3 offensively. Probably kill DS, punch down FA with a seer+prynn, leave up OE. Defense is: 2/1, 2/4, so probably not getting to keep garth alive boo this seems awful again.

I: Less shenanigans approach of crashbarrow Garth fetch turn maybe? 8 for crashbarrow… Glider? Pop FA with glider+Nullcraft, CB takes OE+DS. Seer+Prynn breaks tech 2, and leave garth in the suicide seat?
CB gets reshuffled, glider does not. Draw into CB+4 from 11 (1 remaining tech option; kidnapping? 2+4+3 is a turn of kidnapping CB and drakk, can also be much more shenanigan tier of seer-glider-rewind-glider-seer… Plasmodium is real unfortunate if I draw now. I don’t think he can break my tech 2 behind Garth with only tech 1, but we go for blatters. Would need a bloodlust before I start getting land octopus. IF he just decides to leave up garth this turn, we can probably trade in a hero either by attacking with Prynn and fading her out intentionally to resummon CB, or skeleton+sac to draw then hurl garth into 4 damage?

I really need to just fucking pick one of these routes.
OBJECTIVES initial listing:
DS not on board.
Nullcraft not easily available.
Tech 1 broken to prevent chump storm.
Tech 2 broken to prevent DS/Haste/Additional FGs – limits to 1 hero as well.
LOTS of base damage.
Prynn alive and not fading out because I’m an idiot who tech’d rewind and kept plasmodium?

Narrowed options A, E, F, I?

Formalizing what I think he has in deck:
FG #2, DS #2, OE #2, Boot camp #1 accounts for 7/8 tech cards, and 4/8 cards in his deck/hand.
Unknown tech card (Tech 1 or Spell probably), Neoplexus, Temporal Research, accounts for 3 more bringing us up to 8/8 tech and 7/8 deck/hand, so there is one other starter he is holding onto? Mox should be workered as he dropped tech 2 so FF, Time Spiral, Tinkerer. Tinkerer or Time Spiral are most likely candidates.

This means his current deck consists of – 2 tech 2, 1-2 tech 1 units, 2-4 spells, 1-3 tech 0 units?
Likely: 2:2:2:2 split. Spells and tech 2 units are his expensive options, tech 0/tech 1 is cheapo stuff.
Breaking tech 2 limits off 2 cards, his gold won’t be strained.
Breaking tech 1 limits off 2 cards, his gold COULD be strained.
Breaking Garrison limits cards slightly.
Solution for DS so we don’t die.

Objective A: Tech 2+DS broken (4+2+5+4 ==> 15 damage required OR 9 flying). Returning nullcraft is possibly acceptable here.
Objective B: Tech 1+Tech 2 broken (limits actual played units to 2). 16 damage required. Cannot suffer nullcraft and DS to co-exist.
Objective C: DS+Garison broken (8 flying or 14 damage required) – Prynn not fading out and at least semi-protected ideally.
Objective D: DS broken OR stashed, probably clear patrol, and as big a wall as possible between non-fading Prynn and a second hero.

Fetching CB with Max garth -> 6+6 offensively. Glider is +3, seer, or worker. IF we trade out CB, it shuffles into deck, if we flicker something we get +3 or +6. Can’t really stash FA, which is sub-optimal right now anyway. CB>Patrol, Seer-Prynn>Tech 2, nullcraft does 1 somewhere (base?), Play seer to stash DS, expect Prynn to fade out.
This satisfies A with Seer+Garth patrol
Null, Seer backline, Prynn on the out. Draw CB+rs of 11 (CB, Glider x2, Tech choice #2 (Blatter or kidnapping) or 4/11 good cards or ~11% chance to miss SOMETHING good in the 4 reshuffled card draws).

CB > Patrol, glider+Null > DS, Seer+Prynn > tech building.
Satisfies A with Garth patrol, Prynn, seer, Null sticking around draws CB+Rs 4 of 11 (CB x1, Glider x1, tech choice #2 (blatter or kidnapping)) or 3/11 good cards or ~21% chance to miss SOMETHING good in 4 reshuffled draws. Adding in seer, TR and Rewind chance goes waaaay up to like 1% of one of mentioned cards; 4% only counting 2 of those, etc. Probably this route? Garth in tech for card-draw, or nothing if he uses a max zane. But in case of sharks this is probably better. Hope his hand is 2+ tech 2, bootcamp, TR, and Neo or something.

Fetching stewardess with Max Garth -> ‘4’ offensively, +6 board. Glider is +3, seer, or worker. 10 board can clear patrol and trade out DS which is D, though we have to trade seer and Prynn in the process unless we glider.
Glider+null > DS, Stewardess > FA, Prynn > OE, seer into his face? Shuffle includes 10 (CB x1, Tech choice #2, Glider x1) is 16% chance to miss something good, ~7% for Seer/Rewind as good if Prynn survives the round.

Fetching CB with Max Garth -> Prynn+null > FA, Seer > OE, CB > Tech 2, Prynn flickers CB > Tech 1. 1 gold leftover, how do? Single patroller seems like mistake if leaving up DS
[/details]

P1T6


Tech StartingHand Workers

TECH
Crashbarrow
Kidnapping


STARTING HAND
Fading Argonaut
Shoddy Glider
Seer #2
Neo Plexus


WORKERS
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter
Battle Suits


NextHand

Plasmodium
Crashbarrow
Crashbarrow
Rewind
Neo Plexus


Discard

Shoddy Glider


Tech 2 card(s)
Get Paid - ($9)
Max Garth, Fetches Crashbarrow - ($1)
Crashbarrow overpowers FA and slams into overeager cadet killing it. Gain a gold – back to discard crashbarrow.
Shoddy Glider - ($0)
Nullcraft + Shoddy Glider eat DS. Num num num.
Prynn and Seer #1 team up to break your tech 2, Prynn @2. Your base to 18

Float ($0)
Discard 3, draw 1, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Garth (3/4)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft(1/1)
  • Prynn (3/5) @2 (Hiding your nullcraft)
  • Seer #1 (2/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 7
  • Disc: 1
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
1 Like

"P2T6


Tech StartingHand Workers

TECH
Gunpoint taxman
Gunpoint taxman


STARTING HAND
Overeager cadet
Flagstone garison
Hardened Mox
Boot camp
Forgotten Fighter
Disguised monkey (flagstone draw)


WORKERS
Plasmodium
Tinkerer
Neo Plexus
Time Spiral
Forgotten Fighter


NextHand

Gunpoint taxman
Boot camp
Disguised monkey
Temporal Research
Disguised monkey


Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Rebuild tech II
Summon and max onimaru - ($0)
Summon overeager cadet and draw

Float ($0)
Discard 4, draw 2, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Onimaru(4/5+A)
  • :psfist: [I]Elite[/I]: Soldier token(3/1)
  • :ps_: [I]Scavenger[/I]: Soldier token(2/1)
  • :pschip: [I]Technician[/I]: Soldier token(2/1)
  • :target: [I]Lookout[/I]: Overeager cadet(3/2)
    [B]In Play:[/B]
  • Battle Suits
  • Nullcraft(1/1)(eaten)
  • Flagstone garison(4)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)
  • :heart: Tech Lab HP: 4 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

I did expect a crashbarrow, just not that way. 100% chance of crashbarrow this turn. I’m about 80% certain I won’t be able to get momentum back and I’m just boned.

"

Minor note: battlesuits is non-token mystics and soldiers, so Oni-band do not get +1 attack.

[details=Thoughts]This looks like a rewind turn as: Seer into oni down to 4/4. Null deals 1 to tech A. Rewind is 4. Crashbarrow is 7, CB > Oni+tech B takes 2. Prynn > Tech B. Null+Garth > Tech A.
Grab PGC’s cause I might have a chance to go tech 3 if the game keeps going much longer.[/details]

P1T7


Tech StartingHand Workers

TECH
Pirate-Gang Commander
Pirate-Gang Commander


STARTING HAND
Crashbarrow
Neo Plexus
Rewind
Crashbarrow
Plasmodium


WORKERS
Hardened Mox
Time Spiral
Tinkerer
Forgotten Fighter
Battle Suits


NextHand

Seer #2 (2/1)
Kidnapping
Bone Collector
Fading Argonaut
Temporal Research


Discard

Shoddy Glider
Seer
Rewind
Neoplexus
Crashbarrow
Plasmodium
Pirate-Gang Commander
Pirate-Gang Commander
Crashbarrow


Tech 2 card(s)
Get Paid - ($9)
Seer slams into onimaru, 4/4 seer dies
Nullcraft deals 1 to tech 1
Rewind - ($5)
Crashbarrow trades with Onimaru, overpowers 2 onto tech 2 - ($2)
Prynn slams tech 2, breaking it. Prynn @2 again.
Garth slams tech 1, dealing 3 to it
LETS DO THE NULLCRAFT AGAIN! Breaks your tech 1. Base to 14. - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft (1/1)
  • Prynn (3/5) @2 (Hiding your nullcraft)
  • Garth (3/4)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 9
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
1 Like

gg

2 Likes

GG!
Thanks for the game!
Man playing against PPA is stressful.

@EricF it appears the game has ended?

1 Like