Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
Play Garth - ($10)
Make a Skeleton - ($9)
Doom Grasp, killing the skeleton and Geiger. Garth levels to 3. - ($5)
Level Garth to 7. Maxband summons a Voidblocker from discard. - ($1)
Float 1 - ($1)
Patrol as below - ($1)
[details=Starting Hand and Thoughts]Tricycloid, Hyperion, Ready or Not, Neo Plexus. Mixed blessing, losing Geiger. I wanted Ready or Not this turn, but he’ll be cheap to bring back and blink something next turn.
Draw Tricycloid off of the Hyperion attack.[/details]
[details=Worker][/details]
P2T10:
Prynn & Fading Argonaut each fade a rune.
No tech
10g (10)
Tricycloid (5)
Remove 2 Tricycloid Runes to do 2 dmg to Voidblocker
Hyperion (0)
Hyperion kills Voidblocker, I also exhaust Tricycloid. I draw a card.
Immortal & Fading Argonaut team up to kill Dozer. Fading Argonaut dies.
Immortal kills Garth, takes 3 dmg. You get a gold.
Prynn does 3 to your base, now @ 6. Prynn gains a rune.
/sigh, you may have this one locked up now. Once I decided to go face, I should have just used that last Tricycloid rune on your base b4 giving black a chance at removal. It just feels like I played that so sloppily.
Starting Hand and Thoughts
Hyperion, Now, Tinkerer, Argonaut. Well shit. My options are really limited this turn. Is it even possible to protect tech 2? Not very likely. Sooooooo mad that I should have won already by hitting his face with that last Tricycloid rune /grrrr
[details=Worker][/details]
P2T12:
No tech
10g + f (11)
Nullcraft does 1 to base, now @ 1
Tinkerer (9) (yes, Tinkerer!)
Argonaut (6)
Hyperion (1)
Patrol as below
Discard 1, RS, Draw 3
Float 1g
Patrol:
SQL: Hyperion (5/5+1)
ELITE: Immortal (5+1/5)
SCAV: Tinkerer (1/2)
TECHN: Argonaut (4+1/4)
LOOKOUT: Immortal (5/2)
Info:
Base: 18
Buildings: Tech 1 (1), Tech 2: Present (5)
Other: Battle Suits, Nullcraft
Hand: 3
Deck: 12
Discard: 0
Gold: 1
Workers: 10
Next Hand
Undo, Argonaut, Ready or Not. Hmm, RoN maybe keeps me in this.
Whew, looks like I just barely do. That was stressful - GG! Looking over it, I think I’ve got plenty of stuff to smack myself for too, though. Turns out the meta rush needs a good bit more protection from shenanigans than it had here, and those Immortals got to do their thing for free for way too long before I felt like I had a chance to do anything about it. Maybe Disease would have been better in the midgame here? Not quite sure.
Tech 0 card(s)
13g+f - ($14)
Garth - ($12)
Make a Skeleton - ($11)
Doom Grasp, killing the skeleton and Hyperion - ($7)
Zarramonde attacks. Obliterate kills everything left, save the exhausted Immortals, then he hits your base for 11. - ($7)
Voidblocker and Bone Collector hit your base for 5 and make an incidental skeleton - ($7)
Vandy - ($5)
Dark Pact targeting you for game - ($5)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Voidblocker (2/6), Zarramonde the Obliterator (11/11), Bone Collector (3/3)
[B]Buildings:[/B]
Doom Grasp gets the Hyperion. Obliterate 4 gets Nullcraft, Tinkerer, Argonaut, and exhausts 1 immortal. One still left in patrol, or did I miss something? @EricF
Tech 0 card(s)
13g+f - ($14)
Garth - ($12)
Make a Skeleton - ($11)
Doom Grasp, killing the skeleton and Hyperion - ($7)
Boost Hooded Executioner, killing Nullcraft - ($2)
Zarramonde attacks. Obliterate kills everything left, save the exhausted Immortals, then he hits your base for 11. - ($2)
Voidblocker and Bone Collector hit your base for 5 and make an incidental skeleton - ($2)
Vandy - ($0)
Dark Pact targeting you for game - ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Bone Collector (3/3), Zarramonde the Obliterator (11/11), Voidblocker (2/6+1), Hooded Executioner (3/3)
[B]Buildings:[/B]
Nice! GG, well fought throughout! I’m going to need to comb this one over for learnings big-time. I feel like my turnaround on T6 literally couldn’t have gone any better, and it was more than powerful enough that I should have had a high win likelihood. But then I started skipping workers like mad, figuring the game would be over much sooner than it ended up. That turned out to be a painful miscalculation.
I have a lot of experience playing Disease. I think Disease is a good counter to Present generally, but its T3 is so inferior to Zarramonde. It’s also pretty slow. I think you made the right adjustment.
Yeah, in my admittedly limited experience, skipping workers at any point before you’re winning seems very prone to blowing up horribly. I felt bad doing it when I was at 13.
Skipping 3 or 4 in a row, or whatever I did, is certainly pretty crazy and I’ve never done anything like that before. Especially before I had 10 and could stop teching. But I’m usually comfortable skipping one or so a game.
Heh, I think worker skips cost me 24g this game. I’m going to go back and edit my turn numbers that were off by 1 for a few rounds, for posterity’s sake.
Ongoing discussion notwithstanding, the “official” card database rulings treat Sacrifice the Weak and Obliterate differently (Sacrifice / Hooded Executioner skip Indestructible units, Obliterate does not), so that’s what I’m going with for this game.
Yeah, I wouldn’t expect the outcome of this game to vary anyway. No real good way to do that.
Is the “official” database codexcarddb.com? B/c that’s somewhat out of date. Not on this ruling, but e.g. the Boost ruling on Hooded Ex (and probably elsewhere) has been modified in the spreadsheet recently.