CAFS 2016: FrozenStorm ([Past]/Peace/Anarchy) vs. EricF ([Past]/Peace/Anarchy)

Mirror match, which I have never played with this deck! GL HF @EricF!

Player 1, Turn 1

P1 [Past]/Peace/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Nullcraft
Time Spiral
Hardened Mox
Neo Plexus
Plasmodium
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Neo Plexus (2)
  • Worker (1)

[details=Workers]
Hardened Mox
[/details]

  • :pspurpleshield: Patrol as below
  • Float 1g, Discard 3 Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Neo Plexus (2/2)
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:


###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Fading Argonaut
Battle Suits
Tinkerer
Forgotten Fighter
Temporal Research
[/details]

[details=End of Turn Discard]
Plasmodium
Time Spiral
Nullcraft
[/details]

[details=My Thoughts]
It’s funny, I have no idea how to play a mirror with this deck. Mox strats are out against Stewardess, I don’t feel like Peace Tech 2 is right as he will win a race to that, so I think I’ll be likely leaning Anarchy Tech 2? I think I’ll definitely want Stewardess first tech, probably some sharks or chaos mirror in the first couple techs, and liberal use of Zane to make favorable trades? I guess we’ll find out!
[/details]

Good Luck / Have Fun!

[details=Player 2, Turn 1]Plasmodium
Hardened Mox -> Worker
Nullcraft
Time Spiral
Tinkerer

Hrm… highly awkward. I guess I just do shenanigains? I go down on gold, but up on counter-pressure, which is fine. [/details]
5 gold (5)
Worker (4)
Zane (2)
Zane trades with neo Plexus
Plasmodium (0)
Discard 3, draw 5.
No Patrol

Future Plasmodium (4/4) [3]

Base - 20

6 workers, 0 gold
Hand: 5
Deck: 0
Discard: 3

Player 1, Turn 2

P1 [Past]/Peace/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Fading Argonaut
Battle Suits
Tinkerer
Forgotten Fighter
Temporal Research
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1float+1scav)
  • Tech 2 Cards in

[details=All Teched Cards]
Stewardess of the Undone, General’s Hammer
[/details]


###Main:

  • Fading Argonaut (5)
  • Onimaru (3)
  • Tech 1 (1)
  • Worker (0)

[details=Workers]
Tinkerer, Hardened Mox
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Onimaru (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Fading Argonaut (2/3 fade 3)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Battle Suits
Forgotten Fighter
Plasmodium
Time Spiral
Stewardess of the Undone
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Deliberated a LOT about how to approach this first tech, as I think it has a tremendous impact on how I do in this match. I was hovering on 2x Stewardess a lot, as I REALLY want to bounce that Plasmo. But, I think with a General’s hammer, I can potentially blow out the opposing tech 1 and take an inside track teching. Ideally, I would have drawn Hammer t3, Stewardess t4, but looks like it’ll be the opposite. Tough break, I’ll have to try and make the best of it!
[/details]

[details=Player 2, Turn 2]Forgotten Fighter
Temporal Research
Battle Suits
Fading Argonaut
Neo Plexus -> Worker

tech in 2x seer

If by some miracle I don’t lose my Tech I next turn, I want as many Seers as I can get. If I do lose it, there aren’t any spells that I would want to / be able to cast, and I for sure want Seers running around in my deck for later.[/details]

6 gold (6)
Worker (5)
Tech 1 (3)
Fading Argo (1)
Discard 3, rs, draw 5. Float 1 gold.

Lookout - Fading Argo (2/3) [3]

Future Plasmodium (4/4) [2]

Base - 20
Tech I - 5

7 workers, 1 gold
Hand: 5
Deck: 3
Discard: 0

Player 1, Turn 3

P1 [Past]/Peace/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Battle Suits
Forgotten Fighter
Plasmodium
Time Spiral
Stewardess of the Undone
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Tech 2 Cards in

[details=All Teched Cards]
Stewardess of the Undone, Overeager Cadet
Stewardess of the Undone, General’s Hammer
[/details]


###Main:

  • Stewardess of the Undone, pay tax to bounce your FArgo (2)
  • Oni and my FArgo break your tech 1, your base to 18hp
  • Worker (1)

[details=Workers]
Forgotten Fighter, Tinkerer, Hardened Mox
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Float 1g, Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Stewardess of the Undone (2/3)
  • :target: Lookout:

####In Play:

  • Fading Argonaut (2/3 fade 2)
  • Onimaru (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Temporal Research
Nullcraft
General’s Hammer
Neo Plexus
Plasmodium
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts][spoiler]
I’m trying to think like him for his situation… if I had 8 gold and knew my tech 1 was vulnerable, I probably would tech Sharks and Seer. He will have the gold for Sharks and a good chance at drawing it, and he’ll have known I likely will go for Stewardess, thus why he looky’d the Fargo. What’s my best answer to sharks though?

I think I have to accept that he might kill Oni next turn with Sharks, so what will I want against a level 3 Zane and an impending Plasmo? Another Stewardess I think is good, but what about the other card? Risky to tech in a T2, don’t really think he’ll be going for Oni or Prynn maxing this next cycle so OS is probably too early… Perhaps I get sharks of my own? Maybe I want something cheap, as he could have gone Stewardess himself / I can patrol to draw cards? OC it is.

Getting a tech 1 kill here gives me a lot of momentum to stay on offense I think, we’ll see if the sharks come to party or not… Next cycle I’ll probably need to decide on HH or Tech 2, and whether I want to turn this into a base race or whether I want to tech up. My deck is constructed more towards the base race right now, so I should keep that in mind going forward.
[/spoiler][/details]

[details=Player 2, Turn 3]Forgotten Fighter -> Worker
Battle Suits
Time Spiral
Seer
Seer
+Fading Argo

8 gold - Prynn (6), Spiral (5), Forgotten (3), Worker (2) - leaves me semi-open to Zane, and allows Plasmoid to be easily bounced
8 gold - Zane (6), Level to 4 (3), Spiral (1), Worker (0) - discards a bunch of cards
8 gold - Fading (6), Battle Suits (4), Prynn (2), Spiral (1), Worker (0). Somewhat vulnerable to another Stewardess, although Prynn in SQL as a sacrifice keeps most things away (although it invites pay 5 gold -> max Oni)

Tech in Origin Story and Chaos Mirror
[/details]
7 gold (8)
Fading Argo (6)
Prynn (4)
Time Spiral, remove a rune from your Fading Argo (3)
Worker (2)
Battle Suits (0)
Rebuild Tech I
Discard 2, Draw 3, rs, Draw 1

SQL - L1 Prynn (1/3 +1) [4]
Lookout - Fading Argo (3/3) [3]

Future Plasmodium (4/4) [1]

Base - 18
Tech I - 5

Battle Suits
8 workers, 0 gold
Hand: 4
Deck: 4
Discard: 0

note ericf’s fargo is at 2 time runes.

It got bounced and re-played, so it’s back to 3.

1 Like

oops, my bad.

Player 1, Turn 4

P1 [Past]/Peace/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Temporal Research
Nullcraft
General’s Hammer
Neo Plexus
Plasmodium
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • FArgo fades away (you’ll pay for that Prynn…)
  • Tech 2 Cards in

[details=All Teched Cards]
Chameleon Lizzo, Surprise Attack
Stewardess of the Undone, Overeager Cadet
Stewardess of the Undone, General’s Hammer
[/details]


###Main:

  • Neo Plexus (6)
  • Level Onimaru to 6 (1)
  • Oni kills Prynn, heals and maxbands
  • Worker (0)

[details=Workers]
Plasmodium, Forgotten Fighter, Tinkerer, Hardened Mox
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Soldier (1/1+1armor)
  • :psfist: Elite: Neo Plexus (2+1/2)
  • :pspig: Scavenger: Soldier (1/1)
  • :exhaust: Technician: Stewardess of the Undone (2/3)
  • :target: Lookout: Soldier (1/1)

####In Play:

  • Onimaru (4/5 lvl 8)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Battle Suits
Stewardess of the Undone
Overeager Cadet
Time Spiral
Surprise Attack
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts][spoiler]
I’m going for a bit of a “feint” here: I want him to stay away from teching for a tech 2 plan, as I have decided I’m going to base race at anarchy tech 2 or jump straight to gunships. So, since I’m not drawing into a tech 2 anyway, I’m going to max Oni and hope that forces an Origin Story tech from him. My board position is immense and unless he’s teched Sharks already he’ll be hard pressed to tech up safely against the damage I’m laying.

I’m teching Sharks and Lizzo with the thought that either next turn I’m going to go all-in on Suits + Stewardess + Cadet for a blowout, or I’m going to go to tech 2 anarchy and force a tower or punish him hard.

Unfortunately, I draw Sharks from the reshuffle, and I wanted options in the turn 6 hand, so signs point to going tech 2 next turn. Hopefully he’ll play favorably for that plan XD
[/spoiler][/details]

[details=Player 2, Turn 4]Chaos Mirror
Temporal Research
Tinkerer -> Worker
Nullcraft

Defense: 2, 2, 1, 3, 1 // no tech II building, and I’m gonna Origin Story Oni next turn, so I don’t need to attack him either. So, with no hot targets to get to, I can just focus on gaining value with patrol zone clears
Attacks: 4, 3, Zane, Nullcraft

Do I maybe want to do something that will generate defense? No need to build a Tech II this turn. Chaos Mirror is unneeded, so that leaves me at 4 cards in hand when I play Nullcraft.
I could mid Zane and get another card, or max him and give up 2 gold. Either way he can easily be picked off by something, so it would just be paying 3 gold to draw a card, and risking not having an Origin Story next turn. Better off just floating the excess. Or playing Onimaru as another sacrificial blocker (no way for Frozen to benefit from the “free” levels). And I think I want a card when he dies, rather than a gold.

Time to decide on a Tech II path. Next turn I’ll have 10 gold, planning to spend 6 of it on Prynn + Origin Story the lookout Onimaru, which means I can’t even afford to go to Tech II without skipping a worker. I don’t have Seers lining up with my draw, so I think I just go Peace to continue leveraging my gold advantage. Also, Ebbflow doesn’t beat Gunship, so that whole line isn’t optimal.

Tech for Garrison + Overeager, and patrol in scavenger, so I can worker + tech II + Origin Story Oni. I can just grab an extra Garrison if I end up going waaay down on cards, and then I’ll have 3 things that bring me back up (plus, you know, maxing Prynn and perma-banishing things)
[/details]
Plasmodium arrives
8 gold (8)
Worker (7)
Nullcraft (5)
Zane (3)
Fading Argo kills SQL soldier
Nullcraft kills Lookout soldier
Plasmodium kills Stewardess
Zane trades with Neo Plexus, again
Onimaru (1)
Discard 2, Draw 4. Float 1 gold.

Scavenger - Onimaru (2/3)

Fading Argo (3/2) [2]
Plasmodium (4/2)
Nullcraft (1/1)

Base - 18
Tech I - 5

Battle Suits
9 workers, 1 gold
Hand: 4
Deck: 0
Discard: 4

Player 1, Turn 5

P1 [Past]/Peace/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Battle Suits
Stewardess of the Undone
Overeager Cadet
Time Spiral
Surprise Attack
General’s Hammer (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Draw 1 for Technician
  • Tech 2 Cards in

[details=All Teched Cards]
Steam Tank x2
Chameleon Lizzo, Surprise Attack
Stewardess of the Undone, Overeager Cadet
Stewardess of the Undone, General’s Hammer
[/details]


###Main:

  • Stewardess of the Undone, bring your plasmodium back to hand for prime worker-ing (5)
  • Overeager Cadet (5)
  • Tech 2 - Anarchy (1)
  • Oni kills his twin, takes 2 damage, you get a gold
  • Worker (0)

[details=Workers]
Time Spiral, Plasmodium, Forgotten Fighter, Tinkerer, Hardened Mox
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 4 rs Draw 1
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC ANARCHY

####In Patrol:

  • :psblueshield: Squad Leader: Soldier (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Stewardess of the Undone (2/3)
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

####In Play:

  • Onimaru (4/3 from 2 damage lvl 8)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Temporal Research
Chameleon Lizzo
Fading Argonaut
Nullcraft
Steam Tank
[/details]

[details=End of Turn Discard]
empty
[/details]

[details=My Thoughts][spoiler]
Yuss this position looks dominant. He has barely anything to swing with, I’ve got inside track on my tech 2 and tech 3, he’s out all but Prynn next turn… Home team is in good shape. Teching in 2x Steam Tank to either base race w/ my Lizzo or shell up for tech 3. Teching 2x Gunship last in all likelihood!

This patrol is only weak to Stewardess, and even then I’m getting a fine trade. I hope he falls for the Origin Story bait, 5 gold spent on that would be wonderful for me (he’s going to move on tech 2 almost certainly, it’s just a question of whether he bets with tower or with OS in my mind).
[/spoiler][/details]

[details=Player 2, Turn 5]Time Spiral -> Worker
Seer
Seer
Origin Story
+Plasmodium

Ok, so it seems like it would be a little too weird to burn my whole hand to attack with a Plasmodium again this turn

Defense: 2, 3, 2 // 3, 5
Attack: 3, 1 … yeah, I can’t break anything important

Tech in 2nd Garrison + Drill Sergeant
[/details]
9 gold (11)
Worker (10)
Prynn (8)
Origin Story, returning Onimaru to the Command Zone (5)
Fading Argo kills the Soldier
Seer, add a rune to Fading Argo (4)
Tech II Peace (0)
Nullcraft pokes the Stewardess for 1 damage
Discard 2, rs, Draw 4.

Elite - L1 Prynn (2/3) [4]
Scavenger - Seer (3/1)

Fading Argo (3/1) [2]
Nullcraft (1/1)

Base - 18
Tech I - 5
Tech II - 5
Spec: Peace

Battle Suits
10 workers, 0 gold
Hand: 4
Deck: 5
Discard: 0

I am going to study this game over and over again to admire your use of time runes. Never seen this great of trading on Fading Argos like you’ve done, fading mine early and keeping yours around to bash me again and again. Masterful IMO

Player 1, Turn 6

P1 [Past]/Peace/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
Temporal Research
Chameleon Lizzo
Fading Argonaut
Nullcraft
Steam Tank
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 Cards in

[details=All Teched Cards]
Pirate Gunship x2
Steam Tank x2
Chameleon Lizzo, Surprise Attack
Stewardess of the Undone, Overeager Cadet
Stewardess of the Undone, General’s Hammer
[/details]


###Main:

  • Prynn (7)
  • Chameleon Lizzo (3)
  • Nullcraft (1)
  • Lizzo and Nullcraft break your tech 2, your base to 16hp
  • Worker (0)

[details=Workers]
Fading Argonaut, Time Spiral, Plasmodium, Forgotten Fighter, Tinkerer, Hardened Mox
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Return Lizzo to my hand
  • Tech 2 cards after your turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC ANARCHY

####In Patrol:

  • :psblueshield: Squad Leader: Prynn (1/3+1armor, lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger: Stewardess of the Undone (2/2 from 1 damage)
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

####In Play:

  • Nullcraft (1/1 flying)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
General’s Hammer
Surprise Attack
Neo Plexus
Stewardess of the Undone
Chameleon Lizzo
[/details]

[details=End of Turn Discard]
Pirate Gunship
Pirate Gunship
Steam Tank
Temporal Research
[/details]

[details=My Thoughts][spoiler]
And there’s the OS I wanted XD Sorry Eric, I’m not into Sun Tzu this game! He shows his endgame plan is Garrison machine, I lock it out and protect my tech 2 to make sure I can move to tech 3 next turn, this is looking very good right now!

It may seem questionable to give Prynn free levels, but honestly she doesn’t worry me: I have plenty of haste to punish investment in maxbanding her, I do not consider her a serious threat right now (in fact I 100% want her in to lock out Zane, he’s the one I don’t want to deal with right now!)

The only thing that does make me a little nervous is I am fairly in the dark with his tech choices, all I’ve seen is OS and a Seer… I imagine there is a Zane spell (mirror or sharks), 2x Cadet, a Garrison, perhaps a second Seer or a Stewardess, and a Sarge? Maybe 2 Sarges? Maybe 2 Garrisons?

I expect him to Prynn Maxband and do one of tower, patrol his nullcraft, or trade nullcrafts, to prevent me re-killing his tech 2. No matter. The only real thorny thing I can imagine him doing is if he has Origin Story AND sharks in hand, in which case he could return his own prynn, then get my tech 2. But even then, that’s why I grabbed Sharks of my own XD
[/spoiler][/details]

[details=Summary]chaos mirror
Seer
Garrison -> worker
Overeager Cadet

Tech the 2nd Overeager Cadet and Drill Sergeant[/details]
Optionally add two cards
10 gold (10)
Fading Argo and Nullcraft kill Prynn, mine to L3
Level Prynn to 4 (9)
Prynn kills Stewardess
Max prynn (6)
Banish your Nullcraft {2 runes left}
Seer, add a rune to prynn (5)
Worker (4)
Tower (1)
Overeager Cadet (1)
Rebuild Tech 2
Discard 1, draw 3. Float 1 gold.

SQL - Overeager Cadet (3/2 +1)
Scavenger - Seer (3/1)
Tech - Seer (3/1)

L7 Prynn (3/5) [3] {Nullcraft}
Nullcraft (1/1)

Base - 16
Tech 1 - 5
Tech 2 - 5
Spec: Peace
Tower - 4

11 workers, 1 gold
Hand: 3
Deck: 2
Discard: 4

Killing me with these time runes… I’m hoping you’ve bled enough cards to be drawing unfavorably

Player 1, Turn 7

P1 [Past]/Peace/Anarchy vs P2 [Past]/Peace/Anarchy

[details=Starting Hand]
General’s Hammer
Surprise Attack
Neo Plexus
Stewardess of the Undone
Chameleon Lizzo
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1scav)
  • Choose to Tech 2 Cards in

[details=All Teched Cards]
Disguised Monkey, Elite Training
Pirate Gunship x2
Steam Tank x2
Chameleon Lizzo, Surprise Attack
Stewardess of the Undone, Overeager Cadet
Stewardess of the Undone, General’s Hammer
[/details]


###Main:

  • Onimaru (9)
  • Stewardess of the Undone, bounce Nullcraft to your hand (6)
  • Tech 3 (1)
  • Worker (0)

[details=Workers]
Neo Plexus, Fading Argonaut, Time Spiral, Plasmodium, Forgotten Fighter, Tinkerer, Hardened Mox
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3
  • Probably done teching but who knows, you’re making it difficult on me :wink:

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC ANARCHY
  • Tech3 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Stewardess of the Undone (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Onimaru (2/3 lvl 1)
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout:

####In Play:

  • Nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 11

[details=End of Turn Hand]
Battle Suits
Steam Tank
Disguised Monkey
Chameleon Lizzo
Pirate Gunship
[/details]

[details=End of Turn Discard]
[/details]

[details=My Thoughts]
Seer is annoying… He is really mounting scary amounts to hit back with, battle suits agh! I am building the tech 3 knowing I am almost certainly losing it, but now the investment will be there and he has to deal with it or suffer greatly… I am liking my chances less and less, but hopefully I can still pull out a W! I stressed about this turn all day, really want to have a good showing in this mirror match, but I have no delusion that I’m better than Eric
[/details]

1 Like

[details=Player 2, Turn 7]Plasmodium
Garrison
Origin Story
Nullcraft

Deck: Drill Sergeant, Temporal Research
Discard: Chaos Mirror, Fading Argo, Overeager, Drill Sergeant

Defense of 4, 3, 2
Attack of 3, 3, 3, 3
Plus Nullcraft, Zane, Story?, and maybe a rune or two?

12 gold available.

Basic Option:
Garrison (9)
Nullcraft (7), draw
Craft + unit kill stewardess
Zane (5)
Prynn kills Oni
Level Zane to 4 (4)
Zane kills Overeager, draw
Drill Sergeant (1), rs and draw 1 of 5 (two shots at an Overeager)
Seers break a tech building, but no way to hit a second.
Alternatively, instead of killing Oni and playing DS, Origin Story Oni (2)
Banish Cadet
3 units plus zane break 2 tech buildings, but Prynn fades away next turn (releasing her cache)

Another option is
Garrison (9)
Nullcraft (7)
Use up all but 1 attacker
Research and Drill S (2), draw 2 of 6, hoping for one of 2 Cadets in the top 3. Break one tech building, regardless. Or to draw into multiple 1-drops.

::hours of thought later::
Alright here’s the plan:
12 gold
Garrison (9)
Nullcraft (7)
Nullcraft, Prynn, and Overeager kill stewardess and oni
Drill Sergeant and Research (2), rs, draw 2 of 5
Play any Cadets
If i hit 2 cadets, prynn banishes the cadet, zane (0), zane, seer; seer w/ 2 runes beak tech 2 and 3 (30%)
If I hit one cadet, play fading argo/plasmoid (0), seer trades with cadet, seer + 2 runes breaks tech 3 (60%)
If I hit zero cadets, play fading argo if possible to try to draw one cadet
If I just draw complete nothing, play Plasmodium to try and draw into cadet (s), banish cadet if needed to ensure tech 3 goes down. (10%)

Reshuffled deck order:
Fading argo
Overeager Cadet
Drill Sergeant
Overeager Cadet
Chaos mirror

[/details]
Tech nothing
11 gold (12)
Garrison (9)
Nullcraft (7), draw
Nullcraft and Prynn kill Stewardess
Overeager Cadet trades with Oni
Temporal Research (5), draw 1, rs, draw 1
Drill Sergeant (2), draw
Overeager Cadet, draw {1 Rune}
Fading Argo (0), draw {2 Runes}
Overeager Cadet, draw {3 Runes}
Seer trades with Cadet
Move 2 runes to other Seer, who breaks your Tech 3
Discard 4, rs, Draw 5

Squad Leader - Overeager Cadet (3/2 +1)
Elite -
Scavenger - Overeager Cadet (3/2)
Tech - Drill Sergeant (5/4) {1 Rune}
Lookout - Fading Argonaut (3/3) [3]

Seer (5/3)
L7 Prynn (3/3) [3] {Nullcraft}
Nullcraft (1/1)

Base - 16
Tech 1 - 5
Tech II - 5
Spec: Peace
Tower - 4
Garrison - 4

Battle Suits
11 workers, 0 gold
Hand: 5
Deck: 1
Discard: 0

Edit: miscounted, I still have 1 card in deck

Wow, definitely not a bad draw I caught you on… I thought I did things right this game but it looks as though I couldn’t quite snuff it. GG WP, not sure where I went wrong, probably didn’t commit hard enough for anarchy tech 2 (or maybe I should have gone for peace even though my early techs weren’t great for it.

Gg!
This was an excellent excercise in teching and playing to account for getting my tech buildings destroyed.
Generally, the tech 1 is more critical.

Yes you played around getting tech buildings killed marvelously. I think the mistake I made is teching too expensive: I was always gold-starved for creating a proper amount of aggression, and would have been better served I think teching Elite Training earlier, and Monkeys over the tech 2s I chose (especially Lizzo). Perhaps the second Stewardess was also overkill, and I should have grabbed a Seer of my own (I never realized how powerful Seers are AGAINST this deck!).

Any parting wisdom to share on how I played things?

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