P1, Turn 8
9 gold (9)
Drill Sergeant, draw (6)
Knight, draw, 1 rune (6)
Drill Sergeant, draw, 2 runes (3)
Forgotten Fighter, bouncing Fading Argo (0)
Move Rune to Fading Argo, who kills Stewardess
Move Rune to Overeager Cadet
Cadet and Nullcraft break Tech III
Onimaru breaks Tech II
Discard 3, Draw 2, rs, Draw 3
SQL - Drill Sergeant (4/3 +1)
Tech - Drill Sergeant (4/3)
Overeager Cadet+ (4/3)
L1 Onimaru (2/3)
Fading Argo+ (4/2) %2
Nullcraft (1/1)
Knight of Conclave (5/4) Forecast: 2
Knight of Conclave (5/4) Forecast: 3
Base - 10
Tech I - 5
Tech II - 5
Spec: Peace
Tower - 4
Flagstone Garrison - 4
Battle Suits
9 workers, 0 gold
Hand: 5
Deck: 3
Discard: 0
Summary
Defense: 4, 3 // 5, 3 [20]
Attack: 3, 3, 3, 1
Hand:
Hooded Executioner
Drill Sergeant
Forgotten Fighter
Neo Plexus
So, that’s an easy double break. I can pay 8 gold to eliminate both units, and then attack freely for the Double Break, with some follow-up.
The alternative line is DS (6), HE (4), unit (1-2), free, free = 4 runes.
Rune + Cadet = Stewardess
Oni = Fading
Fading = Tech II
3 runes… not quite enough.
DS (6), HE w/boost (1), maybe a free guy
Rune + Cadet = Stewardess
Oni = Tech II
4 ATK + hopeful rune to break Tech III
It looks like I just can’t afford a Drill Sergeant this turn. Sadness, but tempered with the knowledge that I’ll have more than enough atk next turn to kill a 16 hp base through any possible defense
To that end, tech in 2x Boot Camp
On further reflection, if I don’t worry about boosting HE, I can take a couple of draws to see how many runes I generate, and FF the Stewardess to be able to break both buildings regardless of outcome (and with a DS in play & 2 Boot Camp available be all-but-assured of a kill next turn)
Draw Order:
Knight of the Conclave
Drill Sergeant
Assimilate
Overeager Cadet
Flagstone Garrison
[details=Next Hand]Overeager Cadet
Flagstone Garrison
Hooded Executioner
Neo Plexus
Assimilate
[/details]