Important notes for Purple vs Neutral Starter
Wither does shut down mox, but with Lookout that makes it an even trades, and now your deck is smaller than theres.
Spark kills Patroling Nullcraft, so never patrol.
Bloomed hero’s are a pain.
With this in mind, I need to try and maintain a presence on the board. With Fencers coming down early, and Grave being a fantastic hero, what ever I play on T1 has a high likelihood of just dying, so Plasmodium to apply presure T3/4 is nice. Fargo + Mox is likely to be T2, unless I really need the board then Fargo + Neo.
Tech 2 wise, my Present is better than his (<3 battlesuits), but there likely to go Finesse, and then its a matter ofif I can get my tech 2 to stick. With this in mind, going straight for Immortals isn’t a bad idea, but that does leave me exposed to YLDs…
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Grave + Tenderfoot hit your base for 3
Play Older Brother - ($2)
Build Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Older Brother (2/2)
In Play:
L1 Grave (2/3)
Tenderfoot (1/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Okay, against Plasmodium I think I just want to dump a bunch of attack onto the board, so I’ll tech Rambasa Twin. I’ll also grab a Sparring Partner, so that if I draw both I can play both.
Mox suits or Neo? Assuming double fencer teched, hes likely to have drawn 1 (and 35% for both), so 7 - 9 power hitting me next turn just from that. I really need my tech 1 to live, so suits is out. Mox either trades with wither or starts acruing value, while Neo gets me the additional draw. Not gonna need the draw that soon, so Mox it is.
11 damage on board, so plan for 12-14 (plus sword?) damage. Tech 1 must live, tech 2 would be nice. Argo + tech 2 gives 9 defence of units. Can either play the second Argo/Battlesuits. Second Argo gaurntees the life of tech 1, but might just die to a sword, battlesuits makes trades nicer for me. I think I’ll take the extra set up turn for the tech 2, and get my battlesutis down and ready
TECH
Young Lightning Dragon
Young Lightning Dragon
STARTING HAND
Wither
Sparring Partner
Timely Messenger
Granfalloon Flagbearer
Reversal
WORKERS
Fruit Ninja
Helpful Turtle
Brick Thief
Timely Messenger
NextHand
Bloom
Spark
Argonaut
Discard
Reversal
Wither
Granfalloon Flagbearer
Young Lightning Dragon
Young Lightning Dragon
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Reversal Argonaut, dealing 2 damage to it (after armor) and disabling it - ($4)
Wither Mox - ($1)
Rambasa Twin A trades with Fading Argonaut and goes back to Codex
Grave and Rambasa Twin B break your Tech 1
Older Brother deals 2 to your base
Play Sparring Partner - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2+A)
Elite:
Scavenger:
Technician: Sparring Partner (2/2)
Lookout:
In Play:
L1 Grave (2/3)
Rambasa Twin B (3/2)
Older Brother (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
My draw lined up pretty well here, because this is an important turn to bust his tech 1. His base health is starting to get low, and he doesn’t have good answers for flyers outside of tech 2, so I’m going to go for Young Lightning Dragons to finish him off. I’m leaving the Flagbearer in the deck to fight Prynn’s maxband. I’m probably looking to tech Now! and/or Ready or not next turn, but I have another turn before I cycle again so I’ll see.
Tech 2 card(s)
Get Paid + float - ($10)
Scav - ($11)
Rebuild Tech 1
Max vir - ($3)
Time Spiral Mech - ($2)
Worker - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Plasmodium (4/4, Haste)
Elite:
Scavenger:
Technician: Vir (3/5, lvl 7)
Lookout:
In Play:
Battle Suits
Argonaut (4/2)
Hardened Mox (1/0)-
Mech (Forecast 1)
Buildings:
Base HP: 13
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Note to self, they have teched a reversal… Seems like they’re playing for a tech 1 game, so the Vir’s mech seems good to get my tech 2 off the ground and actually have a chance of it living. In the low card game we both find ourselves in, I should have a small advantage…
WORKERS
Fruit Ninja
Helpful Turtle
Brick Thief
Timely Messenger
Spark
NextHand
Reversal
Granfalloon Flagbearer
Young Lightning Dragon
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Argonaut - ($4)
Build Tech 2: Discipline - ($0)
Sparring Partner spars with Argonaut
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Argonaut (4/5+A)
Elite:
Scavenger: Tenderfoot (1/2)
Technician: Older Brother (2/2)
Lookout:
In Play:
L1 Grave (2/3)
Rambasa Twin B (3/2)
Sparring Partner (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
With a big mech on the way, I’m glad I decided to go for YLDs. I think if I can assemble Now + YLD next turn, I should be in great shape to win, because I can break his Tech 2 and he won’t have any way to contest my air force. Now is pretty bad if I draw it without YLD, so I’ll just tech one and also tech a Martial Mastery to improve my draw quality.
STARTING HAND
Fading Argonaut (3/3, Fading 2)
Temporal Distortion
Hyperion
WORKERS
Forgotten Fighter
Tinkerer
Neo Plexus
Temporal Research
Temporal Distortion
NextHand
Tricycloid
Hyperion
Immortal
Discard
Argonaut
Now!
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($10)
Vir Peeks
Tech 2 (Present) - ($6)
Vir taps to play nullcraft - ($4)
Vir peeks
Vir swaps the top card - ($3)
Fading Argo - ($1)
Nullcraft pings Sparing Partner for 1
Worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Mech (6/7, Untargetable)
Elite:
Scavenger: Argonaut (4/2)
Technician: Fading Argonaut (3/3, Fading 3)
Lookout: Plasmodium (4/4, Haste)
In Play:
Battle Suits
Hardened Mox (1/0)-
Vir (3/5, lvl 7)
Nullcraft (1/1, Flying Haste)
Buildings:
Base HP: 13
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 3
Gold:
Gold: 0
Workers: 10
Thoughts
Okay, I’ve seen 4 techs from him, and his last 2 turns are likely to be for the tech 2 he just built, so no major fencer concerns.
~14 damage on board, I really need my tech 2 to live. Thankfull, The mech is untargetable, which stops them getting around it very easily. I want to patrol Vir to really cement the tech 2 living, although it stops me playing both Nullcraft, fargo and still having a good worker (working TD and teching the other one is also an option… which on second thoughts I’ll take. With Vir patrolling we have 19 health, with fargo 17. Vir living is really useful for mainting card advantage, plus the card sulpting is really nice, and if he ever goes for the training grounds I have the assimilate to counter (and purple hero’s are disgusting with that option…)
STARTING HAND
Reversal
Young Lightning Dragon
Granfalloon Flagbearer
WORKERS
Fruit Ninja
Helpful Turtle
Brick Thief
Timely Messenger
Spark
NextHand
Now!
Young Lightning Dragon
Martial Mastery
Discard
Reversal
Ready or Not
Ready or Not
Tech 2 card(s)
Get Paid - ($9)
Play Young Lightning Dragon - ($6)
Play Granfalloon Flagbearer - ($3)
Sparring Partner spars with Young Lightning Dragon
Sorry for the delay! I’ve been at the beach, and I forgot to bring my laptop charger. I have it now though, so we can finish this up.
P1T7
Tech StartingHand Workers
TECH
Versatile Style
Versatile Style
STARTING HAND
Young Lightning Dragon
Now!
Martial Mastery
Wither
WORKERS
Fruit Ninja
Helpful Turtle
Brick Thief
Timely Messenger
Spark
NextHand
Ready or Not
Bloom
Argonaut (4/5+A)
Tech 2 card(s)
Get Paid + float + Scavenger - ($13)
Play Geiger - ($11)
Play Young Lightning Dragon - ($8)
Play Now! on Young Lightning Dragon - ($7)
Give YLD +3 attack - ($4)
YLD hits your base for 6
Wither Argonaut - ($2)
Play River - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: L1 River (2/3)
Technician: L1 Geiger (2/3)
Lookout:
In Play:
Young Lightning Dragon (3/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 3
Deck: 12
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
I’m still in this, barely. I lose on the spot to Temporal Distortion or another Tricycloid, because he can just kill YLD and then I can’t win. Besides that, he could also just have some combination of cards in hand to give him enough to deal lethal to my base. If I don’t lose next turn, though, I could actually win. I have Bloom for the 7th point of damage, so I’d just need to draw a way to deal with a patrolling Nullcraft. Versatile Style will do it, and Reversal will too if I have an extra gold (2 for grave + 3 to pump + 2 for Bloom + 3 for Reversal). So I’ll patrol one hero in scavenger to turn Reversal into an out, and the other into technician to maximize my chances of drawing an out.
That’s dumb. I even checked for Versatile Style, but not Reversal. I guess the scavenger gold could still be relevant if I draw Versatile Style and he patrols Nullcraft in Lookout.
Tech 0 card(s)
Get Paid - ($10)
Vir Peeks
Geiger kills River, sparks Geiger
Tric kills Geiger
Mech (6), Vir (3), Nullcraft (1) Plasmodium (4) hit your base for 14, your base to 6
TD Tric for an Omegacron - ($8)
Replay Tric - ($3)
Now! Tric - ($2)
Vir Swaps - ($1)
Time Spiral Tric - ($0)
Tric hits your base for 7, your base to -1
Tric pings your base for 4, your base to -5
Sac 6 workers to omegacron
Omegacron hits your base to -14
GG!
Agreed, I should have patrolled the Nullcraft there, but I forgot that for some reason you had now!s in your deck…
I do think the P1T4 was overly aggressive, you prevent me building tech 2 for another turn, but it cost you so much in cards, and didn’t really disrupt my board (Plasmodium still comes in a defends, Argonaut is still alive for the counter swing, admittedly delayed a turn etc) Going down in cards in that situation felt like handing me the chance to grind you for the next few turns (its not like the tech 0 units in purple are bad, 3/3’s for 2 with upside I hear are pretty good, and vir does a nice job of drawing/fixing draws.)
I do think this match shows the power of Forecast though, being able to play units enter play when they are needed, rather then just be picked off by Grave on T2 is so useful.
May I ask why you didn’t go aggressive with Fencers (still will the Sparing partner) against me? seems like a better bet against purple then trying to beat them at the tech 2 game…