Tech 0 card(s)
Get Paid - ($11)
Scav gold - ($12)
T-Rex, eats Grounded Guide and scav Twin on arrival - ($4)
Gunpoint Taxman - ($2)
Vandy - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: T-Rex (10/10A)
Elite:
Scavenger:
Technician:
Lookout: Gunpoint Taxman (3/3)
In Play:
Vandy lvl 1 (2/3)
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech III HP: 1
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 5
Gold:
Gold: 0
Workers: 11
Thoughts
Flickering Rambasa is a cool trick, hadn’t considered that. Well, w/e else happens, at least I got to play a dinosaur!
I’ll play Vandy in the backline in case cstick decides to suicide any heroes. She might die to a hasted Sprite, if cstick teched a 2nd copy of Now!, but at least Taxman would shoot it down. Other options cstick has to get around T-Rex are Maestro+Fencer, and possibly Tricyloid.
Hoping to draw Mimic or sharks next turn for a counterattack.
…
Let’s see if I get to keep the Tech 3 and/or Vandy to make this next hand count!
Wandering Mimic
Sacrifice the Weak
Surprise Attack
Dark Pact
Tech 0 card(s)
Get Paid - ($11)
Play T-Rex #2, eats Argonaut and elite Twin on arrival - ($3)
Taxman kills River, steals your float, Vandy to midband - ($4)
T-Rex #1 kills lookout Twin and overpowers 8 damage to your base
Vandy to maxband, dooms Taxman - ($2)
Zane - ($0)
Vandy and Zane walk under Cloud Sprite and hit your base for 6 damage
Double Dark Pact your base for 4 damage
GG!
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: T-Rex #2 (10/10A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy lvl 5 (4/5)
Zane lvl 1 (2/2)
T-Rex #1 (10/7)
Gunpoint Taxman (5/3), doomed
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech III HP: 1
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Jurassic power for the win! Play dinos, not demons!
You waged an impressive war of attrition, despite getting some very harsh draws. And your codex has all these cool little synergies which keep surprising me, like Geiger’s maxband with Rambasa. It really showcases the depth of this game and how much more of it I have yet to explore. I was a bit surprised you kept teching cards so late into the game, considering the combo-centric nature of Finesse. Do you think that may have diminished the reliability of your draws?
On my end, I definitely learned not to push too hard for Meta, especially when a Tower is already up. My T6 should’ve been Fairie instead of Taxman+HH (I never even got to hire an extra hero…), and T8 should’ve been Tech 3+Midori instead of fetching Meta (for two already maxxed heroes…). You punished me for both of those, and I bet it could’ve been worse if your hands had lined up.
Yeah, I think I probably teched too many cards. I think that the Hyperions I teched near the end were not a bad choice since they replace themselves anyway, and I also think that the first Now! + Cloud Sprite were probably fine, but the second copy of each of those diluted the deck too much, and the Blademasters were definitely a mistake because they lose to T-Rex anyway. For example, on turn 10 I had a Blademaster stuck in hand when I just needed 1 extra point of damage to break your tech 3. Good game for sure.
I came up with the Present/Discipline pairing for the Rambasa Twin tricks with Temporal Distortion and Geiger’s maxband before I even picked Finesse as the third spec. Of course, now that I’ve played the deck a bunch, it’s clear that Finesse adds a lot of shenanigans as well.