[CAMS18] Shadow_Night_Black MonoPurple vs FrozenStorm [Demon/Necro]/Finesse

@FrozenStorm GL HF! Now to go back and scour our last game for a small chance at victory…

P1T1


StartingHand Workers

STARTING HAND
Neo Plexus
Forgotten Fighter
Temporal Research
Fading Argonaut
Time Spiral


WORKERS
Time Spiral


NextHand

Battle Suits
Plasmodium
Nullcraft
Hardened Mox
Tinkerer


Discard

Temporal Research
Neo Plexus
Forgotten Fighter


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Fargo - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Fading Argonaut (2/3, Fading 3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

Well In dont have many choices in this hand, so I can delay thinking about what am I doing until next turn at least.

Yea, I should check back on that game to see what went well for me. GL HF :slight_smile:

Round 5 Player 2, Turn 1

P1 Purple vs P2 Nightmare

Starting Hand

Deteriorate
Pestering Haunt
Sacrifice the Weak
Jandra, the Negator
Skeletal Archery

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Jandra, the Negator (2)
  • Worker (1)
Workers

Pestering Haunt

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

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

In Play:

  • nothing

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6

End of Turn Hand

Poisonblade Rogue
Thieving Imp
Summon Skeletons
Graveyard
Skeleton Javelineer

End of Turn Discard

Skeletal Archery
Sacrifice the Weak
Deteriorate

My Thoughts

I could Vandy + StW, it gives me tempo but bad resource trade. I want to Imp + Graveyard + T1 next turn though, and that means floating one. So Jandra suits that well.


P1T2


Tech StartingHand Workers

TECH
Stewardess of the Undone
Stewardess of the Undone


STARTING HAND
Plasmodium
Nullcraft
Battle Suits
Tinkerer
Hardened Mox


WORKERS
Time Spiral
Plasmodium


NextHand

Temporal Research
Stewardess of the Undone
Hardened Mox
Forgotten Fighter


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech 1 - ($4)
Battlesuits - ($2)
Nullcraft - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Nullcraft (1/1, Flying Haste)
  • :pschip: Technician: Fading Argonaut (3/3, Fading 2)
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

So, I need a batte plan. Graveyards are his go to against purple currently, and Its hard for me to out value them, or mount enough pressure to break them, I think Assimilate might be a good tech here, but as P1 I need an active play T3, so it might have to wait for the second round of techs, which may be too late.

Round 5 Player 2, Turn 2

P1 Purple vs P2 Nightmare

Starting Hand

Poisonblade Rogue
Thieving Imp
Summon Skeletons
Graveyard
Skeleton Javelineer

Events of Turn:


Upkeep:

  • Get Gold (6+1float)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Dark Pact, Nimble Fencer


Main:

  • Thieving Imp, discard #4 of 4 (4)
  • Graveyard (2)
  • Tech 1 (1)
  • Worker (0)
Workers

Poisonblade Rogue, Pestering Haunt

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger: Jandra, the Negator (3/3)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7

End of Turn Hand

Nimble Fencer
Summon Skeletons
Deteriorate
Sacrifice the Weak

End of Turn Discard
My Thoughts

I expect Stewardess or Argo is coming, which makes Fencer graveyard less appealing, but I think I still go for it. I can bleed his cards enough to make that hurt, I think.


@Shadow_Night_Black friendly poke, action is to you :slight_smile:

I’m excited to see what Turn 3 brings to our game!

sorry, been very busy over the last week, hope to get some solid time in over the next few evening

P1T3


Tech StartingHand Workers

TECH
Hyperion
Hyperion


STARTING HAND
Hardened Mox
Temporal Research
Forgotten Fighter
Stewardess of the Undone


WORKERS
Time Spiral
Plasmodium
Temporal Research


NextHand

Neo Plexus
Tinkerer
Stewardess of the Undone


Discard

Fading Argonaut (3/3, Fading 1)
Forgotten Fighter
Hardened Mox
Hyperion
Hyperion


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Stewardess, bounce Imp - ($2)
Fargo trades with Jandra
Nullcraft deals 1 to graveyard
Vir - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Vir (2/3, lvl 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Stewardess of the Undone (3/3 + A)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft (1/1, Flying Haste))

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 7

Round 5 Player 2, Turn 3

P1 Purple vs P2 Nightmare

Starting Hand

Nimble Fencer
Summon Skeletons
Deteriorate
Sacrifice the Weak

Events of Turn:


Upkeep:

  • Get Gold (7+1scav)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Vandy (6)
  • Nimble Fencer (4)
  • Thieving Imp, discard #1 of 3 (1)
  • Worker (0)
Workers

Summon Skeletons, Poisonblade Rogue, Pestering Haunt

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Vandy (2/3 lvl 1)
  • Graveyard (2hp, Jandra, the Negator)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Skeletal Archery
Dark Pact
Skeleton Javelineer
Nimble Fencer

End of Turn Discard
My Thoughts

Looks exceptionally likely he wants to tech up for Present. I could StW to get rid of the pesky Nullcraft, who if not dealt with now, will take down my Graveyard before I can really use it for what I want, but that leaves Vandy pretty unsafe, and me without a lot of counter-attack. If he wants to try and tech up, I want to punish that hard. So teching a Starlet and the other Fencer, plan to push hard if he gets greedy, and just lean on him while I tech up if he doesn’t.


Cards, they’re not important right? you dont actually need cards in hand? Please say thats a thing?

P1T4


Tech StartingHand Workers

TECH
Research & Development
Temporal Distortion


STARTING HAND
Neo Plexus
Tinkerer
Stewardess of the Undone


WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer


NextHand

Forgotten Fighter
Fading Argonaut (3/3, Fading 1)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Stewardess bounces Imp (hands are not important right? - ($3)
Stewardess and nullcraft kill fencer
Vir breaks your graveyard

Float ($3)
Discard 0, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Stewardess of the Undone (3/3 )
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft (1/1, Flying Haste))
  • Vir (2/3, lvl 1)
  • Stewardess of the Undone (3/1 )

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 2
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 8

Definitely a thing, definitely

Round 5 Player 2, Turn 4

P1 Purple vs P2 Nightmare

Starting Hand

Skeletal Archery
Dark Pact
Skeleton Javelineer
Nimble Fencer
Thieving Imp
StW + Starlet (DP)

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Dark Pact, Star-Crossed Starlet
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Dark Pact, draw 2
  • Nimble Fencer (6)
  • Star-Crossed Starlet, trade with Stewardess, you get a card (4)
  • Vandy and Fencer take down Vir, Vandy Midbands
  • Thieving imp, discard #2 of 3 (1)
  • Worker (0)
Workers

Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Pestering Haunt

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

Board Info:

Buildings:

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

In Patrol:

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

In Play:

  • Vandy (3/4 lvl 3)
  • Nimble Fencer (2/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Deteriorate
Star-Crossed Starlet
Graveyard
Dark Pact

End of Turn Discard
My Thoughts

Plan now is just going to cycle Dark Pact and swarm T1 Finesse to buy room for tech 3. As long as I keep his hand size wrecked and his board relatively clear, I’m good to go. I’m 66% to hit the Starlet w/ Dark Pact, plan is either hit and burn his house down, or miss, Thieving Imp, and tech up myself.

Hit’s good, not the perfect one (with Deteriorate I could have cleared the other Stewie) but good enough. Probably teching up next turn, definitely teching in either Blademaster x2 or 1 + Guide/Maestro, maaaaybe Doom Grasp as a Prynn deterrent.

Solid RS draw, got a Unit, Graveyard, and DP. Plenty to work with


@Shadow_Night_Black :poke: action’s to you, my friend. We’re the only game left this round

Yea I’m gonna let this one finish before posting next round

1 Like

Alright, I have some spare time again, lets try and crank this out

P1T5


Tech StartingHand Workers

TECH
Now!
Immortal


STARTING HAND
Fading Argonaut (3/3, Fading 1)
Forgotten Fighter
Temporal Distortion


WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer
Stewardess of the Undone (3/1 )


NextHand

Hardened Mox
Neo Plexus
Hyperion


Discard

Fading Argonaut (3/3, Fading 1)
Stewardess of the Undone (3/3 )
Temporal Distortion
Forgotten Fighter
Now!
Immortal


Tech 2 card(s)
Get Paid + float - ($11)
Tech 2 (Present) - ($7)
Nullcraft kills Fencer
Geiger - ($5)
TD Stewardess for an Argonaut - ($3)
Worker - ($2)

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Argonaut (4/4, Readiness)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Geiger (2/3, lvl 1)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Nullcraft (1/1, Flying Haste))

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 2
  • Workers: 9

Round 5 Player 2, Turn 5

P1 Purple vs P2 Nightmare

Starting Hand

Deteriorate
Star-Crossed Starlet
Graveyard
Dark Pact
Starlet + DP (DP1)
Fencer + Jav (DP2)

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Maestro, Metamorphosis
Dark Pact, Star-Crossed Starlet
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Dark Pact, draw 2
  • Dark Pact, draw 2
  • Nimble Fencer (7)
  • Deteriorate Argo
  • Fencer and Imp kill Argo
  • Star-Crossed Starlet (5)
  • Vandy kills Geiger, Maxbands and dooms Starlet and Nullcraft, you get a card
  • Tech 2 Finesse (1)
  • Worker (0)
Workers

Skeleton Javelineer, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Pestering Haunt

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 2 rs Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 5 FINESSE

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger: Star-Crossed Starlet (5/4 doomed)
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Vandy (4/5 lvl 5)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Jandra, the Negator
Sacrifice the Weak
Dark Pact
Deteriorate

End of Turn Discard
My Thoughts

I thought I’d be able to keep a tech 2 down easier, this is a tall task though. I think it’s better to plan to let it stand, which means I’m not going to tech 3 anytime soon. I think it would be better to max out Vandy, either by drawing fencer (decently likely) or by maxing her myself. If I don’t draw Fencer, StW is a decent backup, as I could remove the doomed Nullcraft I create, and deteriorate + trade imp into Argo. Decently likely he’s holding Tri or Hyperion… I’ll tech Meta (can worker if that doesn’t pan out) and a Maestro (compliments my T1 horde best).

Okay, drew fencer, that’s definitely better of 2 outcomes. Will depend on my reshuffle, but I think this should be decent position.

Got DP, not a bad reshuffle. Let’s hope no Tri to ping down Vandy


facepalm

I hear reading your opponents turn might be a good idea to do…

P1T6


Tech StartingHand Workers

TECH
Now!
Immortal


STARTING HAND
Neo Plexus
Hardened Mox
Hyperion
Hyperion
Research & Development
Now!


WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer
Stewardess of the Undone (3/1 )
Hardened Mox


NextHand

Immortal
Now!
Hyperion
Stewardess of the Undone (3/3 )
Argonaut (4/4, Readiness)


Discard

Nullcraft (1/1, Flying Haste))
Neo Plexus
Research & Development
Now!


Tech 2 card(s)
Get Paid + float - ($11)
tech draw
Hyperion! - ($6)
Hyperion kills Scarlet, I Draw
Hyperion! - ($1)
Hyperion kills Vandy, I Reshuffle and Draw
worker - ($0)
Nullcraft deals 3 to your tech 2

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits
  • Hyperion (5/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
1 Like

Round 5 Player 2, Turn 6

P1 Purple vs P2 Nightmare

Starting Hand

Jandra, the Negator
Sacrifice the Weak
Dark Pact
Deteriorate

Events of Turn:


Upkeep:

  • Get Gold (10+1scavenger)
  • Tech 1 cards in (except turn 1)
All Teched Cards

Grounded Guide
Maestro, Metamorphosis
Dark Pact, Star-Crossed Starlet
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Garth (9)
  • Deteriorate Hyperion, it was the weakest link, goodbye
  • Maxband Garth, fetch Grounded Guide (3)
  • Tower (0)
Workers

Skeleton Javelineer, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Pestering Haunt

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 14
  • Tech1 HP: 5
  • Tech2 HP: 2 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Grounded Guide (4/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Garth (3/4 lvl 7)
  • :target: Lookout:

In Play:

  • nothin

Economy Info:

Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Dark Pact
Metamorphosis
Maestro
Graveyard
Nimble Fencer

End of Turn Discard

Star-Crossed Starlet
Deteriorate
Dark Pact
Sacrifice the Weak
Jandra, the Negator

My Thoughts

Only one Hyperion in his RS draw, 50/50 he doesn’t have it, but I gotta play safe here. Could go for the tech 3 as a bluff, but it really doesn’t buy me enough ground cover. I need to make an initial Hyperion attack a trade, which means fetching Guide and either putting it in Elite by itself, or building a tower.

Tower comes with the added benefit of keeping Nullcraft away from killing my Tech 2 and stopping any shifty Unphase plays, so we’ll go with that.

Meta was kinda a shitty tech in hindsight, should have gone with other Maestro, Guide, or like Two-Step or something. Oh well. I may end up going to tech 3 after all, but we’ll see what he brings. Immortal could pose a problem


EDIT: @FrozenStorm Just saw your tower, so hyperion would die, 1 mo

1 Like

Yep, tower to specifically prevent Hyperion shenanigans

P1T7


StartingHand Workers

STARTING HAND
Now!
Stewardess of the Undone (3/3 )
Argonaut (4/4, Readiness)
Immortal
Hyperion


WORKERS
Time Spiral
Plasmodium
Temporal Research
Tinkerer
Stewardess of the Undone (3/1 )
Hardened Mox


NextHand

Neo Plexus
Temporal Distortion
Immortal
Forgotten Fighter
Fading Argonaut (3/3, Fading 1)


Tech 0 card(s)
Get Paid - ($10)
Geiger - ($8)
Immortal - ($2)
Now! Immortal - ($1)
Immortal kills Guide

Float ($1)
Discard 3, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Geiger (2/3, lvl 1)
  • :target: Lookout:

In Play:

  • Battle Suits
  • Immortal (5/5, Indestructable)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10

I smell the end approaching…

Round 5 Player 2, Turn 7

P1 Purple vs P2 Nightmare

Starting Hand

Dark Pact
Metamorphosis
Maestro
Graveyard
Nimble Fencer
Fencer + Imp (DP)
Starlet (skele)

Events of Turn:


Upkeep:

  • Get Gold (10)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Grounded Guide, Maestro
Grounded Guide
Maestro, Metamorphosis
Dark Pact, Star-Crossed Starlet
Nimble Fencer, Star-Crossed Starlet
Dark Pact, Nimble Fencer


Main:

  • Vandy + midband (6)
  • Graveyard (4)
  • Maestro (1)
  • Dark Pact, draw 2
  • Make a skeleton, sacrifice to draw 1
  • Nimble Fencer, fo free!
  • Nimble Fencer, fo free again!
  • Star-Crossed Starlet, also fo free!
  • Garth kills Geiger, you get a card, Vandy maxbands and dooms Starlet
  • Starlet breaks your tech 2, your base to 18
  • Fencers hit your base to 14
Workers

Skeleton Javelineer, Skeletal Archery, Summon Skeletons, Poisonblade Rogue, Pestering Haunt

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 12
  • Tech1 HP: 5
  • Tech2 HP: 2 FINESSE
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Vandy (4/5+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Maestro (3/5)

In Play:

  • Garth (3/2 lvl 7)
  • Nimble Fencer (2/3)
  • Nimble Fencer (2/3)
  • Star-Crossed Starlet (5/4)
  • Graveyard (3hp)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10

End of Turn Hand

Jandra, the Negator
Dark Pact
Metamorphosis
Dark Pact

End of Turn Discard
My Thoughts

Immortal is expensive… Especially when made hasty. I think he would have been better off patrolling it, as its expensive for me to move it out of the way. I think I’ve got him pretty well locked down. Bringing in the other Maestro and Guide, as they’ll be my best means of adding tempo to the board quickly. If that doesn’t work out I can always just tech up more.

I’m going to put Vandy in front, as I honestly don’t much mind losing her, and would rather keep Maestro safer from Prynn.