So, Anarchy Strength Growth. Normally MoLaC isn’t scary as purple due to Assimilate, but this deck is fast enough to actually activate it in a single turn, and that doesn’t give me a chance to assimilate it.
His strats:
Anarchy Tech 3 rush… -> hard to keep down, so I need to apply presure as present tech 2 only really starts coming online T5/6 as P1, and thats when his tech 3 is coming online…
Strength Tech 2, Present can overrun this quite well, Future as well (esp as P1)
Growth Tech 2, Present is good, MoLaC needs to be slowed down though.
He has a lot more haste options so leaving Arg on the field forever is much less appeasing, Zane is always a pain, and Rook is also a nightmare.
With all these counter options I need to tech (Origin Story/Assimilate) Its gonna slow down tech 2 present significantly. Something to keep in mind.
I’m gonna need to be on my A game, otherwise this deck can knock me down and keep me down out.
STARTING HAND
Bombaster
Nautical Dog
Bloodburn
Careless Musketeer
Scorch
WORKERS
Bloodburn
NextHand
Pillage
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Charge
Discard
Bombaster
Careless Musketeer
Scorch
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit the Nautical Dog! - ($3)
Summon Rook - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Garus Rook Lv. 1 (2/4)
Elite:
Scavenger:
Technician: Nautical Dog (1/1) (Frenzy 1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
Going for MoLaC against anything with Future is a dangerous gamble because if he survives long enough to cast Assimilate it reverses the whole situation… It could work if I get two MoLaC on the board around the same time and activate them both close together, since pulling it off would leave even less chance that he’d live to cast it and the payoff for a single cast would be less severe. However, what if I go for Anarchy Tech III while making it look like I’m going for MoLaC? Build an Anarchy Tech II and a Growth Tech Lab, he’s forced to tech at least one Assimilate to counter MoLaC, but the only Growth card I tech is Blooming Ancient, which still works well with all the hasty things in Anarchy. I do have to be wary of Purple shenanigans, but I think this is a good plan. It’s also helped by being Player 2 since I can get to Tech II and III faster and have an economic advantage, plus there’s enough haste in my codex to mitigate the Player 1 advantage of having initiative.
As for this turn, Rook can’t really be killed on his Turn 2 because even Nullcraft + Suits would leave him 1 damage short, so this lets me threaten plenty of damage next turn.
Ah, yes, you fell into my cunning trap, that dog in Technician was specifically to give me enough cards to make this play and definitely not because I forgot to move it after considering an alternative first turn, what are you talking about?
Player 2 Turn 2
Tech StartingHand Workers
TECH
Bird’s Nest
Gunpoint Taxman
STARTING HAND
Makeshift Rambaster
Mad Man
Bloodrage Ogre
Charge
Pillage
Careless Musketeer
WORKERS
Bloodburn
Careless Musketeer
NextHand
Scorch
Nautical Dog
Bombaster
Bird’s Nest
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Recruit Bloodrage Ogre - ($4)
Rook casts Charge on Ogre, giving it haste and +1 ATK - ($1) Ogre trades with Fading Argonaut
Recruit Mad Man - ($0) Rook and Mad Man kill Geiger, you draw a card, Mad Man dies, and Rook gets 2 damage and 2 levels
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garus Rook Lv. 3 (2/2)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Welp, plans change when you accidentally leave Dog in Technician instead of Scavenger… Getting to Tech II early isn’t a thing anymore since I’m delaying Tech I, though I doubt I could’ve gotten away with that against him anyway. It may still be possible to rush Tech III, so I’ll want to keep that in mind. Rook is safe doing this play because Geiger’s death prevents any haste from Purple except Nullcraft, which is his only surviving body this turn anyway, and Battle Suits can’t affect the one unit that can attack. Thus, next turn the plan is to level Rook up to 5 for heals and build Tech I, then use the remaining 2 gold for whatever seems best.
Bombaster
Nautical Dog
Disguised Monkey
Chameleon Lizzo
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Tech I - ($4)
Level Rook to Lv. 5, healing him - ($2)
Rook casts Bird’s Nest - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Bird (1/1+a)
Elite:
Scavenger:
Technician: Bird (1/1+a)
Lookout:
In Play:
Garus Rook Lv. 5 (3/5) (Unstoppable by lone patrolers)
Bird’s Nest
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 4
Gold:
Gold: 0
Workers: 8
Thoughts
The only way he could kill Rook (or break my Tech I) it is if he both teched and drew either Now! or two Stewardesses of the Undone, the latter of which is unlikely, and I’m betting that he’s only teched units so far. The reason he’d need two Stewardess of the Undone is because I’m almost certain he’ll have workered Forgotten Fighter since he considers it the worst card in the game. Even if he does keep it, I doubt he’ll play it unless he can guarantee a hero or tech building kill with it… Paying 2 gold and a card to bounce one of the two Birds that together cost me 2 gold and a card isn’t a good trade, especially if Rook lives to re-summon the Bird on my next turn. My biggest worry is that he’ll use Present Tech II stuff to start breaking my Tech II every turn like cstick just did with Finesse, and I can’t even use Rook for more than a couple turns because of the threat of Origin Story, but if I’m right and he hasn’t teched it yet it’s unlikely he would draw it at the end of next turn if he teched only one copy… So the plan next turn is probably to just build Tech II and max Rook, putting him in Lookout so that if he does get Origin Story it’ll at least cost more to undo all my money.
STARTING HAND
Forgotten Fighter
Time Spiral
Hyperion
Tricycloid
Hardened Mox
WORKERS
Plasmodium
Tinkerer
Temporal Research
Time Spiral
NextHand
Neo Plexus
Tricycloid
Origin Story
Fading Argonaut (2/3, Fading 2)
Stewardess of the Undone
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Present) - ($2)
Argo smashes your tech 1 for 4
Float ($2)
Discard 4, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Nullcraft (1/1 + A, Flying, Haste)
Elite:
Scavenger:
Technician: Argonaut (4/4)
Lookout:
In Play:
Battle Suits
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 2
Workers: 8
Thoughts
Drawing both tech 2 this turn is not good, means I dont have the gauranteed drop next turn. Also not floating one means I can’t also Mox this turn, which hurts tempo wise. Getting Origin story for the max rook thats probably incoming.