[CAMS18] Shadow_Night_Black MonoPurple vs Hobusu Anarchy/Strength/Growth

Ah, right… Forgot about that. For some reason whenever I play Argonaut its readiness doesn’t end up being relevant.

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P2T4


Tech StartingHand Workers

TECH
Chaos Mirror
Pirate Gunship


STARTING HAND
Gunpoint Taxman
Charge
Pillage
Makeshift Rambaster


WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage


NextHand

Mad Man
Makeshift Rambaster
Chameleon Lizzo
Bloodrage Ogre
Chaos Mirror


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Build Anarchy Tech II - ($3)
Level Rook to Lv. 8 - ($0)

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


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bird (1/1+a) (Flying)
  • :psfist: Elite:
  • :ps_: Scavenger: Bird (1/1) (Flying)
  • :pschip: Technician:
  • :target: Lookout: Garus Rook Lv. 8 (4/6) (Two Lives, unstoppable by lone patrolers) (Resist 1) (Origin Story magnet)

In Play:

  • Bird’s Nest

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 1
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Hmm… Now I kinda wish I’d patrolled Rook even if that made it more likely he’d die, since at this point I’m in a sticky situation if he can get 6 damage to break both Tech buildings.Tricycloid can shoot buildings so there’s nothing I can do to prevent it if he has two of them or uses Temporal Distortion. Counting out his money, he’ll have 10 gold on his turn. Assuming he’s willing to skip a worker to break both Tech buildings, he’d need to spend 2 to summon Prynn and 4 to cast Origin Story if I put Rook in Lookout, leaving him with only 4 gold – not enough to actually threaten both Tech buildings, since Hyperion and Tricycloid both cost 5 to play and Now! can’t also be played because that’s another 3 for it and summoning Geiger. Tthis wouldn’t leave enough money to summon a unit with more ATK than Geiger himself, and Geiger + Argonaut can’t break both buildings in the same turn because they have 4+2 ATK compared to the buildings’ 5+1 HP. Therefore, even if he has Origin Story in this hand, maxing Rook is still a good play to make – it returns my hand size to maximum and guarantees that at least one Tech building stays standing as long as he doesn’t just have unstoppable double Tricycloid.

P1T5


Tech StartingHand Workers

TECH
Now!
Now!


STARTING HAND
Stewardess of the Undone
Neo Plexus
Fading Argonaut (2/3, Fading 2)
Origin Story
Tricycloid


WORKERS
Plasmodium
Tinkerer
Temporal Research
Time Spiral
Neo Plexus


NextHand

Hardened Mox
Temporal Distortion
Hyperion
Forgotten Fighter


Discard

Origin Story
Fading Argonaut (2/3, Fading 2)
Tricycloid
Now!
Now!


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Prynn - ($7)
Origin Story is drawn to the Origin Story Magnet - ($3)
Argo deals 4 to your tech 2
Stewardess, bounces Scav bird - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nullcraft (1/1 + A, Flying, Haste)
  • :psfist: Elite:
  • :ps_: Scavenger: Stewardess of the Undone (3/3)
  • :pschip: Technician: Prynn (1/3, lvl 1, Fading 4)
  • :target: Lookout: Argonaut (4/4)

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Setting up his tech buildings for a tricycleoid blow out next turn.

What a weird game this has been… But one way or another, I think we’ll know who the winner is very soon.

Player 2 Turn 5


Tech StartingHand Workers

TECH
Pirate Gunship
Surprise Attack


STARTING HAND
Mad Man
Bloodrage Ogre
Chameleon Lizzo
Chaos Mirror
Makeshift Rambaster


WORKERS
Bloodburn
Careless Musketeer
Scorch
Pillage
Bloodrage Ogre


NextHand

Nautical Dog
Gunpoint Taxman
Charge
Bombaster
Pirate Gunship


Discard

Bird’s Nest
Chaos Mirror
Chameleon Lizzo
Makeshift Rambaster
Pirate Gunship
Surprise Attack


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Build Tech III - ($3)
Resummon Rook - ($1)
Recruit Mad Man - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bird (1/1+a) (Flying)
  • :psfist: Elite:
  • :ps_: Scavenger: Mad Man (1/1) (Haste)
  • :pschip: Technician: Garus Rook Lv. 1 (2/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 1
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

If he can break Tech III and II in the same turn, I’m almost certainly dead. If he can break all three in the same turn, it’s completely certain. I don’t have anything more for protection than Lv. 1 Rook, Mad Man, and Nullcraft.

…But if the Tech III survives I probably just win next turn, and if Tech II survives while Tech III doesn’t I’ll at least have a chance. Frankly, I’ve been going all-in on this plan for long enough that there’s no point stopping half-way. Death or glory!

Note your tech 2 was on 1 hp from argo last turn and your tech 3 is not in your summery, but agreed, its probs going to be over shortly…

P1T6


Tech StartingHand Workers

TECH
Promise of Payment
Research & Development


STARTING HAND
Hyperion
Temporal Distortion
Hardened Mox
Forgotten Fighter
Tricycloid


WORKERS
Plasmodium
Tinkerer
Temporal Research
Time Spiral
Neo Plexus


NextHand

Tricycloid
Now!
Fading Argonaut (2/3, Fading 2)
Origin Story
Now!


Tech 2 card(s)
Get Paid - ($9)
Hyperion - ($4)
Gegier - ($2)
Hyperion kills Rook, Geiger to mid
Prynn kills Mad man
Argo hits your tech 3 to 1
TD Hyperion for Tric - ($0)
Tric pings your tech 3 and 2 , your base to 16
Stewardess breaks your tech 1, your base to 14

Float ($0)
Discard 4, draw 4, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nullcraft (1/1 + A, Flying, Haste)
  • :psfist: Elite:
  • :ps_: Scavenger: Geiger (2/4, lvl 3)
  • :pschip: Technician: Argonaut (4/4)
  • :target: Lookout: Tric (4/4, 1 time rune)

In Play:

  • Battle Suits
  • Stewardess of the Undone (3/3)
  • Prynn (1/2, lvl 1, Fading 4)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 6
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

and thats got to be game

Yeah, that’s game. If you read my thoughts for last turn I specifically said that if you break all three my loss is guaranteed… :laughing:

@zhavier

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… writing guides on the codex you use for tournements might be backfiring for me… however its also funny to note I didn’t worker forgotten fighter this game. :stuck_out_tongue:

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But you didn’t play it either, did you? :wink:

P1T1 - you had no units
P1T4 - Can’t afford it and a tech 2.
P1T6 - only valid target is dead to prynn or an nil issue, and I hear triple tech break is pretty good (FF only allows the double tech break)

I mean, it is the worst card in the starter decks, not sure I would say in the game, but thats because I hold cards I need to tech to highier standards (because they take more resources)

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Good game! sheesh, you guys took less than 24 hours. :smiley:

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Might’ve been a very different game if I’d patrolled better turn 1, but I still enjoyed it!

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