Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Fencer - ($4)
Midband Vandy attacks SL - ($2)
Tenderfoot trades with SL
Brother and Fencer trades with Troq, Vandy maxbands
Fencer attacks tech 1 - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy L5 (4/5)
Nimble Fencer (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Pretty sure Dreamfire teched 2x Argos. So either they come both, or he plays Neo/Hero and teches up. Both is very likely due to drawing almost the entire cycle. Tech2 will be worse for me, because he has very good chances for tech2 units. Dreamfire is usually teching Hyperion + Tric, so I have to guess what is coming. Maybe he has even both on hand.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tenderfoot - ($6)
Midband river - ($2)
Garth - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: River L3 (2/4)
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
Garth L1 (1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
First I thought I am dead… But there is still a chance.
I am completely behind, and my advantage of playing first tech2 is lost. Bashing means with very high probability Trojan Duck. Anything else in Bashin is too weak. If Dreamfire wants to win with Tech2 he would have choosen present, especially with BS out. It fits as well better in his cycle. Since half of second cycle was too early, I think he just teched spells/tech1. So he is not calculating with tech2 cards next turn and wants to use that for teching up. Would fit with 2 Trojan Duck in next cycle. He doesn’t want to draw anything else, so Troq on scav. I put him on:
1st Tech: Argo + Now
2nd Tech: Intimidate + (I think tech 1, probably Argo, because Dreamfire drew a lot of his second cycle)
3rd Tech: Pretty sure 2x Trojan Duck
4th Tech: I would do something like Final Smash and Stomper
With no lizzo on hand it is not optimal. I need to consider mainly Nullcraft and FF. So this is the best I can do. I don’t see a chance for Dreamfire for teching and killing Garth. If he stays defensive I will have Tech3 break. If he kills Tenderfoot I think no defense is left and I break as well Tech3. Another Intimidate (or the old one again) would be worth case. If I could be sure there is no FF I could do something much better.
But even if it happens like that, Dreamfire is ahead (but I have at least the better deck).
Tech 2 card(s)
Get Paid - ($9)
Maxband garth fetch guide - ($3)
Fencer - ($1)
Tenderfoot trades SL
Fencer kills Troq, river maxbands
Play messenger for free
River kills lookout
Messenger and Garth break Tech3
Skeleton - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Skeleton (2/1)
Elite:
Scavenger:
Technician:
Lookout: Grounded Guide (4/4)
In Play:
Garth L7 (3/4)
River L5 (3/1)
Nimble Fencer (4/1)
Timely Messenger (2/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 4
Gold:
Gold: 0
Workers: 9
Thoughts
Ok as expected, I could do the backline tech break with thief and fencer, but there is something better.
Nothing on technician from Dreamfire, which means, that he has both ducks on hand and does not want to start the next cycle without them. Intimidate should be as well on that hand, otherwise he would have played it last turn. Means 3 dead cards on hand. I think he planned as well to have Now for the Duck.
That feels unfair, coming from such a weak position and not drawing good. Deck is too strong. But it is definetly not over, I am very dependent on my next hand.