Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Play Older Brother - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Older Brother (2/2)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 5
Thoughts
I don’t have a 1 cost unit this time, but I can play Hero + Bloom for a good attack and still build tech 1, or play timely messenger over tech 1 if he puts a hero in SQL.
Cstick seems to don’t have an optimal split, which should keep my hero safe in turn 2. But I cannot bring 2HP defenders either. The two game deciding turns will be Csticks t3 and t5. It will be a very tough game as P2…
Going down in cards is worth the g advantage and board control. I would have loved to tech2 lizards again, but the risk with 3 out of 10 is too high that I don’t draw a playable unit. And then I will lose Vandy. So let’s play the safe way and decide after the draw if I tech up or correct my hand size and cycle, via DP fetch.
The alternative would have been to maxband Vandy, but this is connected with a bit more risks.
@FrozenStorm, this you cannot do with black as P2.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Tenderfoot - ($4)
Play Nimble Fencer - ($2)
Play Geiger - ($0)
Fencer hits Tech 1 for 2
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2+A)
Elite:
Scavenger: L1 Geiger (2/3)
Technician:
Lookout:
In Play:
Nimble Fencer (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 7
Thoughts
Wow, what a draw. I don’t even know if I can come back after that. Geiger in Scav>Technician here, since if he gets killed. I’ll recover the card by just playing Troq + building Tech 2 next turn, and I don’t want to start a new cycle before I can tech again.
Hmm, I made a mistake. Maxband Vandy without bloom, would have been the better option. Was not thinking enough…
But at least enough thinking this turn. The dooming effect is this time very annoying. Cstick can probably kill Vandy but both ways are fine for me. But anyway I have to survive the first wave of Hyperions without tech2 defense.
I feel like to have a chance, I have to high roll and hit Maestro + TD without anything important dying next turn. I’ll tech second copies of each to maximize my chances.
Very risky move from Cstick. Wither, Fencer or messenger had a 70% chance on my hand and would have given me the game deciding advantage…
Ok Finese not what I expected, but not much better with Fencer and Max still alive. Could be backline tech break dependent on how lucky his draw was.
I could use 50/50 to fish for haste with midband garth??? Would be a great move if I hit it… I hate such luck dependent draws. Do I need it? Let’s try it different.
Tech 2 card(s)
Get Paid - ($8)
Play Maestro - ($5)
Fencer pings Tech 2
Temporal Distortion Fencer back to hand for Star-Crossed Starlet - ($3)
Replay Fencer
Play Tenderfoot
Fencer + Tenderfoot break Tech 2
Play Troq - ($1)
Worker - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Star-Crossed Starlet (3/2+A)
Elite:
Scavenger: L1 Troq (2/3)
Technician: Maestro (3/5)
Lookout:
In Play:
Nimble Fencer (2/3)
L1 Geiger (2/1)
Tenderfoot (1/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
Okay, I have a pretty good turn here, but Metamorphosis is a looming threat. I’m always playing Maestro + TD and breaking Tech 2. The main question is whether I build a Tower or play a hero. I don’t think Meta is actually that likely next turn, since he’s still on his second cycle, so he would have had to tech it on turn 2 or Dark Pact into it. So, I can hold off for a turn and play a hero to beef up my patrol. My main concern is Geiger dying and not being able to TD again next turn, which is why it’s important for me to try and beef up the patrol. Maestro dying is okay since I have another one coming up.
Death Rites
Dark Pact
Nimble Fencer (2/1)
Star-Crossed Starlet (3/2)
Spark
Helpful Turtle (1/2)
Brick Thief (2/1)
Tech 0 card(s)
Get Paid - ($10)
Death Rites - ($6)
sac skel, draw 1, Tenderfoot dies
make & sac skel, draw 1, Maestro dies - ($5)
DP, draw 2, base to 16 - ($4)
Starlet+Spark trade SL - ($1)
Vandy breaks tech 2, takes 1 damage from tower
Garth attacks tech 1, takes 1
fencer breaks tech 1 & dies
messenger - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Timely Messenger (1/1)
Lookout:
In Play:
Vandy L5 + (5/2)
Garth L7 (3/1)
Buildings:
Base HP: 16
Tech I HP: 3
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 7
Gold:
Gold: 0
Workers: 10
Thoughts
LOL, I did not understand Death Rites. Thought only it works when a unit dies in combat damage and it might be helpful when all the virtuosos clash into each other. But when thinking about the turn I now understand it. Have never seen it out, but actually it is not bad.
OK did not get the Finese engine running, but heroes and tech0 are enough. Should be Game now.
GG; I can’t come back from that. I feel like with the starting splits we had, there wasn’t much I could do, and after your turn 2 I already felt too far behind to win.
These card draw capabilities paired with Garth fetch is just insane to compete against…
I still wonder how the pre nerfed miracle growth and daymare were able to suppress old nightmare.
Also the incredible number of combat tricks from neutral starter makes me wonder if one of these decks would stand a chance against this “better” nightmare, to put it in Moby’s words. Even early rook is not safe t3
GG , well played! Yes your split was not a good one, and mine pretty strong. Not sure if midband Vandy + spark Troq, and doomed messenger on SL would have not been better for me. Early maxband is never that good, but would have given me the much better cycle. On the other hand was the bloomed Vandy worth every cent.