[CAMS24] late match Round1: P1 thehug0naut [Past/Present]/Necromancy vs P2 keybounce monopurple

Purple-Garth vs Purple P2T3

P1 [Past]/Present/Necromancy vs. P2 [Past]/Present/Future

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Assimilate
Seer (2/1)


STARTING HAND
Sentry (3/2)
Fading Argonaut (2/3, fade 3)
Temporal Research
Time Spiral
Tinkerer (1/2)


WORKERS
Plasmodium (4/4, fc 3)
Forgotten Fighter
Tinkerer (1/2)


NextHand

Battle Suits
Knight of the Conclave (4/4, fc3)
Assimilate
Nullcraft (1/1)


Tech 2 card(s)
Upkeep Prynn fade 2
Get Paid + float - ($8)
Upgrade Prynn to midband (2/4) - ($5)
Sentry (3/2) - ($3)
Time Spiral (Prynn fade 1) - ($2)
Worker - ($1)

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Neo Plexus (2/2 -1)
  • :psfist: Elite: Hardened Mox (1/1)
  • :ps_: Scavenger:
  • :pschip: Technician: Sentry (3/2)
  • :target: Lookout:

In Play:

  • Prynn (4; 2/4 fade 1)

Buildings:

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

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

The real question: (this) turn. Gain 8 (forgot float), worker (7), tech (3), … play choices. Or, do I hold off on tech 2 one turn?
If I hold off … what can I do?

First, I like the idea of assimilate on his battle suits.
Gold this and next two turns:
income 8 + 8 + 9 = 25
Spend 3 (workers) + 3 (midband Prynn) + 2 (future hero) + 3 (assimilate) +2 (battle suits) + 4 (tech 2) +5 (tech 3) is 21 of the 25
… Dang.
Even better, the next turn has 10, 5 for rememberer, and 0 to remember a tech 3 unit.

He will lose a turn of draw, which will slow him down.
Knights will give me units as I do this.
Second chances will give me units.