Purple-Garth vs Purple P2T1
P1 [Past]/Present/Necromancy vs. P2 [Past]/Present/Future
Link to all relevant rule changes
StartingHand Workers
STARTING HAND
Plasmodium (4/4, fc 3)
Battle Suits
Nullcraft (1/1)
Neo Plexus (2/2)
Temporal Research
WORKERS
Plasmodium (4/4, fc 3)
NextHand
Forgotten Fighter
Hardened Mox (1/1)
Time Spiral
Fading Argonaut (2/3, fade 3)
Tinkerer (1/2)
Discard
Temporal Research
Battle Suits
Nullcraft (1/1)
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Neo Plexus (2/2) - ($2)
Hero Prynn - ($0)
No attacks.
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger: Neo Plexus (2/2)
Technician:
Lookout:
In Play:
- Prynn (1/3 fade 4)
Buildings:
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 6
Thoughts
Prevention: 5 skeletons turns into “bring out a tech 3 unit”, so avoid that.This turn apparent best: Nullcraft.
Next turn: Tinkerer is potentially useful if I’m doing tech 1 time tokens.
Mox is an eternal blocker until ready for t2Fading … is actually a decent idea, it will last just long enough
Forgotten … opponent has a number of decent tech 1 defenders, spend 2 to stop a cost 2/3 unit is a fair trade.
Time spiral …
Expected tech is past / rememberers, present magic to exchange a rememberer for the rock tosser. Prevent them from getting a warp gate tech (1 hp). No present teching in anyone. Equally, we can’t do that either (they can bring in rock tossers). So it’s rememberers all the way back.
This means lots of time tokens, and temporal research.This means lots of remembered faders, so we can keep them coming – no need for time spiral’s benefit. Not that it’s bad, but that it’s weak for a card cost.
So spiral is a worker next.
Expected play is hero + possibly 3, so …
I take it back. Turn 1 null + hero. (has 4)Turn 2 time spiral my hero down, plus tinkerer (3, down to 2)
Turn 3, down to 1. Now tinkerer, or draw/play a seer, activate.Turn 4, enemy no draw.
I am willing to go down, as it will give him a turn delay.Even if he attacks tinkerer (resources, either card or gold), seers still fade the hero.
Turn 2 spiral (1) tinkerer (2) worker (1) floats 2 gold. Turn 3 has the gold to buff prynn.
So, next turn, mox or fading is the worker. This is doable.
This turn: Start prepping to fade my hero.
No,no, no. Nullcraft does not survive, it trades. Its only flying, not any special defense.
Neo will do the job of defending.
If Pyrnn is in SQL, skel + hero + 50/50 nullcraft, for a LOT of gold, stops me. I dont think he’ll do that.
If I attack, he spends 3 gold to heal, floats one, or just pulls the hero to the back line for later.Attack does nothing. So, defend for resource points.