Purple-Garth vs Purple P2T2
P1 [Past]/Present/Necromancy vs. P2 [Past]/Present/Future
Link to all relevant rule changes
Tech StartingHand Workers
TECH
Knight of the Conclave (4/4, fc3)
Sentry (3/2)
STARTING HAND
Tinkerer (1/2)
Time Spiral
Forgotten Fighter
Fading Argonaut (2/3, fade 3)
Hardened Mox (1/1)
WORKERS
Plasmodium (4/4, fc 3)
Forgotten Fighter
NextHand
Tinkerer (1/2)
Fading Argonaut (2/3, fade 3)
Time Spiral
Temporal Research
Sentry (3/2)
Tech 2 card(s)
upkeep (Prynn fade 3)
Get Paid - ($6)
Worker - ($5)
Hardened Mox (1/1) - ($2)
Neo attacks skeleton (kills it, takes 1 dmg)
Build tech 1 - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Hardened Mox (1/1)
Lookout:
In Play:
- Prynn (1/3 fade 3)
- Neo Plexus (2/2 -1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 3
- Disc: 0
Gold:
- Gold: 1
- Workers: 7
Thoughts
Two options for this turn.
One is to spiral (1) tinkerer (2) worker (1) build (1) floats 1 gold. Turn 3 has the gold to buff prynn.
The other, seen here, a more normal approach. (whoops, the other fails to keep Prynn alive one more turn. Cancel that one)
For him to take out Prynn, he needs 3 damage – that’s both Garth and his Neo. And he can heal Garth. He’s spending 1 gold healing, and a two cost card, to take out a 2 cost hero. I think I can make that trade worth it.
But, he does gain 2 hero levels … so even?
He still has gold to spend (4), willl want to float at least 1 for tech 2. This is … balanced? Maybe? Benefit: keeps the board cleaning / doesn’t let units pile up.
Actually, another option: Take Prynn out of the line. Then, he needs 4 damage – that means upgrading garth before battle (3), attack. He gains 6, worker 5, upgrade 2, attack. He’d still have to heal Garth, or risk it dying. If he heals, then … nothing new on the board for him? (Skeleton). No, it means 1+3 damage – he also needs to pull Nullcraft to get past the patrol line. But he doesn’t need to upgrade Garth first
The real question: next turn. Gain 7, worker (6), tech (2), … play choices. Or, do I hold off on tech 2 one turn? If he goes for a massive attack to take out Prynn, I can bring a lot of units down. Then if he does tech 2, he will have no board. I like that.
It’s a trap ![]()