… Somehow, I never thought of Prynn fading as “dying” for you to get 2 levels. But … carefully reading it, yeah, Prynn doesn’t just leave play, it is sacrificed. So, dies.
Board: I have hero (2), two suits (4+2cards); you have hero (2), 2 skely (2) … I think I can pull ahead, I hope.
Tech a rock thrower (triskleon, I mean, tricycloid)
4 gold to move garth from 3 to 7.
Max garth => bring a tech two unit from discard to play.
Pelter my units.
Since you’ll see my play before teching, if I try to play seers, they have a 0 life expectancy. While 2 suits makes them good one shot offenses, they wont even get one shot on offense.
So … say I was expecting to have 2 seers as 4/1 suicide attackers. UGH.
My plans for this turn have turned sour … and a rethink
Tech 2 card(s)
Get Paid - ($8)
Knight of the conclave
temporal research (draw 2 cards) - ($6)
Vir peek at top card
Argonaut (3/4) - ($3)
Seer (2/1) (knights now Fc 2) - ($2) Attack: Vir attacks your $$ skeleton (it dies; you gain $1).
Worker - ($1)
Tech 2 delayed
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Argonaut (2+ 3/4 A)
Elite:
Scavenger:
Technician: Seer (2+ 2/1)
Lookout:
In Play:
Knight of the Conclave (4/4, fc2)
Vir (1; 2/2; peek and swap)
Battle Suits
Battle Suits
Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 9
Thoughts
… So, seers have a very short expected life expectancy if I bring them out this turn.
After he sees what I’m playing, he gets a choice of straight to the board from hero leveling.
And … I actually want him to want to off the seers, because the other choices are worse for me.
4/5 with haste. That’s what might attack me. Gotta stop it.
… i’m sorry. I have spent 30 minutes convinced that I’m overlooking something stupid in his response that will destroy my board … and … I cannot see it.
I doubt it’s down to overlooking, skipping discard/draw let me set up a lot of burst/options for this turn!
P1T6
Tech StartingHand Workers
TECH
Research & Development
Hooded Executioner
STARTING HAND
Now!
Tricycloid
Hyperion Draw → Doom Grasp
WORKERS
Hardened Mox
Tinkerer
Plasmodium
Temporal Research
Forgotten Fighter
NextHand
Time Spiral
Nullcraft
Hooded Executioner
Discard
Fading Argonaut
Stewardess of the Undone
Lich’s Bargain
Now!
Research & Development
Hooded Executioner
Doom Grasp
Tech 2 card(s)
Get Paid + float + Scavenger - ($12)
Maxband Garth, Hyperion from discard - ($8)
Tricycloid, guns down Seer and shoots SQL twice, you reshuffle and draw before Teching cards - ($3)
Garth trades with SQL, Vir to level 3
Hyperion and Skele break Tech I, your base to 16, I draw
Geiger - ($1)
Now! on Geiger, kills Vir, takes 2, midbands - ($0)
Skip Worker
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Tricyloid 3/3A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L3 Max Geiger 2/4 [Sparkshot]
Hyperion 4/5 [Haste]
Skeleton 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 7
Gold:
Gold: 0
Workers: 9
Thoughts
Tech break here is probably game. Felt it was worth trading Garth away here to avoid leaving a cheap way to get rid of a Tech II (e.g. Nullcraft to kill a 1HP Tric after Now! on it to kill SQL Argo), also let me clear Vir so no big robot to block with and cheaper flicker next turn. Ideal if I can draw my TD but even if not I should be in a very good spot.
Edit: Added some helper text for tech/draw ordering
Well … I was worried about Hyperion from discard. I deliberately did a (single) seer like that to encourage Tricycloid … I was not expecting both of them.
yeah, draw before teching… I think I did overlook something.
Ok, how, given that I was able to stop a discard/draw cycle, did you still get just the right cards? :-).
Ooof – I can’t play Seer this turn …
and this turn you hit 10, build tech 3, which hits the board next turn…
Tech 2 card(s)
Get Paid - ($9)
Hoodie + Boost, execute Fargo - ($4)
Geiger hits your Geiger for 2, takes 3, Sparkshot Neo
Skele trades Geiger, my Geiger maxbands, flicker Tric, you gain 1g
Time Spiral, Tric+1 - ($3)
Tric-1, guns down Neo, you draw
Tric-1, pings Tech I
Hyperion breaks Tech I, takes 1, your base to 14, I draw
Temporal Distortion, bounce Hyperion for Hyperion from codex - ($1)
New Hyperion breaks Tower, takes 1, your base to 12, I draw
Worker - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Hooded Executioner 3/3
Lookout:
In Play:
L5 Max Geiger 3/4 [Sparkshot]
Tricyloid 5/5 [2]
Hyperion 4/4 [Haste]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
I think that’s game, should be able to base break next turn
@keybounce I don’t think it was one thing in particular but I have a couple of main observations:
Prynn isn’t generally the best choice early - she’s expensive, so are her spells, and she’s also only 1 attack so doesn’t trade/attack so well. As P2 you want to make good value trades to limit P1 aggression (so you can ideally tech up on time) so ATK is really valuable.
The double battlesuits idea was very fun but the way you went for it cost you your tech advantage and most probably the game. Not midbanding Prynn or casting Spiral would have given you the gold for Tech II in T3, giving you access to lots of scary stuff in T4+. The double battle suits line is a great surprise move once you have Tech II up and additional threats.
Your plan of setting Prynn up to definitely die, was executed fairly well, but with the exception of not patrolling her in Scav on T3. She would die either way and both outcomes of her dying gave you some potential benefits.
Finally, there were a few instances where you were more passive than you had to be (e.g. T3 when you could have killed my Neo by attacking with Prynn+Mox). Usually in codex its best to be the attacker when you can. Depriving your opponent of threats is usually the way to go, unless they have a lot of haste to hit you back with.
Hopefully all that makes sense! I used to be very reactive and make lots of risky plays but I try to keep those more as fun sprinkles added to a solid game plan now Sometimes the risks are warranted, but you need to look ahead a little to judge how you might be punished.
Your plan of setting Prynn up to definitely die, was executed fairly well, but with the exception of not patrolling her in Scav on T3. She would die either way and both outcomes of her dying gave you some potential benefits.
Silly me, I figured there was no way you’d get through the line like that.
You had to play 2 cards to bounce 2 units. Now, one of those is a potentially standard tech 1, and the other is starting, so I should have at least considered it.
I did consider putting her on patrol, and concluded that she would definitely die from combat, and you would not lose a draw. Yes, Prynn is a little pricy, because her job is to fade and cost you a draw turn. Like Plas is expensive, because it’s job is to be a surprise tech 1 attacker.
You are correct; neo and mox could have taken out your neo. At the cost of 2 fewer defenders. I actually remember my thinking – I had enough on the line that you would not get through, and if I used both of them, you would be able to get through. So … yea, completely forgetting purple’s “low tech removal” when tier 1 happens.
… So, fundamentally: the idea of setting Prynn up early to fade is questionable, going for dual battle suits should have been after getting a stronger tech 2, forgetting that purple has two ways to remove weak units at tier 1 (plus origin story for a hero…), and … Ok, P1 basically has 3 gold a turn for 2 turns, while P2 has 4 gold a turn for 2 turns. So, saving that extra gold for the tech 2 may be a better choice for P2.