Idea: Next turn, I play slow time, AND a tech 3 building.
That will cost 10. I will earn 9.
I must float 1. So, 8, -1 worker, -1 float, that gives 6.
Second chances is 2. That keeps my short fade units around; that stops tricycloid. So 4.
What do I do next? Battle suits and Neo? Hero and … ???
Hmm. Hero 2, temp research 2, seer delay that mech – 5, and no actual improvement on my board. No suits/second chance. Nope.
5 to get a hero (2/3 Max), a seer (2/1), and delay a 6/7 one turn.
6 to get second chances, battle suits, and 3-2 neo, and buff seer 3/1, rememberer 4/3.
5 to get a hero (2/3 max), a seer (2/1), another 6/4 golgort…
But if I don’t get the seer? Nullcraft brings the total to 6, and can hit … something.
Or … R or N is a waste this turn. Heck, If I go with slowtime, it will be a waste next turn. Ugh. Tinkerer is way too little too late at this point.
No, the draw-2-cards idea is too low payoff.
Hero, second chance, battle suits? or Hero, second chance, neo? Would I rather have a 2/2, or buff the units?
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Next set of ideas: Tower. Tower costs 3. That lets me either suits or second. Fade 2 units require something – more than 1 rememberer, second chance, etc – but if I’m going to hurt him, I need suits.
Tower + suits, and attack – seer takes out his plas, good. That leaves him with Seer, Vir. He can still bring out null, and attack/kill, but at least null will be stopped.
…Right. Nullcraft. He did not draw it now, so it will come out. If I don’t recall a flier this turn, he kills my tech building. So I have to remember the flier. It can block once. Rememberer does not attack, so something else can be remembered.
suits, seer kills plas. That’s kinda fixed, 4 left.
Choices: second, hero; second, neo; second, more float; tower.
mmm…
what’s his play next turn? Null, … No, he has float 4. Gain 9, 13, worker 12, tech 7, he can play any of his big cards:
Hyperion+suits 5/5 haste. Tricyc, kills my tech 2. Heck, immortal is 5/5 not haste.
His seer, and vir, attack for my seer and rememberer. Haste or tri kill my tech 2, and I don’t build tech 3 next turn. I need the flier remembered to stop nullcraft; I need another unit to be a body blocker.
But no matter what, I don’t have a rememberer to remember the tech 3 … well, that’s a turn away anyways.
Ugh. … Temporal research for two cards. It’s not about casting either of them – it’s about cycling to newer cards. Midband max might last a turn; but if I don’t midband, I can get the cards i want … ugh …
Ohh! Discard 2, draw 4, I have no deck. He’s likely to attack to force my discard shuffle. That actually is what I want. Ok.
** CRUD **
I’m a turn off on my draw timing. Even with temporal research. To get slow time, when I have 4 in deck and will have 6+ in discard (more if he kills things), even draw 5 won’t bring it out!
So slow-time-generator … will be one turn too late to be useful. I would draw a hand that does not have slow time. He builds a tech 3. I build a tech 3, and draw slow time. He plays his 8 cost tech 3. I play slow time, but that big thing is already in play. He can float enough to afford its special.
My only remaining win condition: My tech 3 can be remembered into being, and use its special the turn it comes out. His special is one turn later. I barely make it in time, and only if I can get a rememberer.
I can’t use slowtime, it’s pointless. I need that second rememberer in the deck. So:
Tech flier and rememberer. Remember the flier now.
Suits and seer.
Hero for a body.
Expect most of my line gone.
… actually no need to save one?