[CAMS24] Round3: P1 Unity monopurple vs P2 keybounce monopurple

@keybounce Glhf!

P1T1


StartingHand Workers

STARTING HAND
Neo Plexus
Plasmodium
Time Spiral
Nullcraft
Temporal Research


WORKERS
Temporal Research


NextHand

Forgotten Fighter
Battle Suits
Fading Argonaut
Hardened Mox
Tinkerer


Discard

Neo Plexus
Time Spiral
Nullcraft


Tech card(s)
Get Paid - ($4)
Worker - ($3)
Play Plasmodium - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Forecasted Plasmodium ***

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5

Please list the number of forecast/fade tokens. It will matter.

Purple-Garth vs Purple P2T1

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

Link to all relevant rule changes


StartingHand Workers

STARTING HAND
Tinkerer (1/2)
Nullcraft (1/1)
Time Spiral
Temporal Research
Neo Plexus (2/2)


WORKERS
Time Spiral


NextHand

Plasmodium (4/4, fc 3)
Forgotten Fighter
Fading Argonaut (2/3, fade 3)
Battle Suits
Hardened Mox (1/1)


Discard

Temporal Research
Nullcraft (1/1)
Neo Plexus (2/2)


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Tinkerer (1/2) - ($2)
Prynn (1; 1/3; fade 4) - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Prynn (1; 1/3; fade 4)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tinkerer (1/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

No offensive pressure. So, tinkerer comes out, and time spiral goes away.

Given the choice of banking $2, or bringing out Prynn: I want to force the threat of a skipped draw.

P1T2


Tech StartingHand Workers

TECH
Seer
Unphase


STARTING HAND
Battle Suits
Fading Argonaut
Hardened Mox
Forgotten Fighter
Tinkerer


WORKERS
Temporal Research
Hardened Mox


NextHand

Battle Suits
Tinkerer
Seer
Neo Plexus
Unphase


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Play Fading Argonaut - ($3)
Build Tech I - ($2)
Summon Vir Garbarean - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Fading Argonaut (2/3+1A - Fading 3)
  • :psfist: Elite:
  • :ps_: Scavenger: Vir Garbarean (Level 1 - 2/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Plasmodium (4/4 - Forecast 2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Tech 2 Seers to be fairly safe to bring the Plasmodium or tech 1 Seer and Unphase? With Vir I reach 6 of the 8 cards. Seer or Time Spiral plus Unphase would give me a surprise attack with Plasmodium. But my hand would go down. With 2 Seers I have a good chance to bring Plasmodium and keep my hand size… Post draw: Draw is good. Let´s see what happens.

[sorry for the late response, getting to this now]

Purple vs Purple P2T2

EDIT: No, this is NOT garth . Let me fix that name

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Seer (2/1)
Seer (2/1)


STARTING HAND
Forgotten Fighter
Hardened Mox (1/1)
Fading Argonaut (2/3, fade 3)
Plasmodium (4/4, fc 3)
Battle Suits


WORKERS
Time Spiral
Fading Argonaut (2/3, fade 3)


NextHand

Battle Suits
Plasmodium (4/4, fc 3)
Forgotten Fighter
Nullcraft (1/1)
Temporal Research


Tech 2 card(s)
Upkeep Prynn Fade 3.
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Hardened Mox (1/1) - ($1)
Tinkerer raises your plasmodium to FC 3.

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1/1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Prynn (1; 1/3; fade 3)
  • :target: Lookout:

In Play:

  • Tinkerer (1/2)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

Hmm … that 4/4 haste … how long can I delay it, how much can it be rendered useless?

Mid-prynn is 3, seer is 4, so for 4 I can get a prynn attack, and a turn on cards, with a body for a weak defense.

P1T3


Tech StartingHand Workers

TECH
Hyperion
Hyperion


STARTING HAND
Unphase
Seer
Battle Suits
Neo Plexus
Tinkerer


WORKERS
Temporal Research
Hardened Mox
Tinkerer


NextHand

Nullcraft
Battle Suits
Forgotten Fighter


Discard

Time Spiral
Unphase
Hyperion
Hyperion


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Vir peeks and exchanges top card of draw pile with card from hand - ($4)
Fargo attacks, exhausts your Mox and takes 1 damage
Play Seer - Remove Time Rune from Plasmodium - ($3)
Play Time Spiral and set Plasmodium in action - ($2)
Plasmodium kills Prynn. Vir to Level 3 You draw 1 card
Vir kills your Tinkerer
Play Neo Plexus - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Seer (2/1+1A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Neo Plexus (2/2)
  • :target: Lookout:

In Play:

  • :exhaust: Plasmodium (4/3)
  • :exhaust: Vir Garbarean (Level 3 - 2/2)
  • :exhaust: Fading Argonaut (2/2) - Fading 2)

Buildings:

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

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Got Time Spiral at the top of the deck. I think I have to play this aggressively. I also want to play Neo Plexus then I can potentially boost three cards next turn with Battle Suits.

Ouch.

I was expecting to keep your plas out of play a bit longer.
My board wiped except mox. You have 4 cards + hero.
…
I have +3 hand cards; you had to play 3. … In some sense, … that’s kinda keeping up? maybe? No?

Ouch.

1 Like

Purple vs Purple P2T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Rememberer (3/3)
Second Chances


STARTING HAND
Battle Suits
Nullcraft (1/1)
Plasmodium (4/4, fc 3)
Temporal Research
Forgotten Fighter
Seer (2/1)


WORKERS
Time Spiral
Fading Argonaut (2/3, fade 3)
Forgotten Fighter


NextHand

Seer (2/1)
Nullcraft (1/1)
Plasmodium (4/4, fc 3)
Neo Plexus (2/2)
Second Chances


Draw card from technician death
Tech 2 cards
Get Paid + float - ($8)
Worker - ($7)
Seer (2/1) (Remove one from your fading argo; he dies on your upkeep) - ($6)
Tech 2 past - ($2)
Hero Vir - ($0)

Float ($0)
Discard 3, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox (1+ 1/1)
  • :psfist: Elite: Vir (1; 1+ 2/3; peek and swap)
  • :ps_: Scavenger:
  • :pschip: Technician: Seer (1+ 2/1)
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

… if I can hold that tech 2 building one turn …
I feel like I overlooked something critical. 50/50 chance for each of the tech 2 items …

@keybounce

Hi keybounce, sorry I´m on a trip at the moment so I couldn´t respond quicker. I made my move but then realized that you have Battle Suits in play. But I don´t see how you could play them?

(Sorry for the delay. Getting to you now)

So the simple answer, looking over my spreadsheet in progress last turn: it was in my hand, and I was trying different “what-if’s” for my play, and failed to clean up properly.

It should have gone into the discard pile; last turn should have been discard 4 (not 3), draw 2, shuffle, draw 3. And Battlesuits should have been shuffled in, and possibly displaced a tech’d card draw.

** CORRECTED ** P2 T3

Purple vs Purple P2T3

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Rememberer (3/3)
Second Chances


STARTING HAND
Battle Suits
Nullcraft (1/1)
Plasmodium (4/4, fc 3)
Temporal Research
Forgotten Fighter
Seer (2/1)


WORKERS
Time Spiral
Fading Argonaut (2/3, fade 3)
Forgotten Fighter


NextHand

Nullcraft (1/1)
Rememberer (3/3)
Seer (2/1)
Tinkerer (1/2)
Neo Plexus (2/2)


Draw card from technician death
Tech 2 cards
Get Paid + float - ($8)
Worker - ($7)
Seer (2/1) (Remove one from your fading argo; he dies on your upkeep) - ($6)
Tech 2 past - ($2)
Hero Vir - ($0)

Float ($0)
Discard 4, draw 2, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Hardened Mox ( 1/1)
  • :psfist: Elite: Vir (1; 1+ 2/3; peek and swap)
  • :ps_: Scavenger:
  • :pschip: Technician: Seer ( 2/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Past)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

… if I can hold that tech 2 building one turn …
I feel like I overlooked something critical. 50/50 chance for each of the tech 2 items …

EDIT: Removed the +1 attacks that do not exist given that battle suits does not exist.

P1T4


Tech StartingHand Workers

TECH
Tricycloid
Tricycloid


STARTING HAND
Battle Suits
Forgotten Fighter
Nullcraft


WORKERS
Temporal Research
Hardened Mox
Tinkerer
Forgotten Fighter


NextHand

Seer
Fading Argonaut
Battle Suits


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Nullcraft, one damage to your Vir. - ($4)
Vir exhausts your Mox and takes one damge.
My Seer kills your Seer and gets killed. You draw a card.
Neo Plexus kills your Vir and dies. My Vir to Level 5
Play Tech II - Present - ($0)
Plasmodium gives 4 damage to your Tech II.

Float ($0)
Discard 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • :exhaust: Plasmodium (4/3)
  • :exhaust: Vir Garbarean (Level 5 - 3/3)
  • :exhaust: Nullcraft (1/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Post Draw: Not a good draw. No Tech II, no Unphase. I hope I can peek something…

… ugh, every time I look at Nullcraft, and see a 1/1 flier, I think to myself, yes, it can fly and choose who to attack, but with one def it just dies.

I keep forgetting how flying works as horrendous offense, no defense here.

Purple vs Purple P2T4

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Ready or Not
Yesterday’s Golgort (6/4 fade 2)

STARTING HAND
Seer (2/1)
Neo Plexus (2/2)
Nullcraft (1/1)
Tinkerer (1/2)
Rememberer (3/3)
Plasmodium (4/4, fc 3)


WORKERS
Time Spiral
Fading Argonaut (2/3, fade 3)
Forgotten Fighter


NextHand

Second Chances
Neo Plexus (2/2)
Temporal Research
Battle Suits
Plasmodium (4/4, fc 3)


Technician draw
Tech 2 cards
Get Paid - ($8)
Mox attacks, does one damage to Plas
Rememberer (fade 3; 3/3 discard play) - ($3)
Mox is trashed
Seer (2/1) - ($2)
Seer enters, removes time from rememberer
Rememberer recalls Yesterday’s Golgort (6/4 fade 2)
Nullcraft 1/1 fly - ($0)
Nullcraft trades with your nullcraft (both die)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Yesterday’s Golgort (6/4) fade 2
  • :psfist: Elite:
  • :ps_: Scavenger: Seer (2/1)
  • :pschip: Technician: Rememberer (3/3) fade 2
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Past)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Sequence notes: First add two tech cards to discard. Then, play cards and remember one of those right away.

I don’t think the post template generates this properly. Nope, had to hand edit this.

If I try to put a worker this turn, I lose my tech building and cannot keep it. I still lose it if he brings out triskleon rock throwing tri cycloid.

P1T5


Tech StartingHand Workers

TECH
Temporal Distortion
Research & Development


STARTING HAND
Seer
Battle Suits
Fading Argonaut


WORKERS
Temporal Research
Hardened Mox
Tinkerer
Forgotten Fighter
Fading Argonaut


NextHand

Time Spiral
Neo Plexus
Hyperion


Discard

Nullcraft
Battle Suits
Temporal Distortion
Research & Development


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Vir peeks
Vir to Level 7 - Mech forecasted - ($5)
Play Seer - Remove 1 Time Rune from your Golgort. It dies on your next Upkeep. - ($4)

Float ($4)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Plasmodium (4/2+1A)
  • :psfist: Elite:
  • :ps_: Scavenger: Seer (2/1)
  • :pschip: Technician: Vir Garbarean (Level 7 - 3/5)
  • :target: Lookout:

In Play:

  • Mech (6/7 - Untargetable - Forecast 2)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 4
  • Workers: 9

Oh bleep, I just noticed float 4 …

I think I can, I think I can, I think I can …

Purple vs Purple P2T5

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

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Rememberer (3/3)
Shimmer Ray (3/4)

STARTING HAND
Second Chances
Battle Suits
Temporal Research
Neo Plexus (2/2)
Plasmodium (4/4, fc 3)


WORKERS
Time Spiral
Fading Argonaut (2/3, fade 3)
Forgotten Fighter
Plasmodium (4/4, fc 3)


NextHand

Seer (2/1)
Tinkerer (1/2)
Nullcraft (1/1)
Ready or Not


Discard

Yesterday’s Golgort (6/4) fade 2
Seer (2/1)
Second Chances
Temporal Research
Neo Plexus (2/2)
Rememberer (3/3)


Golgort fade 1 enemy turn
tech 2 cards
Upkeep: Golgort fades and dies.
Rememberer fade 1, recalls shimmer ray
Get Paid - ($8)
Battle suits - ($6)
Seer attacks Plas, both die.
Hero Vir - ($4)
Vir peeks
Discard a card; shimmer ray fade 3
Tower - ($1)
Worker - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Shimmer Ray (3/4) fade 3
  • :psfist: Elite: Rememberer (2+ 3/3) fade 1
  • :ps_: Scavenger: Vir (1; 2/3; peek and swap)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Battle Suits

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 1 (Past)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

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?

===
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?

P1T6


Tech StartingHand Workers

TECH
Octavian
Double Time


STARTING HAND
Time Spiral
Neo Plexus
Hyperion


WORKERS
Temporal Research
Hardened Mox
Tinkerer
Forgotten Fighter
Fading Argonaut
Neo Plexus


NextHand

Unphase
Tricycloid


Discard

Nullcraft
Battle Suits
Temporal Distortion
Research & Development
Plasmodium
Time Spiral
Octavian
Double Time


Tech 2 card(s)
Get Paid + float - ($13)
Worker - ($12)
Play Hyperion. Hyperion kills your Vir and takes 3 damage. You get 1 Gold. I draw a card. - ($7)
Play Time Spiral and remove your Rememberer. - ($6)
Vir peeks. Vir exchanges Top Card of Draw Deck with Hand card. - ($5)
Play Tricycloid - ($0)
Tricycloid shoots one time at your Tech II and destroys it.
2 Damage to your Base.
Tricycloid shoots one time at your Tower.
Vir kills your Tower and takes 1 damage.
2 Damage to your Base.
Seer deals 2 damage to your Tech I
Tricyloid shoots at you Shimmer ray and causes 1 damage

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: (Tricycloid 3/3+1A) - No Runes
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Mech (6/7 - Untargetable - Forecast 1)
  • :exhaust: Hyperion (4/2)
  • :exhaust: Vir Garbarean (Level 7 - 3/4)
  • :exhaust: Seer (2/1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Present)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 8

Gold:

  • Gold: 0
  • Workers: 10

You did not build your tech 3 this turn? I might still have a chance.