"P2T7
Tech StartingHand Workers
TECH
Art of War
Art of War
STARTING HAND
General’s Hammer
Fading Argonaut
Kidnapping
Overeager Cadet
WORKERS
Time Spiral
Temporal Research
Hardened Mox
Forgotten Fighter
Tinkerer
NextHand
Overeager Cadet (2/2), in jail
Brave Knight (3/3), readiness, brave AF
Art of War
Chronofixer
Overeager Cadet
Tech 2 card(s)
Get Paid - ($10)
summon Geiger - ($8)
General’s hammer the jail, cadet is discarded - ($5)
tech 3 - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Plasmodium (4/4A), haste, arrested
-
[I]Elite[/I]: Soldier (2/1), sparkshot
-
[I]Scavenger[/I]:
-
[I]Technician[/I]: neoplexus (3/2)
-
[I]Lookout[/I]: Nullcraft (1/1), flying, haste, no buff
[B]In Play:[/B] - Battle Suits (upgrade)
- Soldier (1/1), sparkshot
- Soldier (1/1A), sparkshot
- L1 Geiger (2/3), sparkshot
- L8 Onimaru (4/5A), frenzy, readiness
[B]Buildings:[/B] -
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Present)
-
Tech III HP: 5
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 8
- Disc: 0
[B]Gold:[/B] - Gold: 0
- Workers: 10
Thoughts
hard to decide what to do here, I need some way to break the moments peace lock, so art of war seems obvious. none of my t3’s stand up to a pirate ship, so no real point in those… t3 is a bit of a distraction and insurance on being able to summon more heroes. too bad the stats dont work out differently that gryphon just sucks a fat dick to pirate ship… octopussy seems hardly worth it with only 8 health.
"