Plasmodium
Time Spiral
Forgotten Fighter
Nullcraft
Fading Argonaut
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards (except turn 1)
All Teched Cards
Main:
Fading Argonaut (2)
Worker (1)
Workers
Plasmodium
Patrol as below
Discard 3 Draw 5
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Fading Argonaut (2/3a fade 3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
nurfin
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 5
End of Turn Hand
Hardened Mox
Battle Suits
Tinkerer
Temporal Research
Neo Plexus
End of Turn Discard
My Thoughts
Maybe going second wasn’t the best… Maybe skipping Tech1 is actually the play? It’s just hard to deal with Cala + Red as Purple! The midband is very strong
More even sounds great. But actually I’m not entirely sure how to pull that one off. Have a look at the board state of yours when my two strikes finished you. I’m not sure that my deck can compete with that if I restrict myself to fair strategies…
Either way, hope you have a lot of fun and luck in this game!
CAPS25 FINALS part 2 P2T1
P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth
Makeshift Rambaster (1/2)
Mad Man (1/1)
Bombaster (2/2)
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Cal (what a surprise) - ($2)
dog - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Cal (2/3, lvl1)
Elite:
Scavenger: Nautical Dog (1/1)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
against Fargo I really want that bogre plus midband Cal next turn. let’s bait NC as it decreases the ground defense and with the huntress threat those invested two gold hurt his early play probably more than the possibility of me losing a card at no gold expense
Hardened Mox
Battle Suits
Tinkerer
Temporal Research
Neo Plexus
Events of Turn:
Upkeep:
Get Gold (5+1float)
Tech 2 cards (except turn 1)
All Teched Cards
Boot Camp x2
Main:
Fargo hits Cala for 2, takes 2
Zane, trades with Cala, levels fizzle (4)
Hardened Mox (1)
Worker (0)
Workers
Plasmodium
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Hardened Mox (1/1a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Fading Argonaut (2/1 fade 2)
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Time Spiral
Tinkerer
Forgotten Fighter
Boot Camp
Neo Plexus
End of Turn Discard
My Thoughts
Who needs a tech1 anyway? XD Taking Cala off the board for the early game feels worth here, I can Oni + Boot Camp + Tech1 next turn and see if I can’t still snowball the Mox a bit while I get set up with the Garrison compound. He either has to bring the less problematic heroes out, or wait to attack with Cala until turn 4, both are good situations for me, and I still deny Hounds as a tech1 option.
puh, didn’t consider the possibility of him really going for the tech skip. But well, so far the trade was good for me as P2, but as it got me rid of my primary win con that was definitely worth it for him.
Tech choice: that juggermox forces me to inlcude one additional tech 2 Unit in my third cycle, Going for the split as I think I need to gamble a bit, maybe I’m lucky and draw that one huntress in T3
Not sure why I thought I’d be safe to put Oni out here and BC Mox… I’d be a sitting duck. Tech 1 and OCs should mean I can tech up and BC safely next turn though. That’ll work fingers crossed