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
Tech 2 card(s)
Get Paid + float + scav - ($11)
maxband drakk sidelines Mox - ($8)
dog, gains haste, trades technician - ($7)
maxband quince - ($1)
mm, mirror copies - ($0)
my two mm trade your Zane
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Quince (1/5, lvl5)
In Play:
Drakk (3/2, lvl6)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 4
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
it sucks so hard not having a CB here… and me having been afraid of maxband Zane looking Cal via shove to scavenger obviously also was nonsense…
post draw: really would have preferred to not directly draw a desperation, but well…
never mind, don’t think that calculating the exact probabilities on you having BS or other specific cards next to that second cadet in your hand has enough impact to change my turn, hence I logged it already in.
My card draws continue to line up rather weirdly. After a phenomenal T3 split I bottom decked my second CB end of turn 4, now I won the coin flip with fishing for glider… let’s see where this takes me, but of one thing I’m certain: the climax of my deck lies in the past, especially with my wrecked hand size. But the one of your deck is in the future. If I hadn’t won that coin flip, I guess the game would already have been over for me. But I guess one not too unlucky hand of six now should be enough to strike back thoroughly and to stabilize after that… We’ll see…
PS: I think that’s the first time ever that I actually played a desperation. Feels awesome to get that extra burst, but feels horrible to waste away those two cards after drawing them.
CAPS25 FINALS part 2 P2T6
P1 [Past]/Peace/Anarchy vs. P2 [Blood]/Feral/Truth
Crashbarrow (6/2)
Crash Bomber (2/2)
Captured Bugblatter (4/2)
Shoddy Glider (3/1)
Mad Man (1/1)
Nautical Dog (1/1)
Tech 2 card(s)
Get Paid - ($9)
worker - ($8)
bombaster, gains haste - ($6)
mirror - ($4)
CB - ($1)
desperation, trash card, draw 3
glider breaks garrison - ($0)
mirror kills SL, op sidelines mox
CB trades technician, OP breaks tech 2
bombaster & drakk break tech 1
discard my hand the end of my main phase
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader:
Elite: Quince (1/5, lvl5)
Scavenger:
Technician:
Lookout:
In Play:
Drakk (3/2, lvl6)
Bombaster (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 2
Deck: 5
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
1 damage short of checkmating via double mirrored CB with drakk suiciding next turn. In the end this desperation does not sound anymore that bad. If I am lucky and draw a glider, I can break both tech buildings and the garrison while patrolling with quince. If I draw MM I can trade the backline units with mine and break the garisson and tech 2 with no patrol. Both lines are far from good with the expected counter punch, but the best that I was able to come up with.
Now I need to stabilize after going down to two cards… That’s not going to be easy, but that clear-all-buildings-turn might provide just enough breathing space
post draw: omg, if he has BS and opts for tech break with zane, I’m toast
Glider and Crashbarrow mirror, oof. I’m not dead dead though! If Oni can survive maybe I can hit back, as it stands though I think it’s probably gonna be tech 3 and I bleed out. We’ll see
Tech 0 card(s)
Get Paid - ($10)
Cal - ($8)
yet another CB, kills Oni - ($5)
tech 3 - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Bombaster (2/2)
Elite:
Scavenger:
Technician: Cal (3/4, lvl3)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 8
Gold:
Gold: 0
Workers: 10
Thoughts
I should probably just concede here. no way I can stabilize against his way superior engine. Also I didn’t see last turn that his RS was coming so fast, hence I expect him to definitely have the next Garrison exactly when he needs it. Tech break is easily possible for him unless I kill all three soldiers, which looks like a dead end to me, so I’m intending to add some extra spice for him and do a classical poker bluff of building tech 3, without any tech 3 units in my deck. But well, at least it provides the option to cast my two other heroes next turn even if he breaks tech 2 (or hopefully tech 3)
Maybe I’m not dead yet … ? I’m keeping a decent board. I suspect may be better off trying to time a double tech break, I highly doubt the PGC is in hand, but PGC would actually sink me, so I think I gotta play safe and try to keep it down