Not much point playing mox straight into past. It’s just throwing tempo straight into the trash. Instead, we’ll play a little risky with plasmodium. Likely I’ll play fading argonaut and tinkerer next turn, and tech in seer and… stewardess? Knight of the conclave? Unsure yet. I need to decide on a tech 2 plan very quickly.
Neo Plexus
Time Spiral
Temporal Research
Forgotten Fighter
Battle Suits
Events of Turn:
Upkeep:
Get Gold (5+1float)
Tech 2 cards (except turn 1)
All Teched Cards
Stewardess of the Undone, Gunpoint Taxman
Main:
Fading Argonaut hits your base to 18
Neo Plexus (4)
Worker (3)
Tech 1 w/ tax (1)
Workers
Forgotten Fighter, Hardened Mox
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger: Neo Plexus (2/2)
Technician:
Lookout:
In Play:
Fading Argonaut (2/3 fade 2)
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
End of Turn Hand
Stewardess of the Undone
Battle Suits
Time Spiral
Gunpoint Taxman
Temporal Research
End of Turn Discard
My Thoughts
Interesting start, maybe Bryce whiffed Fargo and Plexus. Stewardess will be good against both of them as well as Plasmo and Nullc, as will GPT, so grabbing those. Goal is get to tech2 safely with a little pressure
Not an unexpected start at all. I’m going into kotc, which could get me into trouble, but it will provide strong defence against cadets. However, due to the gold, perhaps I would’ve been better served with argonaut. I’m not sure.
Ah yes, they also went stewardess. Not a great surprise. Plasmodium hits back, we drew kotc to lay him down, and tech up fast. Since I already have one seer, may as well head to past.
Flagstone Garrison, Overeager Cadet
Flagstone Garrison, Overeager Cadet
Stewardess of the Undone, Gunpoint Taxman
Main:
Tinkerer (6)
Worker (5)
Tech 2 Peace (1)
Workers
Time Spiral, Forgotten Fighter, Hardened Mox
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Neo Plexus (3/2a)
Elite:
Scavenger:
Technician: Tinkerer (1/2)
Lookout:
In Play:
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 1
Workers: 8
End of Turn Hand
Gunpoint Taxman
Temporal Research
Overeager Cadet
Stewardess of the Undone
End of Turn Discard
My Thoughts
low rolling the garrison for this hand is a bummer for sure… Teching the other and OC to give us the best possible chance to grab it. Maybe it’ll be worth the Prynn+TR next turn to dig 'em out, we’ll see
Units/Heroes:
Vir Garbarean (2/3)
Knight of the Conclave (Forecast 2)
Base: 18
Other:
Economy:
Workers: 9
Gold: 0
Hand: 5
Deck: 3
Discard: 0
Hand
Yesterday’s Golgort, Plasmodium, Shimmer Ray, Nullcraft, Temporal Research
Discard
Think
Hmm, that turned out quite well for me. Stashed a golgort for next turn too. They’re really going to need to put up air defence (nullcraft?) or they’re dead for sure.
Gunpoint Taxman
Temporal Research
Overeager Cadet
Stewardess of the Undone
Garrison + Cadet (TR)
Garrison (OC)
Events of Turn:
Upkeep:
Get Gold (8+1float)
Tech 2 cards (except turn 1)
All Teched Cards
Drill Sergeant, Seer
Flagstone Garrison, Overeager Cadet
Flagstone Garrison, Overeager Cadet
Stewardess of the Undone, Gunpoint Taxman
Main:
Prynn (7)
Temporal Research, draw 2 (5)
Flagstone Garrison (2)
Overeager Cadet, exhaust to draw 1
Overeager Cadet, no exhaust
Gunpoint Taxman, no exhaust (0)
Tinkerer taps to remove a time rune from Golgort, so he fades away on your upkeep
Workers
Time Spiral, Forgotten Fighter, Hardened Mox
Patrol as below
Discard 2 Draw 2 rs Draw 2
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Gunpoint Taxman (3/3a)
Elite:
Scavenger: Overeager Cadet (3/2)
Technician: Neo Plexus (3/2)
Lookout:
In Play:
Prynn (1/3 lvl 1)
Tinkerer (1/2)
Overeager Cadet (3/2)
Flagstone Garrison (4hp)
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Nullcraft
Fading Argonaut
Flagstone Garrison
Temporal Research
End of Turn Discard
My Thoughts
Well, TR and hope we get a good combo. DS + Seer
…
Solid draw, Garrison is what we needed, OC is extra nice. Think I play one OC for cards, and the other + GPT as blockers.
Also realized I can use Tinkerer to eliminate Golgort, which is super convenient XD That actually makes this pretty safe and I think I can snowball from here. Fortunate I got to keep Tinkerer that way XD
Ah yeah, I totally forgot they can just fade my dudes. I probably shouldn’t have gone into past. Hmm, oh well. They can’t fade everything. I could’ve teched up here, and I may regret not doing so, but I should be clear to next turn. We’ll see. Slow time maybe?
Question here: I guess I made an assumption on our Flagstone Garrison change for this tourney that having 2 and exhausting the unit still yields the 2x draw. @zango@Bryce_The_Rice is that also your understanding?
My understanding was that two garrisons will trigger twice but that you can only exhaust the unit once and therefore only draw one card. But I would be fine with allowing a draw two when exhausting, but I fear that we then would have to slightly adjust the wording of our change.
Also tagging @charnel_mouse our third judge
The wording could be changed for it to draw twice, and I don’t have strong objections. By the current wording you’d only draw once, due to the “if you do” clause.
Oh interesting point, I hadn’t actually considered the wording. I think in my head I just imagined that you would be able to draw two as normal. I guess the wording technically disallows that? We’ll have to clean that up a little.
I suggest let’s keep on playing with allowing to draw twice but we do have to find a better wording then. You and @James are the only ones affected. Also this rule setting was a last minute thing, so I think it’s fine to adjust to what we didn’t see beforehand.
Idk that theres’ another precedent for an “if you do” ability on a card on the table, s.t. if you do it once, one or both can trigger. Appreciate the ruling to play forward with it as “assumed/intended” by the folks here, but agree finding a cleaner wording that makes it explicit would be good to do going forward.
Drill Sergeant, Seer
Drill Sergeant, Seer
Flagstone Garrison, Overeager Cadet
Flagstone Garrison, Overeager Cadet
Stewardess of the Undone, Gunpoint Taxman
Main:
Flagstone Garrison (5)
Fading Argonaut, exhausted, draw 2 (3)
Overeager Cadet trades with SQL
Overeager Cadet trades with Vir, Prynn to level 3
Seer, removes a rune from your Shimmer Ray, exhausted, I draw 1 rs draw 1 (2)
Tinkerer taps to remove a time rune from Golgort
Worker (1)
Workers
Temporal Research, Time Spiral, Forgotten Fighter, Hardened Mox
Patrol as below
Discard 4 Draw 3 rs Draw 2
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Gunpoint Taxman (3/3a)
Elite:
Scavenger:
Technician: Neo Plexus (3/2)
Lookout:
In Play:
Prynn (1/3 lvl 3 fade 3)
Tinkerer (1/2)
Seer (3/1)
Fading Argonaut (3/3 fade 3)
Flagstone Garrison (4hp)
Flagstone Garrison (4hp)
Battle Suits
Economy Info:
Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 1
Workers: 9
End of Turn Hand
Overeager Cadet
Seer
Overeager Cadet
Stewardess of the Undone
Drill Sergeant
End of Turn Discard
My Thoughts
Engine’s online now, Past actually turned out to be totally not a problem for me, Tinkerer’s the MVP here XD Think it should be downhill from here, though I suppose an assimilate would hurt a little, I get to kill Vir anyway though
Notably seers don’t target I’m pretty sure, since time runes wouldn’t work on forecast if they had to target. Shimmer Ray in lookout was purely to defend against nullcraft.