Overeager Cadet
Battle Suits
Stewardess of the Undone
Plasmodium
Time Spiral
End of Turn Discard
My Thoughts
I want something with 3hp, so it’s between GPT, BK and Stewardess. I think Flagbearer might be enough of a problem that it’s worth Stewardess being around, it’ll work for brother and tenderfoot too.
Older Brother
Spark
Bloom
Tenderfoot
Fruit Ninja → Worker
WORKERS
Granfalloon Flagbearer
Fruit Ninja
NextHand
Wither
Brick Thief
Intimidate
Bloom
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Troq, kills Fargo, takes 1, Tech I to 4HP - ($3)
Brother - ($1)
Tenderfoot - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Tenderfoot 1/2A
Elite:
Scavenger:
Technician: Older Brother 2/2
Lookout:
In Play:
L3 Troq Bashaar 3/3 [Attacks: Deal 1 to a defending building]
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Going to skip Tech I again as I see far too many ways for free levels if I don’t. Here he would have to worker skip to kill Troq and I think he’ll be pretty disincentivised to do that. This deck is fairly comfortable skipping Tech I and with Garrison being his main Tech II play I can counter them with Nature Reclaims. I’ll have 2 turns to set up my deck for Tech II and should keep Troq to bully until then
Overeager Cadet
Battle Suits
Stewardess of the Undone
Plasmodium
Time Spiral
Events of Turn:
Upkeep:
Get Gold (6+1float)
Tech 2 cards (except turn 1)
All Teched Cards
Overeager Cadet, Flagstone Garrison
Stewardess of the Undone, Overeager Cadet
Main:
Stewardess of the Undone, bounce Older Brother to your hand (4)
Battle Suits (2)
Plexus kills Tenderfoot, takes 1
Worker (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: 4
In Patrol:
Squad Leader:
Elite: Stewardess of the Undone (3+1/3)
Scavenger:
Technician:
Lookout:
In Play:
Neo Plexus (3/1)
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
End of Turn Hand
Nullcraft
Tinkerer
Temporal Research
Flagstone Garrison
End of Turn Discard
My Thoughts
Only question here is do I put down OC to generate counter-pressure and stack the next cycle, but risk whiffing the Garrison turn 5? Or do I save it, take a 40% to re-draw it, and an 80% for Garrison on Turn 5? I think the latter is better
…
Whelp, low-rolled the 20% to get Garrison on the RS. Bad luck
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Expensive Tech I - ($4)
Intimidate Stewardess, Troq safely kills, Tech I to 3HP - ($3)
Wither Plexus, dies - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L3 Troq Bashar 3/3 [Attacks: Deal 1 to a defending building]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 7
Gold:
Gold: 1
Workers: 8
Thoughts
This line keeps Troq alive if he Techs up, since it’s 9g for Zane+NC+Worker+Tech II and he only 8g. The main risk is Zane+Sharks which lets him kill Troq and break my Tech I. However, it would be a fairly bold and lucky play to go with Sharks so early and alongside Stewardess and then get the split to play them at the right time.
I don’t think teching up here makes sense. I can sacrifice Zane to get levels on Oni, then next turn I can OC + maxband Oni + Tech 2. That seems reasonable. I’ll see if I want another Garrison next turn, I want DS too though
No Tech II, no Zane and no Prynn is what I like to see. Time to tech up and tech lab into Mimic combos. Messenger in case he has a tech lab break with Generals Hammer + Nullcraft, so I still have haste on board/hand for mimic if he ignores or bounces it.
Flagstone Garrison, Elite Training
Drill Sergeant, Calypso Vystari
Overeager Cadet, Flagstone Garrison
Stewardess of the Undone, Overeager Cadet
Main:
Overeager Cadet
Level Oni to 6, kill Orpal and Maxband, take -1/-1 (6)
Worker (5)
Tech 2 Peace (1)
Workers
Plasmodium, Temporal Research, Time Spiral, Forgotten Fighter, Hardened Mox
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 3
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Nullcraft (1/1a)
Elite:
Scavenger: Overeager Cadet (3/2)
Technician: Soldier (1/1)
Lookout:
In Play:
Onimaru (3/4 lvl 8, -)
Soldier (1/1)
Soldier (1/1)
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 9
End of Turn Hand
Elite Training
Neo Plexus
Fading Argonaut
Calypso Vystari
End of Turn Discard
My Thoughts
Seems like I do want the other Garrison to maximize my RS chances, and with Balance I probably want some anti-air. More important than Art of War (and less risky), so I think that’s the play.
I have to be ready for Nature Reclaims on my Battle Suits, and I think patrolling Nullcraft right now to deal with a possible Mimic is better than attacking with it.
Tech 2 card(s)
Get Paid - ($9)
Skip Worker
Sneaky Pig, gains Stealth on arrival, breaks Tech I, your base to 18 - ($6)
Midori - ($4)
Mimic, gains Haste, Stealth, Flying and Sparkshot, kills Oni, Midori to level 3 - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: L3 Master Midori 2/3A
Elite:
Scavenger:
Technician: Timely Messenger 1/1 [Haste]
Lookout:
In Play:
Wandering Mimic 4/4
Sneaky Pig 3/3 [Haste]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Bashing)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 4
Gold:
Gold: 0
Workers: 9
Thoughts
Pig + Mimic was exactly what I needed to deal with Oni and break his Tech I to heavily limit Garrisons. Annoying I had to skip worker but I really needed to patrol. Even so, I’m likely to have my Tech II broken in response since he has Zane to take his attack available up to 9 or more
Edit: fixed thoughts and action order as per Legion’s post
Elite Training
Neo Plexus
Fading Argonaut
Calypso Vystari
Events of Turn:
Upkeep:
Get Gold (9+1float)
Tech 2 cards (except turn 1)
All Teched Cards
Calypso Vystari, Chaos Mirror
Flagstone Garrison, Elite Training
Drill Sergeant, Calypso Vystari
Overeager Cadet, Flagstone Garrison
Stewardess of the Undone, Overeager Cadet
Main:
Zane + Midband (5)
Soldier pings Midori, Zane kills and Maxbands, shoves Messenger to Scav, we both get 1g (6)
Tower (3)
Fading Argonaut (1)
Cadet and soldiers break your tech2, your base to 18
Worker (0)
Workers
Elite Training, Plasmodium, Temporal Research, Time Spiral, Forgotten Fighter, Hardened Mox
Patrol as below
Discard 2 Draw 4
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 PEACE
Tower HP: 4
In Patrol:
Squad Leader: Nullcraft (1/1a)
Elite:
Scavenger:
Technician: Fading Argonaut (3/3)
Lookout:
In Play:
Overeager Cadet (3/2)
Soldier (1/1)
Soldier (1/1)
Zane (4/4)
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 2
Disc: 4
Gold:
Gold: 0
Workers: 10
End of Turn Hand
Stewardess of the Undone
Drill Sergeant
Flagstone Garrison
Overeager Cadet
End of Turn Discard
My Thoughts
Nullcraft stays patrolling, Zane can get the Tech 2 broken here, and I can grab a tower just to make sure I keep crappy sneak attacks out? Feels like a win to me, I get engine online next turn while I can still generate plenty of offensive firepower
Technician: L6 Orpal Gloor 2/5 [Deals damage as -1/-1 runes]
Lookout:
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Bashing)
Economy Info: Cards:
Hand: 4
Deck: 11
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
As expected. Now I need to patrol up with Orpal and diminish his board as much as possible. Need double Moment’s Peace to give me the most chance of stopping his Peace engine and I have to have a Tech III in deck to make the threat real.
Stewardess of the Undone
Drill Sergeant
Flagstone Garrison
Overeager Cadet
Tinkerer (techn)
Garrison (DS)
rs Nullcraft (OC)
Events of Turn:
Upkeep:
Get Gold (10)
elect to Tech 2 cards
All Teched Cards
Seer x2
Calypso Vystari, Chaos Mirror
Flagstone Garrison, Elite Training
Drill Sergeant, Calypso Vystari
Overeager Cadet, Flagstone Garrison
Stewardess of the Undone, Overeager Cadet
Main:
Flagstone Garrison (7)
Drill Sergeant, exhaust, draw 1 (4)
Overeager Cadet, exhausted, DS+1, rs draw 1
Nullcraft, DS+1 (2)
Tinkerer, DS+1 (0)
Give two runes to Cadet, it kills Orpal, takes -2/-2, you draw
Workers
Tinkerer, Elite Training, Plasmodium, Temporal Research, Time Spiral, Forgotten Fighter, Hardened Mox
Patrol as below
Discard 2 Draw 4
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 PEACE
Tower HP: 4
In Patrol:
Squad Leader: Nullcraft (1/1a)
Elite:
Scavenger:
Technician: Tinkerer (1/2)
Lookout:
In Play:
Drill Sergeant (5/4, +)
Overeager Cadet (3/2)
Overeager Cadet (3/2)
Flagstone Garrison (4)
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 2
Gold:
Gold: 0
Workers: 10
End of Turn Hand
Calypso Vystari
Calypso Vystari
Chaos Mirror
Seer
End of Turn Discard
My Thoughts
DnD can absolutely nuke the game so I think I have to try and get the kill. I have pretty strong odds to do exactly enough if I tech 2x seer and play both Garrisons… but I 100% have enough if I play tinkerer and no second garrison… so what’s the correct play?
Let’s think it through.
If I whiff, I’m just a sitting duck. DnD ends my game, tech 2 stuff still does big damage.
So can’t take the risk, just play one Garrison? If I get 1-drops on the RS great, I can try to cycle those, if not nbd. I kinda don’t want nullcraft unless it’s after 2x 1-drops, then I could buff it and take the Orpal kill with Nullc + hit the tech2 or base again with the ready OC
…
Well, Nullcraft right away is not the best…I kinda have to leave it in patrol, so I suppose I play tinkerer in patrol as well and wait for next turn to do some big cycling. Oh well. We’ll see what the retaliation is
@FrozenStorm You have Nullcraft in 2 places, can I check where it should be? I presume SQL but thought best to check. Also Sergeant should be 4/4 unless I’m mistaken?
Oh yes, Nullcraft squad lead. Drill Sergeant is a soldier and thus gets battle suits benefits I believe, something I normally forget but didn’t this time
Drill Sergeant, Boot Camp
Seer x2
Calypso Vystari, Chaos Mirror
Flagstone Garrison, Elite Training
Drill Sergeant, Calypso Vystari
Overeager Cadet, Flagstone Garrison
Stewardess of the Undone, Overeager Cadet
Main:
Calypso Vystari, exhaust draw 1 DS+1 (9)
Calypso Vystari, exhaust draw 1 DS+1 (8)
Seer, exhaust Draw 1 DS+1 (7)
Seer, exhaust rs Draw 1 DS+1 (6)
Fading Argo, exhaust Draw 1 DS+1 (4)
Prynn (2)
Onimaru (0)
Move those 6 total runes around a bit
Workers
Elite Training, Plasmodium, Temporal Research, Time Spiral, Forgotten Fighter, Hardened Mox
Patrol as below
Discard 4 Draw 2 rs Draw 3
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 PEACE
Tower HP: 4
In Patrol:
Squad Leader: Nullcraft (4/4a, +++)
Elite:
Scavenger: Overeager Cadet (3/2)
Technician: Tinkerer (2/3, +)
Lookout: Overeager Cadet (3/2)
In Play:
Drill Sergeant (4/3)
Calypso Vystari (3/2)
Calypso Vystari (3/2)
Fading Argonaut (3/3 fade 3)
Seer (4/2, +)
Seer (4/2, +)
Onimaru (2/3 lvl 1)
Prynn (1/3 lvl 1, fade 4)
Flagstone Garrison (4)
Battle Suits
Economy Info:
Cards:
Hand: 5
Deck: 1
Disc: 0
Gold:
Gold: 0
Workers: 10
End of Turn Hand
Stewardess of the Undone
Drill Sergeant
Neo Plexus
Chaos Mirror
Boot Camp
End of Turn Discard
My Thoughts
Moment’s Peace, bah I suppose a Boot Camp + two Vystaris should help me break through next turn, we’ll see if I can dig up the other DS on the reshuffle…
No? Oh well, it’ll be Prynn and Oni I suppose