Cool yeah GG, WP! I really thought the tech break was a good call but then I think I maybe gambled a bit much on drawing things in the right order with my techs after that and when that didn’t happen it just wasn’t quite as effective a plan as I’d mapped out
With that RnD the thing to spot is that I only drew the 5 remaining cards in my deck - i.e. things I teched before the Seers banished my Golgurt and my tech 2 got broken so cheaply. Had I see that coming it would have had a Ready or Not in that hand and a Rewind in the next but instead it was tech 2s I had in that hand lol (side note, missing RnD the turn before was the draw I was saddest about but I knowingly only teched one in order to put an extra tech 2 in to draw with it, soooo, I took that risk)
Wow, that was intense to spectate.
After your t3 assimilate tech I was completely convinced that Frozen wouldn’t be able to even put up a fight, even though I was surprised for you to go for past. Yes if you’re able to steal a Garrison or two past synergizes better with it than present, but with two BS at your disposal Hyperions will be so much more brutal than they already are…
But yeah that T4 not going for a seer trade SL + max killing both patrolling soldiers, Stewie killing last soldier plus tech 2 was probably neck breaking.
Thanks for another lecture on how little room to wiggle PPA with pre-nerfed BS requires to overwhelm the opponent.
GG WP @dwarddd ! I’m down to run it back, would you like to?
I think maybe the path to Garrison balance here might actually be “legendary building”. It isn’t until you get two down that the deck become irrelevant. If you can never have two, it’s still very much worth playing, but doesn’t get quite this out of control.
I do feel like R&D could have gone worse for me there, you’re right it was risky to think the draws would come in a specific order, but the strategy is kinda scary good in theory
I’m inclined to think that we should just stick to our original wording where you can exhaust a unit only once and therefore we wouldn’t need the legendary keyword. (And yes, then you can play a second copy as a redundancy in case your first gets broken)
I hear you, I’m just saying legendary building can avoid the exhausting complication all together. I think it’s still strong but not nearly as back breaking if you just always can only have one
Ah now I get your meaning. Agree, original Garrison but legendary plus BS nerf should be enough of a nerf for PPA. But when I think of burning legion this definitely will not be sufficient, unfortunately…
Hey sorry, a) my codex energy stores seem to be waning atm (they’ll always come back round in a bit lol) and b) I feel like im behind already for missing my 3/5 NC + BS draw haha
I’d like to keep playing if you don’t mind me taking a bit long on turns?!
Battle Suits
Time Spiral
Seer
Temporal Research
Stewardess of the Undone
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, Seer
Main:
Seer, put your Fargo on 1 rune (6)
Onimaru (4)
Battle Suits (2)
Worker (1)
Workers
Time Spiral, Forgotten Fighter, Plasmodium
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
In Patrol:
Squad Leader: Seer (3/1a)
Elite:
Scavenger: Onimaru (2/3 lvl 1)
Technician:
Lookout: Neo Plexus (2/2)
In Play:
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
End of Turn Hand
Hardened Mox
Nullcraft
Tinkerer
Stewardess of the Undone
End of Turn Discard
My Thoughts
Maybe dwardd has Vir out with hopes of assimilating my suits? I kinda have to hope not I think; makes too much sense for me to play it. I don’t really have counterplay for that, though, do I? Maybe I shouldn’t? it’ll be a fun story if it is what happens, so we’ll try it. I want to reward it as a choice if Dwardd went for it XD
Hahah yep both fair sorry! Chopped and changed decisions so many times and then posted in a rush. Vir left when he traded into Seer, and tech 2 Present
Fading Argonaut
Temporal Research
Overeager Cadet
Flagstone Garrison
Nullcraft
The Art of War (OC)
Overeager Cadet (Fargo)
Tinkerer (OC2)
Events of Turn:
Upkeep:
Get Gold (8)
Tech 2 cards (except turn 1)
All Teched Cards
Calypso Vystari, Drill Sergeant
Overeager Cadet, The Art of War
Overeager Cadet, Flagstone Garrison
Stewardess of the Undone, Seer
Main:
Flagstone Garrison (5)
Overeager Cadet, exhausted, draw 1
The Art of War, kill SQL Argo swiftly (2)
Fading Argonaut, exhausted, draw 1 (0)
Overeager Cadet, exhausted, draw 1
Two soldiers take down Plexus
Plexus and last soldier take down Scav Argo, you get 1g
Workers
Hardened Mox, Time Spiral, Forgotten Fighter, Plasmodium
Patrol as below
Discard 3 Draw 2 rs Draw 3
Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Onimaru (6/5aaa lvl 8, swift strike)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Fading Argonaut (3/3 fade 3)
Overeager Cadet (3/2)
Overeager Cadet (3/2)
Flagstone Garrison (4hp)
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Stewardess of the Undone
Seer
Temporal Research
The Art of War
Calypso Vystari
End of Turn Discard
My Thoughts
Well, that was more defense than I was expecting… And my draw had more variability than I calculated, though I basically jackpotted it. Art of War + OC + leaving Seer and Stewie for next turn is pretty much perfect.
I don’t think I fear the Tech buildings really… it’s Assimilate and OS that really pose a major threat. Both can’t easily be combo’d with a tech 2 baddie. So I think I just clear the board, stand tall against possible Tric + Now! or Hyperion, and wait to keep building strength next turn.
While it was of course a possibility, I was not expecting an Art of War… Yeah this game is so over, you’re right that even if my start was recoverable the hard whiff on Argos did not help after that lol