Tinkerer, Fading Argonaut, Neo Plexus, Temporal Research, Hardened Mox
Discard
Nullcraft, Forgotten Fighter, Battle Suits
Think
Not the ideal first hand. Ceding initiative here feels like a massive problem, and I might simply lose because of it. I guess I could’ve played nullcraft, but it’s still not great.
I will tech double seer and activate plasmodium turn 3 hopefully. Until then, delay.
Playing mox here is a bad idea, so I’ll get rid of it. I thought about double seer, but I know hug0naut quite likes skipping tech 1, so I’ll chance a stewardess in the hopes it will steal some tempo back.
Apologies @Bryce_The_Rice I actually thought I posted this turn on Friday - I knew I wasn’t going to be able to post yesterday - but obviously I messed that up!
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Expensive Tech I - ($3)
Messenger, runs into Fargo - ($2)
Troq kills Fargo, takes 2
Brick Thief, Tech I to 4HP - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Brick Thief 2/1A [Resist 1]
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 Troq 3/2 [+]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Now somewhat regretting going full Troq here, Plasmodium (if he has Seer or Time Spiral in hand) plus both chunky units is quite a handful! The good thing is that he’s on 4 cards so he’s not likely to want to play more than one card from hand, unless he can pull off a tech break. He’ll have 5g left after workering, so playing Brick Thief for Resist puts the cost of bouncing it to 5g with Forgotten Fighter (including a hero) or 4g with Stewardess. That leaves Stewardess + Seer or Nullcraft + Seer as the only two lines I can see that give him a Tech break. I think I’m ok with that, given he’ll be dropping cards and I would still have Troq. Of course it might be more likely that he’ll do the FF line and kill Troq with Neo but then I’d have my Tech I. While I’d like to get to Tech II asap the pressure he’s showing me dictates a slightly slower gameplan. Going with Crypt Crawler and an Intimidate for now to give me potential to lean into either eventuality, and I’ll see what the fates bring
Tinkerer, Stewardess of the Undone, Forgotten Fighter, Nullcraft
Discard
Think
Pretty standard stuff, we take the kill, with an eye towards maxing out Vir potentially. Saving some gold for either that or tech 2, and I have good board control currently. I think my biggest concern here is sickness, which is a pretty reasonable tech for them. Even then, it’s not too bad.
Not ideal. Hadn’t really thought about how much gold he’d retain in this line. Need to rebuild a board asap so hand size needs to take a hit but I’ll float some extra gold for next turn and aim to regain hand size. I presume Present Tech II is coming but he can only have 2 tech II cards in deck, though I suppose Temporal Research and Vir potentially gives him access to more.
Hand: Tinkerer, Stewardess of the Undone, Forgotten Fighter, Nullcraft
Workers: Time Spiral, Hardened Mox, Temporal Research, Forgotten Fighter
Techs
Turn 2: Seer, Stewardess of the Undone
Turn 3: Hive, Argonaut
Turn 4: Void Star, Temporal Distortion
Tech 2 cards
Get paid (+$7, $9)
Hire a worker ($8)
Summon Stewardess of the Undone, return Older Brother to your hand ($5)
Summon Nullcraft ($3)
Nullcraft and Seer kill Crypt Crawler, you draw
Vir and Plasmodium destroy your Tech 1, your base takes 2
Discard 1, draw 3
Patrol: Squad Leader: Elite: Scavenger: Technician: Stewardess of the Undone (2/3) Lookout:
Buildings:
Tech 1: 4
Units/Heroes:
Plasmodium (4/2)
Nullcraft (1/1)
Vir Garbarean lvl 3 (2/3)
Base: 20
Other:
Economy:
Workers: 8
Gold: 3
Hand: 3
Deck: 2
Discard: 4
Hand
Fading Argonaut, Neo Plexus, Battle Suits
Discard
Void Star, Temporal Distortion, Seer, Tinkerer
Think
Slow turn, and I can take the initiative and destroy tech 1. I could’ve used forgotten fighter to build my tech 2 as well, but my board presence would’ve been a little lacking, and I can use Vir to stash my tech 2 if I draw it. This works fine, unless… they somehow have a way to destroy my tech 1 (wrecking balls??). I hope not, that would be annoying.
Tech 2 card(s)
Technician Draw
Get Paid + float - ($10)
Rebuild Tech I
Worker - ($9)
Orpal + Maxband - ($2)
Messenger, sac to kill Nullcraft, -1/-1 runes spread to Plasmo and Stewie - ($1)
Float ($1)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: L6 Orpal Gloor 3/5 [Deal’s Damage as -1/-1 runes]
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Orpal Maxband seems to be my best way back into this since I can sac Messenger to kill NC and spread runes to limit his board. The issue is he can still easily kill him, even in SQL, just by running plasmo into him and then midbanding Vir. Ok Vir gets nerfed but it’s only 3g and he gets him maxbanded cheaply for that big untargetable mech. If I patrol him in Elite, he can suicide Vir and then switch hero and grab some free levels, so it’s sort of a pick your poison thing. My main thought is that Mech is a card free unit which helps his attack/defence balance, and I really don’t want that.
Yeah I can’t see a better line than Elite Orpal, even though he can get 2 free levels for another hero. I think the Mech is probably worse. Going to do that and toss in a Moment’s Peace and a second Mimic. Realistically I’m hoping for something to land sub-optimal on his end now but at least he has only a few cards right now. Moments’ Peace, Basilisk and Mimics at least gives me some counter play to Hyperions and Tricyloids
Patrol: Squad Leader: Fading Argonaut (2/3+A) (Fading 3) Elite: Scavenger: Stewardess of the Undone (1/2) Technician: Vir Garbarean lvl 7 (3/5) Lookout: Plasmodium (3/1)
Buildings:
Tech 1: 4
Tech 2: 5
Units/Heroes:
Mech (Forecast 2)
Base: 20
Other:
Economy:
Workers: 9
Gold: 0
Hand: 3
Deck: 7
Discard: 0
Hand
Hive, Argonaut, Xenostalker
Discard
Think
Good response I suppose, sad to lose nullcraft. Still, I get to tech up first, and I guess it’s time to invest my gold into grabbing that mech. It’ll come in handy later. Hive should get me around orpal pretty nicely, and I don’t see any way for them to break my tech 2. I’m feeling alright.
Damn, I really need to start playing into D&D more. Don’t really like being passive but vs Future I presume Omegacron incoming so I’m going to need as many bodies as I can. Tempted to skip worker here to give me the most chance of drawing the cards I need next turn. Need a good next turn or this could be very over
Time to lay down some bigger board presence and threaten. No haste on my side so no worries about mimics ruining me (though I have air defence too). Honestly I’m not feeling very threatened at all.
Fruit Ninja
Helpful Turtle
Spark
Granfalloon Flagbearer
NextHand
Older Brother
Tenderfoot
Wandering Mimic
Tech 2 card(s)
Get Paid + float - ($11)
Troq - ($9)
Intimidate Argo - ($8)
Messenger, safely strips armour off Argo - ($7)
Crawler safely kills Argo, Sparkshot kills Elite Stinger
Orpal kills Fargo, takes 1, Runes spread and kill 2x backline Stingers
Crawler grounds Scav Stinger - ($6)
Mimic, gains Haste, Flying and Sparkshot on arrival, hits Tech II to 1HP - ($2)
Brick Thief, breaks Tech II, my base to 19, your base to 18 - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: L1 Troq Bashar 2/3A
Elite:
Scavenger:
Technician: Brick Thief 2/1 [Resist 1]
Lookout:
In Play:
L6 Orpal Gloor 2/4 [Deal’s Damage as -1/-1 runes]
Wandering Mimic 4/4
Crypt Crawler 3/3 [Sparkshot]
Timely Messenger 1/1 [Haste]
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 3
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Well this was a wildly satisfying turn, even if I had to worker skip again! I just happened to have all the tools to get past his patrol and either kill Hive or break Tech II. I opted for the latter as it heavily neutralises his next turn and gives me a chance to take the lead without Omegacrons showing up. If he attacks with any flyers and they survive, the combo of Mimic, Crawler and one of Midband Troq / Brick Thief gives me the option of grounding all patrolling flyers and rebreaking his Tech II, which I find pretty amusing. That puts a lot of pressure on him to kill both of them, and lets me get D&D into my deck with a couple of chances to draw it this turn. Might be a problem if I whiff entirely and then have to patrol with Orpal but I felt like I needed to have it in deck now. Other option was Tech Lab Bashing for Sneaky Pigs, but I opted to spend one extra gold myself to avoid giving him any patrol bonuses, which I think is probably likely the lesser of two evils.