Actually, that’s more or less exactly what I expected. I did miscalculate a bit, though. I forgot that Vandy could buff the Imp with her maxband. Even so, I’m reasonably happy with how things turned out.
Player 2 Turn 3
[details=Tech StartingHand Workers]
[spoiler]TECH
Guardian of the Gates
Guardian of the Gates
STARTING HAND
Arrest
Lawful Search
Jail
Reputable Newsman
The Art of War
Bluecoat Musketeer
WORKERS
Traffic Director
Jail
[/spoiler][/details]
[details=NextHand]
[spoiler]Porkhand Magistrate
The Art of War
Bluecoat Musketeer
Spectral Aven
Manufactured Truth
[/spoiler][/details]
Tech 2 card(s)
Get Paid+scav - ($7)
Worker - ($6)
Art of War - ($3)
Oni safely kills Vandy. Levels fizzle
tech I - ($2)
Float ($2)
Discard 4, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]: Oni lvl 8 (6/1 + 2A, swift strike) resist 1
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
[details=Thoughts]
So I got my wish. I drew AoW. That should let me stall for at least a couple of turns. I considered breaking his tech I, under the assumption that Vandy can’t get past Oni’s swift strike. The problem is, then he’s vulnerable to double shadow blade, which is a distinct possibility (I doubt he’s got more than 1 teched, but Vandy’s midband makes it still a possibility. She could also do a solo metamorphosis, which could be troublesome, though he still couldn’t get around Oni’s swift strike if he patrolled in elite, so we’d essentially be base-racing, but he’d be able to keep it up permanently, while I’d have to keep drawing AoW. Thus the play is to kill Vandy, Patrol in Lookout (just in case he teched Doom Grasp), and build up behind a couple turns of protection. I definitely want Tech I and float a gold. Then next turn I’ll build tech II behind another AoW. as for my tech choices, I’m putting in Guardian of the gates, and General’s hammer to punish Dark Pact. In retrospect I shouldn’t have patrolled in technician. That will mess up my draws. Part of me wants to play reputable newsman at 1 to dodge Nether Drain, though I doubt he teched a Garth spell, given that he maxbanded Vandy last turn. He’s got nothing with haste, though, so he can’t hit Oni on his next turn. If I do get Nether Drained, though, I’m probably boned. Sac the week easily removes RN, though, and playing him would throw off my tempo, forcing me to delay tech II. In light of that, though, I think I’ll tech 2xGuardian instead of Guardian/Hammer to give myself a better chance to draw it when I need it.
[/details]
Edit @FrozenStorm I forgot to do my Tech and Scav triggers. I’m redoing my turn now, and by now I mean right after I play a turn against @Penatronic, who’s been waiting patiently (Sorry about that, btw, I forgot to watch the thread, so I didn’t get a notification when you made a move)
Edit @FrozenStorm Fixed. I probably should have changed more than I did, in fact, I have a growing sense of foreboding now. I think I probably should have done something a bit different, but I’ve taken lots of risks already this game, so what’s 1 more?
Edit:
SecondThoughts
The more I think about it, the more certain I am that he probably teched Nether Drain, but I’m in it now, so fingers crossed
OK, I’m pretty sure I formatted that properly, but it’s not rendering properly. Anybody know what’s up?