Tech 2 card(s)
Get Paid + float - ($6)
Discard #2
Fargo down to 2 time runes
Worker - ($5)
Tech 1 - ($3)
Fargo kills Imp, you get 1 gold
Garth - ($1)
Make a skeleton - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Garth lvl 1 (1/3A)
Elite:
Scavenger: Skeleton (1/1)
Technician:
Lookout:
In Play:
Fading Argonaut (2/1), 2 time runes
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
I’ll take that kill, even though Fargo is likely to die to Deteriorate next. I could drop Suits or Nullcraft as per the original plan, but I think I’ll go Garth+skelly instead to replenish handsize.
Tiny B’s seem like a poor choice, value-wise, against all of Request’s tech 1’s, and his heroes aren’t particularly scary either. That means CoL is probably off the table. So I’ll go Argo and BC, though Hoodie makes sense to me too…
Longer term, and depending on whether Garth survives, I might go for Present instead of Balance, since pulling a Tric or Hyperion could be huge.
STARTING HAND
Forgotten Fighter
Argonaut
Nullcraft
Neo Plexus
Tinkerer
WORKERS
Time Spiral
Plasmodium
Tinkerer
NextHand
Temporal Research
Bone Collector
Hardened Mox
Battle Suits
Neo Plexus
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Fargo and skeleton suicide into Quince
Garth finishes Quince and survives with 1 HP, goes up to lvl 3
Garth to midband, healing him - ($4)
Argonaut - ($1)
Make a new skeleton - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Skeleton (1/1A)
Elite:
Scavenger: Argonaut (3/4)
Technician:
Lookout:
In Play:
Garth lvl 4 (2/4)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I’ll take the kill on Quince, and make another skelly in front of Argo to protect him from StW. I can’t protect the skelly from both Det and Haunt, so I’ll roll the dice and put him in SQL.
Next turn I’ll tech up and play BC, in preparation for a Garth maxband on T5. Going for Balance after all, for the extra versatility of their tech 2’s. And I’ll pre-tech one Mimic, as well as a copy of TD for a potential explosive T5.
…
Nice, I’ll have both Mimic and Nullcraft in my T5 hand!
Neo Plexus
Battle Suits
Temporal Research
Nether Drain
Moment’s Peace
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector - ($4)
Tech 2 (Balance) - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Argonaut (3/4A)
Elite:
Scavenger: Skeleton (1/1)
Technician: Bone Collector (3/3)
Lookout:
In Play:
Garth lvl 4 (2/4)
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
Could Request already have a Crashbarrow? Maybe, but he can’t afford maxband Quince to go along with it, which means Garth and my tech 2 should both survive, allowing me to strike back with Nullcraft+Mimic, plus another pulled Mimic if he gives me scav gold or a hero to kill.
I’ll still tech a Moment’s Peace, to make sure I can get some respite from Crashbarrows. I’m considering a copy of Death Rites to go along with it, but I’m not sure Request will keep units around for me to get value out of it… So how about a nice Nether Drain instead?
Poisonblade Rogue
Crashbarrow
Jandra, the Negator
Shoddy Glider
Discard
Kidnapping
Deteriorate
Pestering Haunt
Sacrifice the Weak
Graveyard
Crashbarrow
Kidnapping
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Drakk - ($5)
Kidnapping, steal your Argonaut - ($1)
Argonaut kills your Bone Collector, you draw a card
Deteriorate your Skeleton, you get a gold - ($0)
Bone Collector hits Garth for 3, makes skeleton
Pestering Haunt trades into Garth, Drakk to L3
Tech 2 card(s)
Get Paid - ($8)
Technician draw and scav gold - ($9)
Worker - ($8)
Nullcraft - ($6)
Wandering Mimic, gains haste and flying - ($2)
Mimic and Nullcraft break your tech 2, your base to 18, Nullcraft dies to tower, Mimic loses flying
Fading Argonaut - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Argonaut (3/1A)
Elite:
Scavenger: Fading Argonaut (2/3)
Technician:
Lookout:
In Play:
Wandering Mimic (4/3)
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
Oof, that’s a costly patrolling mistake, totally forgot about Kidnapping being a thing!
Wish I had 1 extra gold to set off a TD or Geiger maxband… As it is, I have to decide between breaking tech 2 and, well, hitting anything else. Considering Request can now afford maxband Quince+Barrow, and as much as I hate losing Nullcraft and leaving that BC around on 1 HP, I think it has to be the tech 2.
I’ll patrol Fargo rather than a hero, to avoid giving free lvls. Teching another Moment’s Peace to ideally chain them, and a Potent Basilisk as an anti-Kidnapping measure.
Tech 0 card(s)
Get Paid - ($9)
Worker - ($8)
rebuild tech 2
Drakk to L6 - ($5)
Poisonblade Rogue - ($3)
Skeleton trades into Argonaut
Poisonblade Rogue trades into F. Argonaut, you get 1 gold
Bone Collector and Drakk break your Tech 2, Base to 18, skeleton made
Request is floating a lot of gold, clearly in preparation for a massive offensive turn. Moment’s Peace should do a good job of averting that, but I need to make sure I can either play it again next turn, or hit back in a way that would hurt. Building a Surplus would increase the odds of the former, while playing BC and floating would increase the odds of the latter.
Since I’m not sure Midori would be around to cast next turn anyway (Bloodlust, Doom Grasp and Free Speech could all prevent that), I want to at least have BC to swing with. And since my other heroes can both be quite gold-greedy, I’ll just float everything else.
Request will probably use some of his massive gold to build tech 3 which, while I don’t think he’s already teched, could be a problem in the long run.
…
Well, I actually drew a Moment’s Peace. Let’s see if I get to use it!
good catch, had a feeling i messed that up but wasn’t sure.
Since I saw your turn my revealed tech is shoddy glider and bloodlust just to even out some information.
Turn plays out the same.
P2T6
Tech StartingHand Workers
TECH
Shoddy Glider
Bloodlust
STARTING HAND
Crashbarrow
Kidnapping
Kidnapping
Deteriorate
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
rebuild tech 2
Drakk to L6 - ($5)
Poisonblade Rogue - ($3)
Skeleton trades into Argonaut
Poisonblade Rogue trades into F. Argonaut, you get 1 gold
Bone Collector and Drakk break your Tech 2, Base to 18, skeleton made