Time Spiral, Fading Argonaut, Plasmodium, Tinkerer, Neo Plexus
Thoughts
I workered battlesuits as I figure it’ll just end up getting Reclaimed by nature anyway. The hardened Mox almost always does work as a defensive unit so this is a first turn with which I’m pretty happy.
Hardened Mox…man alive, do I hate that card. Good luck! @Fenrir
P2T1
StartingHand Workers
STARTING HAND
Spore Shambler
Rampant Growth
Ironbark Treant
Tiger Cub
Young Treant
Merfolk Prospector
WORKERS
Tiger Cub
NextHand
Forest’s Favor
Spore Shambler
Playful Panda
Rich Earth
Verdant Tree
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Young Treant + draw card - ($2)
Summon Merfolk Prospector - ($1)
Tech I - ($0)
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Young Treant (0/2+1A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Merfolk Prospector (1/1)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
"
Thoughts
Pretty boring start. The Treant draw gave me the Merfolk, so getting that a turn early is going to mean an extra gold next turn, enough to fund the Tech I. If it wasn’t for that I would have thrown Arg out there to have the extra Wisp around. Leaning toward Growth. Fortunately no risk of a kindapped Rhino this time
Knight of the Conclave, Assimilate - YOLO, RANDOM ASS TECHS!
Hand at start of turn
Time Spiral, Fading Argonaut, Plasmodium, Tinkerer, Neo Plexus
Get Paid ($5)
Main Phase
Worker a card ($4)
Worker
Neo Plexus - Working this because I’m planning a TIME rune based strat and I already workered battlesuits which I’d need if I wanted plexus to be good.
Tinkerer, Temporal Research, Time Spiral, Nullcraft, Knight of the Conclave
[details=Thoughts]I don’t really feel like playing a very conventional purple game today. So I’ve made insane techs and I’m planning on making heavy use of the time rune mechanic. Honestly my main plan now is surprise my opponent with a play so unconventional that he’s caught completely off guard!
LOL, I have no idea what I’m doing.
I will be planning to go to tech II ASAP though. The idea being to get a strong unit down behind a couple of knights where it’ll be safe.[/details]
Usually I go with Rich Earth but not this time, that 3 gold early is such a tempo drain. Hopefully Galina will generate the necessary money, especially if I can keep getting cheap Wisps out. Still planning to go Growth, hopefully to get MoLaC out quickly. It’s a gamble.
Assimilate, Temporal Research, Knight of the Conclave, Undo, Time Spiral
[details=Thoughts]I think I done f’ed up…
I’m WAY, WAY behind on the board now. I can make good trades with nullcraft but I’m behind on position and on economy so I’m not really sure how I’m going to save myself…[/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tiny Basilisk - ($5)
Level Arg to Max, summon Water Elemental - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Young Treant (0/2+1A)
[I]Elite[/I]: Playful Panda (2+1/2)
[I]Scavenger[/I]: Wisp A (0/1)
[I]Technician[/I]: Wisp B (0/1)
[I]Lookout[/I]: Water Elemental (3/3 antiair)
[B]In Play:[/B]
Argagarg Lv. 5 (1/5)
Tiny Basilisk (1/2 deathtouch)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 2
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
"
Thoughts
Thought about Rampant Growthing the Panda to kill the Argonaut, but he won’t be a problem very soon anyway unless Fen gets our some Time Rune tricks. For now I wanted defense, and I plan to grab Tech II next turn)
In Play
Hardened Mox 1/1
Nullcraft 1/1 flying
Knight of the Conclave (4/4 future two runes)
Knight of the Conclave (4/4 future, three runes)
Max Geiger (2/3)
Buildings :
Base HP: 20
Tech I HP: 5
Tech II [Past] HP: 5
Tiny Basilisk (1/1 deathtouch) x exhausted
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 4
[B]Gold:[/B]
Gold: 1
Workers: 9
"
Thoughts
So the Fading Argonaut should be dead now, and hopefully the Elemental will be able to hold off everything else reasonably well. Galina should survive till next turn and pick up some cash. My next hand is mediocre, so probably bring out Calamandra and/or a Tower
I’m assuming that Galina can’t attack after she returned this turn, because I didn’t control her at the beginning of the turn. If she can attack, she’ll attack your Tech II. @Fenrir
P2T5
Tech StartingHand Workers
TECH
Might of Leaf and Claw (Growth II)
Oversized Rhino (Growth II)
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Cast Forest’s Favor on Arg - ($7)
Arg kills Mox, takes 1 damage
Cast Rampant Growth on Water Elemental - ($5)
Summon Calamandra - ($3)
Water Elemental kills Prynn, takes 1 damage
Camandra levels to 3
Galina Glimmer comes back
Float ($3)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp A (0/1)
[I]Technician[/I]: Wisp B (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Lv. 5 (2/5) x (has +1/+1 rune) (exhausted)
Water Elemental (3/2 antiair) x (exhausted) (resist 1)
Calamandra Lv. 3 (3/4)
Galina Glimmer (2/2) (resist 1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 3
Workers: 10
"
Thoughts
Losing the Galina gold for a turn was annoying. Maybe killing Pastasnack was a waste, but it gave Calamandra a boost. I can’t do anything about the Knights coming into play, but I’ve got a lot of beef on the board. Tons of gold + not many cards = probably Tech III this turn, maybe a Surplus or Tower also
Tiny Basilisk (Tech 1)
Oversized Rhino (Growth II)
Centaur (Tech I)
Might of Leaf and Claw (Growth II)
Discard
Dinosize
Ferocity (Feral Magic)
Forest’s Favor
Blooming Ancient (Tech II)
Blooming Elm (Tech II)
Tech 2 card(s)
Get Paid + float - ($13)
Galina Glimmer generates gold - ($14)
Tech III - ($9)
Cast Dinosize on Wisp - ($5)
Wisp kills Knight of the Conclave, takes no damage
Arg kills Tinkerer, takes 1 damage
You draw a card
Water Elemental and Remember trade kills
Calamdra and Galina Glimmer attack and destroy Tech II
Your base takes 2 damage
Build Surplus
Float ($5)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Wisp B (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Lv. 5 (2/4) xx (has +1/+1 rune) (exhausted)
OK, I forfeit. I can’t win from this far behind. In hindsight my mistake was thinking that there was a card in Codex called Knight of the Conclave when it is clear to me now that there is no such card.
Yeah, I’m not really sure how you’re supposed to use that thing effectively. I suppose if you have a ton of ways to play with time runes it might be worth it, but otherwise you’re waiting 3 turns for something which isn’t really that great by itself.