The spreadsheet says
“When you disable an opponent’s tech building, they cannot build the next higher tech building until the disable ends. For example, if you disable their tech II building, they cannot build a tech III building on their next turn. If they already had a tech III building though, disabling their tech II building doesn’t affect their tech III building—the tech III building continues operating normally.”
Where was it ruled that doesn’t apply to a rebuild?
Hmm, I think you might have misread. That discussion was about whether a building that you disable and destroy can be rebuilt. In fact, I even wrote the same thing there, and no-one objected.
If you injunction and destroy a tech 1, your opponent can immediately begin rebuilding it.
If you injunction their tech 1 and destroy their tech 2, they can’t begin rebuilding their tech 2 because their tech 1 is disabled, as per the spreadsheet ruling.
Nope, that’s still talking about a single tech building that is both disabled and destroyed. That whole section was about that specific edge case of one tech building being disabled and destroyed.
So, how to approach mono-white? Snapback will be good for dealing with specific hero strategies and Onimaru Art of War. Safe Attacking + hero might be my play here, or I could Hero + Smoker. It can't do a whole lot, though. Pity I can't have Aged Sensei this turn, that would've been killer. Also, I should not actually patrol since Arrest can't hit anything else and Blue doesn't have haste in the starter. That's a huge mistake I was making last game. Do I ever Morningstar Flagbearer instead? It's an Arrest magnet but not much else. I guess it's also a Manufactured Truth magnet, that's not nothing. I can hero up next turn, which beats Jail.
Traffic Director
Building Inspector
Arrest
Manufactured Truth
Spectral Aven
Discard
Bluecoat Musketeer
Jail
Lawful Search
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Bigby Hayes. - ($2)
Hire a Reputable Newsman who blocks spells and upgrades that cost 1. - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Bigby Hayes (1) 2/3A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Reputable Newsman 0/3 [1]
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Mono-white has so many powerful spells and hero abilities that Free Speech is basically necessary. Furthermore, I really need units to wall up against Rook. Eyes of the Chancellor is very good against Ninjitsu shenanigans, but can be hard to sustain or get up in the first place, especially with Grappling Hook around. Dreamscape could be fun but difficult to work in. I think we need to keep the Spectral Aven against Rook’s birds and also Young Lightning Dragons. Beyond that, we can MABYE work in a Mind Control. That one’s a pipe dream, I think.
Not entirely sure how this works, but let's see what my tech options are. Rambasa seems a pretty safe choice, along with Fuzz. Or maybe Bird's Nest. With that set, we have 3 gold to play with. HUGE misplay last turn not just going with Grave/Safe Attacking, I could have played Grappling Hook + double level on Grave to kill Bigby, and had a 3/2+a Grave in squad leader with 2 extra gold to play with.
Bomber: oh bother, you’re correct. Though thinking on it, I can at least pre-empt Peace shenanagins with a good Flagbearer, and right now it’s a great way to protect my patrol zone from Arrest.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Flagbearer kills your Squad Leader, taking 1 damage
Aged Sensei advises Rook, granting +1 ATK and +1 Armor
Rook kills Bigby, taking 1 damage and leveling to 3
Summon Rambasa Twin and pull another Rambasa Twin from my codex ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Rambasa Twin Mario 3/2+a
Elite:
Scavenger: Rambasa Twin Luigi 3/2
Technician:
Lookout:
In Play:
Aged Sensei 1/1
Morningstar Flagbearer (Flagbearer) 2/1
L3 Garus Rook 2/3
Buildings:
Base HP: 20
Tech 1 HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
Okay, we got ourselves an easy turn here, Flagbearer takes out squad lead, Sensei helps Rook take out Bigby. I Rambasa and float a gold. So what am I teching up towards? I think this is the turn where I tech in a little more Tech 1 and a utility spell.
STARTING HAND
Overeager Cadet
Spectral Flagbearer
Jail
Lawful Search
Manufactured Truth
WORKERS
Porkhand Magistrate
Arrest
Jail
Next Hand
Bluecoat Musketeer
Manufactured Truth
Free Speech
Spectral Aven
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Hire an Overeager Cadet.
Hire a Spectral Flagbearer. - ($7)
Build Tech II - Truth. - ($3)
Build a Tower. - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Overeager Cadet 2/2
Elite: Building Inspector 2/1
Scavenger:
Technician: Spectral Flagbearer 2/2
Lookout:
In Play:
Reputable Newsman 0/3 [1]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Truth)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Okay, depending on his hand, we could be alright. If nothing else, I think he’s gonna lose whatever he attacks with.
WORKERS
Smoker
Fox Viper
Safe Attacking
Savior Monk
NextHand
Grappling Hook
Sparring Partner
Earthquake
Fox Primus
Sensei’s Advice
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Mario trades with the cadet and goes back into my Codex
Luigi trades with the Building inspector
Level Rook to max - ($2)
Aged Sensei advises Rook, granting +1 ATK and armor
Rook runs past your lone patroller and breaks your tech 2, your base takes 2
Rook casts Bird’s Nest - ($0)
okay, I can break tech 2 here. rambasas to kill Elite and SQL, max Rook, Sensei buffs him and he skips the last patroller. Then birds. If I tech in double Earthquake, there’s a chance I draw one for double tech break with birds and 10 base damage next turn.
Building Inspector
Overeager Cadet
Free Speech
Manufactured Truth
Macciatus, The Whisperer
Dreamscape
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rebuild Tech II.
Hire a Spectral Aven. - ($5)
Summon Sirus Quince and his Mirror Illusion. - ($3)
Quince casts Free Speech, removing your heroes’ abilities and preventing them from casting spells. - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Spectral Aven 2/2A
Elite: Reputable Newsman 1/3 [1]
Scavenger: Spectral Flagbearer 2/2
Technician: Mirror Illusion 0/1
Lookout:
In Play:
Quince (1) 1/3
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Truth)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 9
Thoughts
Losing my Tech II doesn’t matter since I didn’t draw any of the appropriate units. That said, max Rook is a pain. Free Speech will prevent any earthquake shenanigans. Of course, we now super prevent getting to our Tech II units for a WHILE.