Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
General Onimaru - ($1)
Tenderfoot - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L1 General Onimaru (2/3A) Frenzy 1
Elite:
Scavenger: Tenderfoot (1/2)
Technician:
Lookout:
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
Going Onimaru for pressure, adding Tenderfoot 'cuz why not? I’d rather Nullcraft take health from Tenderfoot to give Onimaru more options to attack and survive.
Tech card(s)
Get Paid - ($5)
Worker - ($4)
Mox - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Hardened Mox (1+1/1)
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
So, really cheap unit peace engine? tempting to go for a forecast spam to answer that, but no past makes it much harder. Should still be good to steal garisons with truth hounds, but I’m lacking good targeting options if they go truth (other than hallucinations)
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Wither the Mox - ($2)
Tech I - ($1)
Onimaru and Tenderfoot drop base to 16 HP
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 General Onimaru (2/3) Frenzy 1
Tenderfoot (1/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
Wither is ideal for negating the Mox, and luckily it’s in hand. I figure I should go for Virtuosos first, since they’re not susceptible to Assimilate. I should probably follow up with Truth to protect against Illusion sniping. Garrisons are probably a no-go, but I could maybe get some value out of Reteller.
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Wither SQL - ($4)
Nimble Fencer - ($2)
Nimble Fencer - ($0)
Onimaru kills SQL
Fencer kills Plexus
Tenderfoot and Fencer reduce Tech I to 2 HP
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 General Onimaru (2/2) Frenzy 1 [1 dmg]
Nimble Fencer (2/3) Haste
Nimble Fencer (2/1) Haste [2 dmg]
Tenderfoot (1/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 7
Thoughts
I think it’s worth burning through my hand to expand my board presence. If I can’t afford to build my Tech II next turn, I can go for Boot Camp and/or Elite Training before the reshuffle.
Okay, I kept it mostly the same. Any changes to your turn?
P1T4
Tech StartingHand Workers
TECH
Leaping Lizard
Maestro
STARTING HAND
Granfalloon Flagbearer
Helpful Turtle
Timely Messenger
WORKERS
Fruit Ninja
Older Brother
Spark
Granfalloon Flagbearer
NextHand
Helpful Turtle
Maestro
Bloom
Brick Thief
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II: Finesse - ($2)
Onimaru trades with SQL
River Montoya - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: Tenderfoot (2/2)
Scavenger:
Technician:
Lookout:
In Play:
L1 River Montoya (2/3)
Nimble Fencer (2/3) Haste
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
I think it’s worth investing in cost-effectiveness by building my Tech II now, and I’ll try to hold the Twins at bay. Hopefully he doesn’t have FF, and if he does, I’ll have to take consolation that casting it is a 2 point value swing in my favor.
STARTING HAND
Bloom
Maestro
Brick Thief
Helpful Turtle
WORKERS
Fruit Ninja
Older Brother
Spark
Granfalloon Flagbearer
Bloom
NextHand
Timely Messenger
Leaping Lizard
Nimble Fencer
Discard
Helpful Turtle
Grounded Guide
Grounded Guide
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Maestro - ($4)
Brick Thief, steal from your Tech II to repair my base - ($2)
Virtuosos break your Tech II
Float ($2)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: L1 River Montoya (2/3A)
Elite:
Scavenger:
Technician: Brick Thief (2/1) Resist 1, thievery
Lookout:
In Play:
Maestro (3/5) Freebies, artillery
Nimble Fencer (2/3) Haste
Tenderfoot (1/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 3
Gold:
Gold: 2
Workers: 9
Thoughts
I’ll make the Brick Thief a tempting target for the Nullcraft and hope to draw a Virtuoso if he takes the bait. If he doesn’t, I have a basically guaranteed chance to destroy his Tech II again next turn.
I may have forgotten that I didn’t kill his Twin in that version of my turn… well, now I’d better kill that Mirror before it turns into a Void Star or something… Here’s hoping I draw the Maestro at the same time as or before these Blademasters. I wonder if I should risk a Tech Lab next turn, now that I’ve brought in the full team of Virtuosos.
Xenostalker (3/6 + A, Unstoppable, Lasers)
Tinkerer
Tech 0 card(s)
Get Paid + float - ($11)
Omegacron #1 - ($9)
Omegacron #2 - ($7)
XenoStalker - ($3)
Sparring Partner - ($2)
Fargo - ($0)
Grave trades with Rivier, your quince to max
Nullcraft hits base for 1 to 19
Sac 6 workers to Omeacron #1, it arrives!
Omegacron #1 hits your base for 9, your base to 10
Sac 4 workers, Mirror and Sparing Partner to Omeacron #2, it arrives!
Omegacron #2 hits your base for 9, your base to 1