btw @Persephone if you build tower you lose tech lab and base takes 2.
Okay, I still make it invisible, but just donāt attack with it.
Forgot I was using a tech lab. Guess that decides whether or not Iām playing Faerie Dragon this turn for me.
Player 1: @Nekoatl Future/Peace/Truth
Player 2: @Persephone Green
I more or less failed at updating my board last turn, sorry about that. Should all be fixed now.
Tech 0 cards. (0 discards)
Player 2, Turn 8
3g from last turn. (3g)
Workers make 10g. (13g)
Befriend a Stalking Tiger for 3g. (10g, 4 cards)
Deploy the mighty Gigadon! I have 2 tigers, 1 wisp, and 1 mimic, so I pay 9g - 4g = 5g. (5g, 3 cards)
Patrols as below.
Discard 3, draw 5.
Patrols:
Squad Leader: Gigadon (8 , 8 , 1 , Overpower)
Elite: Water Elemental (4 , 3 , Anti-Air)
Scavenger: Stalking Tiger (4 , 2 of 4 , can be very sneaky)
Technician: Stalking Tiger (4 , 4 , can be very sneaky)
Lookout: Wandering Mimic (4 , 2 of 4 , Overpower, Untargetable, will fly if you do, Resist 1)
Board:
Argagarg Garg (1 , 5 , buffs things)
Wisp (1 )
Base: 18
Tech I (5 )
Tech II ā Feral (4 of 5 )
Tower (4 )
5g banked, 10 workers.
Technician Draw
- Potent Basilisk
4 cards in deck
- Potent Basilisk
- Ferocity
- Spore Shambler
- Wandering Mimic
3 cards in discard
- Faerie Dragon
- Forestās Favor
- Rampant Growth
Thoughts
Iām not going to survive this, but if I did, Iād have two back-to-back turns of Ferocity Gigadonā¦ with no Wandering Mimic to block flyers because I bulldozed my Tech Lab.
Iām pretty sure you win after this double turn, especially if you actually have any of those flying Tech IIIs. Noting a play error I made earlier, which is that I couldnāt have cast Rampant Growth on Mimic because, thanks to the Mech token, itās untargetable.
P1T9
Tech StartingHand Workers
TECH
Liberty Gryphon
Liberty Gryphon
STARTING HAND
Neo Plexus
Eyes of the Chancellor
Overeager Cadet
Eyes of the Chancellor
Overeager Cadet
Flagstone Garrison
WORKERS
Time Spiral
Temporal Research
Plasmodium
Tinkerer
Forgotten Fighter
Double Time
Free Speech
Eyes of the Chancellor
NextHand
Nullcraft
Fading Argonaut
Tech 2 card(s)
Get Paid + float - ($12)
Double Time Activates! Extra turn incoming!
Peek
Swap - ($11)
Flagstone Garrison - ($8)
Knight and Mech trade with SQL
Knight trades with Technician
Overeager Cadet
Neo Plexus - ($6)
Overeager Cadet
Flagstone Garrison - ($3)
Worker - ($2)
General Onimaru - ($0)
Fading Argonaut trades with Lookout
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Battle Suits
- Eyes of the Chancellor - Haste, detector
- Flagstone Garrison (4)
- Flagstone Garrison (4)
- L1 General Onimaru (2/3) Frenzy 1
- L1 Vir Garbarean (2/3)
- Overeager Cadet (3/2)
- Overeager Cadet (3/2)
- Neo Plexus (3/2)
Buildings:
- Base HP: 14
- Tech I HP: 5
- Tech II HP: 5 (Truth)
- Tech III HP: 5
- Tech Lab HP: 4 (Peace)
Economy Info:
Cards:
- Hand: 2
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 12
Thoughts
Populating my discard with $0 units for Garrison triggers.
P1T10
Tech StartingHand Workers
TECH
Dreamscape
Macciatus, The Whisperer
STARTING HAND
Nullcraft
Fading Argonaut
Free Speech
Liberty Gryphon
Knight of the Conclave
Drill Sergeant
Liberty Gryphon
Knight of the Conclave
Drill Sergeant
Dreamscape
Overeager Cadet
Macciatus, The Whisperer
Overeager Cadet
WORKERS
Time Spiral
Temporal Research
Plasmodium
Tinkerer
Forgotten Fighter
Double Time
Free Speech
Eyes of the Chancellor
NextHand
Dreamscape
Liberty Gryphon
Nullcraft
Free Speech
Macciatus, The Whisperer
Tech 2 card(s)
Get Paid - ($12)
Peek
Cadets trade with your remaining patrollers
Fading Argonaut - ($10)
Liberty Gryphon - ($7)
Drill Sergeant - ($4)
Knight of the Conclave
Drill Sergeant - ($1)
Overeager Cadet
Knight of the Conclave
Overeager Cadet
Move 8 +1/+1 runes to Neo Plexus
Onimaru, Vir, Plexus, and Gryphon break your base, GG!
Float ($1)
Discard 5, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
-
Battle Suits
-
Eyes of the Chancellor - Haste, detector
-
Flagstone Garrison (4)
-
Flagstone Garrison (4)
-
L1 General Onimaru (2/3) Frenzy 1
-
L1 Vir Garbarean (2/3)
-
Neo Plexus (11/10) [8+]
-
Fading Argonaut (3/3) [3 time]
-
Liberty Gryphon (5/5) Flying, haste
-
Drill Sergeant (3/3)
-
Drill Sergeant (3/3)
-
Overeager Cadet (3/2)
-
Overeager Cadet (3/2)
Future:
- Knight of the Conclave [3 time]
- Knight of the Conclave [3 time]
Buildings:
- Base HP: 14
- Tech I HP: 5
- Tech II HP: 5 (Truth)
- Tech III HP: 5
- Tech Lab HP: 4 (Peace)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 0
Gold:
- Gold: 1
- Workers: 12
Thoughts
Populating my discard with $0 units for Garrison triggers.
Good game! Going to have fun going back through your thoughts; I might be respecting Flagstone Garrison too much, went for the Tech II rush because I wasnāt sure what else could work; it sort of turns off the general concept of card advantage.
Garrison is a game changer for sure, but I held them back because I was worried about Nature Reclaims and wanted to get some countermeasures in place before committing. GG WP, see you in the tournament!
The problem with Nature Reclaims is that by the time I cast it, youāve drawn your entire deck, and you still have a Garrison left; once that happens, as long as an answer exists in your codex, you can tech it and probably play it the same turn. I figured my only chance was to play aggressively enough that I could do damage while you still had only 2/2s and MIA Knights.
Ideally, yes, but for that to be in any way reliable, most or all of the deck need to be low-cost, relatively non-threatening units. Even $2 tech 0 units can rapidly eat through available gold which has already been reduced by the cost of the Garrison itself, and any spells, buildings, or upgrades are dead cards that can stop the draw engine in its tracks. Playing aggressively for suppression is not a bad strategy, but Cadets are super efficient as cannon fodder, so Iām not sure itās more reliable than aiming for targeted removal of the Garrisons, especially considering how devastating losing them can be to a deck full of low-cost units. Well, itās a tough situation either way, and largely boils down to luck of the draw in my experience, but I think the aggression approach is more viable against Blue+Peace than Purple+Peace, which is a big part of why I chose Purple starter.