I want to be able to quickly recycle Seers, so I should prioritize at least one Garrison… is what I’d like to say, but I won’t have enough gold to deploy it and the Glaxx this cycle, so it should wait… in which case, a Seer may be the best choice. I think it’s worth dropping the Argonaut here, to put pressure on that Tenderfoot, to increase the threat posed by the Plasmodium.
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Hire a Brick Thief who steals a brick out of your Tech I. - ($6)
Build Tech II - Fire. - ($2)
Build a Tech Lab - Peace. - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite: Brick Thief 3/1
Scavenger:
Technician: Tenderfoot 1/2
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Fire)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Let’s see if we can’t have some fun with Hotter Fire.
Man, I’m burning through cards quickly! But, I can’t midband Prynn here 'cuz I need to float gold to protect my Glaxx. If he plays Garrisons, however, I may not even need to tech up. Actually… I don’t strictly need to keep Prynn alive after casting the Emblem, though it could mean delaying Origin Story… although, emptying my hand could also cause a delay. I think I’ll go for the trade, as it means I can break that Tech Lab.
Definitely burning through cards quickly. But, this is decent pressure I’m applying, so it’s probably okay? Gotta be careful to recharge the Emblem so I have enough time to play the Tinkerer next turn and use it to further recharge the Emblem the turn after. Also… I should probably go ahead and start working towards Garrisons. But I might still have the chance to steal them, so I’ll prioritize cheap units before the reshuffle. Also… since I need to use Seers to recharge the Emblem, I won’t be able to use them as much (if at all) to manipulate fading, so I maybe shouldn’t go for Past. Peace/Future has some potential, particularly in provide cards to discard to activate Reavers. In any case, I should go with Peace as my spec, I think. The question is… should I build it now, or wait until later? If I do it now, I can break his Tech Lab again… which I think is a pretty big deal, so I guess I’ll do that. Putting Seer as SQL so a Messenger can’t take her out and clear the way for a Lobber to take down the Glaxx… though there’s still a risk of a Lobber taking out the Seer and a spell weakening the Glaxx to the point where it can be killed by a messenger, and the chance of it dying to double Lobber.
Guess that’s all the stalling I can do… at least without sacrificing the Glaxx, which is not an option worth considering. It’s time go for Garrisons, if ever there was one!
Tech 2 card(s)
Get Paid + float - ($11)
Build a Flagstone Garrison. - ($8)
Hire a Brick Thief and draw a card; Brick Thief steals a brick out of your Tech II and puts it into my Base. - ($6)
Hire an Overeager Cadet and draw a card.
Build another Flagstone Garrison. - ($3)
Hire a Timely Messenger and draw 2 cards. - ($2)
Worker. - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Overeager Cadet 2/2A
Elite: Tenderfoot 2/2
Scavenger: Timely Messenger 1/1
Technician: Brick Thief 2/1
Lookout:
In Play:
Hotter Fire
Flagstone Garrison 1
Flagstone Garrison 2
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Fire)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 0
Gold:
Gold: 1
Workers: 11
Thoughts
Hmmmmm, well, we’ll see what we can make work from here.
Boo, dead draw, and no topdeck help, either. I guess I could go fishing, if I’m willing to risk losing another brick… and I think I am, considering even if I whiff, I’ll get one card closer for next turn. Well, that’s what I get for reducing my hand size so much. Guess I should eat his Cadets to take them out of cycle until I can nab his Garrisons.
Tech 2 card(s)
Get Paid + float + Scavenger - ($13)
Tenderfoot and Brick Thief attack the Mech and deal 2 damage through the armor; Brick Thief steals a brick from your Tech II and adds it to my base. - ($12)
Hire a Lobber and draw 2 cards. - ($11)
Lobber suicides against the Mech.
Hire a Doubleshot Archer, reshuffle, and draw 2 cards. - ($8)
Hire an Overeager Cadet and draw 2 cards.
Hire a Lobber and draw the final 2 cards. - ($7)
Research even Hotter Fire. - ($4)
Lobber exhausts to deal 3 damage to your Tech II and destroy it.
Summon Troq Bashar. - ($2)
Troq heaves two Wrecking Balls at your Tech I and destroys it.
Hire a Lobber and Timely Messenger who trade with the Mech. - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Overeager Cadet 2/2A
Elite: Troq (1) 3/3
Scavenger: Doubleshot Archer 4/3 - Long Range
Technician:
Lookout:
In Play:
Hotter Fire 1
Hotter Fire 2
Flagstone Garrison 1
Flagstone Garrison 2
Overeager Cadet - Time Trashed
Lobber 2/2
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Fire)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
This was a good turn, but I don’t have a difficult Patrol Zone to get through and I suspect Assimilate is coming through soon.
STARTING HAND
Seer
Fading Argonaut
Flagstone Garrison
Flagstone Garrison
WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Neo Plexus
Nullcraft
Origin Story
NextHand
Knight of the Conclave
Flagstone Garrison
Overeager Cadet
Knight of the Conclave
Overeager Cadet
Tech 2 card(s)
Get Paid + float - ($13)
Rebuild Tech I
Peek
Vir casts Assimilate from the future, I’ll take one of those Flagstone Garrisons, thanks! - ($10)
Tinkerer adds to Prynn
Prynn trashes Overeager Cadet
Prynn kills Troq
Seer trades with Doubleshot Archer
Plasmodium and Glaxx break your Tech I
Fading Argonaut - ($8)
Garrison draw Time Spiral and cast it to add to Prynn - ($7)
Okay, I definitely want to play Assimilate off the top of my deck, and use it to take a Garrison with which I can hopefully accelerate my cycle to case more Assimilates. Question is, do I exhaust Vir to do so? Let’s see what I can do by attacking… looks like he’d be useful as an attacker, but I can still break his Tech I without him, and pulling from the deck gives me more access to time runes.
Tech 0 card(s)
Get Paid + Scavenger - ($12)
Rebuild Tech I.
Hire a Brick Thief who steals a brick out of the assimilated Garrison; draw a card. - ($10)
Lobber exhausts to destroy my assimilated Garrison.
Hire a Timely Messenger and draw a card. - ($9)
Hire a Doubleshot Archer and draw a card. - ($6)
Hire a Tenderfoot, reshuffle, and draw a card. - ($5)
Hire another Doubleshot Archer and draw a card. - ($2)
Summon General Onimaru. - ($0)
Float ($0)
Discard 5, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Brick Thief 2/1A
Elite: Timely Messenger 2/1
Scavenger: Tenderfoot 1/2
Technician: Doubleshot Archer 1 4/3
Lookout: Doubleshot Archer 2 4/3
In Play:
Hotter Fire 1
Hotter Fire 2
Flagstone Garrison 1
Overeager Cadet - Time Trashed
Overeager Cadet - Time Trashed
Lobber 2/2
Onimaru (1) 2/3
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Fire)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
The loss of Tech I wasn’t quite as impactful as it might have been, especially since the cadets are lost in time.
Emblem is gone, meaning my heroes are vulnerable to Fire spells. However, since I’ve been so invested in maintaining that combo much of the game, he may not have been teching them, and he doesn’t have a Tech III yet, meaning they can’t be cheated in. In any case, I won’t draw an Emblem until after the reshuffle, so I should take this opportunity to trade the Glaxx with one of those troublesome Archers. I am definitely playing the Double Time off top of deck this turn, before Vir can be killed. Bonus if he has to choose between Prynn and Vir, and prioritizes Vir to prevent a second casting (which also is unavailable until after reshuffle). And despite the Cadets and Knights being intended to combo with my unavailable Garrisons, I’d better play them now in the hopes that maybe my Tech II can survive the turn so the Garrison I just put on top of deck can be played. Looks like I’m about to hit the 20 gold limit, so I should build an add-on… and with this much gold, an empty hand, and a strong desire to divert damage from my tech buildings, the Surplus seems like the perfect choice.
Tech 0 card(s)
Get Paid + Scavenger - ($12)
Rebuild my previously Assimilated Flagstone Garrison. - ($9)
Summon Troq Bashar. - ($7)
Troq throws a Wrecking Ball at your Tech II.
Troq chucks another Wrecking Ball at your Tech I.
Hire a Lobber and draw 2 cards. - ($6)
Onimaru trades with your Squad Leader Cadet.
First Lobber trades with the Technician Cadet.
Second Lobber suicides into Vir, dealing 2 damage to him.
Troq casts Wither on Prynn, killing her; Troq gains 2 levels and my trashed units return. ($4)
Hire a Tenderfoot, draw 1, reshuffle, and draw another. - ($3)
Hire a Lobber and draw 2 cards. - ($2)
Hire a Timely Messenger and draw 2 cards. - ($1)
Hire another Lobber and draw the final card. - ($0)
The Lobbers exhaust to destroy both your Tech I and Tech II.
Timely Messenger trades with Vir; Troq midbands.
Troq chucks 2 Wrecking Balls at your Surplus and destroys it.
WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Neo Plexus
Nullcraft
Origin Story
NextHand
Assimilate
Flagstone Garrison
Time Spiral
Boot Camp
Seer
Tech 2 card(s)
Get Paid + float - ($15)
Rebuild Tech I
Tinkerer removes from Double Time, second turn incoming!
Fading Argonaut trades with SQL… better to burn out than to fade away!
General Onimaru - ($13)
Heroes’ Hall - ($11)
Level up Onimaru - ($10)
Float ($10)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
L2 General Onimaru (2/3) Frenzy 1
Tinkerer (1/2) Tinker
Future:
Knight of the Conclave [2 time]
Knight of the Conclave [2 time]
Buildings:
Base HP: 10
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 12
Disc: 0
Gold:
Gold: 10
Workers: 10
Thoughts
Yeah, I realized after I posted that I should have traded the Tinkerer for the Messenger and destroyed the Garrison with the Plasmodium… I need to build a Heroes’ Hall now so I can summon Onimaru this turn and summon Vir next turn to Assimilate. Taking Boot Camps to facilitate aggression and to provide a mechanism to trigger reshuffles in case Vir’s abilities stall out from empty deck.
WORKERS
Temporal Research
Hardened Mox
Forgotten Fighter
Neo Plexus
Nullcraft
Origin Story
NextHand
Time Spiral
Drill Sergeant
Vortoss Emblem
Drill Sergeant
Boot Camp
Tech 2 card(s)
Get Paid + float - ($20)
Rebuild Tech II
Vir Garbarean - ($18)
Peek (and again after every card draw)
Tinkerer removes from Knight of the Conclave
Assimilate a Flagstone Garrison! - ($15)
Seer, remove from the other Knight of the Conclave - ($14)
Boot Camp Vir - ($13)
Boot Camp Vir - ($12)
Fading Argonaut - ($10)
Assimilate a Flagstone Garrison! - ($7)
Swap - ($6)
Overeager Cadet
Seer, ability fizzles - ($5)
Overeager Cadet
Gilded Glaxx - ($2)
Vortoss Emblem the Glaxx
Plasmodium - ($0)
Onimaru kills Scavenger
Float ($0)
Discard 5, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Knight of the Conclave (5/4A) Resist 1
Tech 0 card(s)
Get Paid + Scavenger - ($12)
Troq heaves 2 Wrecking Balls at your Base, dealing 4 damage.
The Lobbers exhaust to deal 6 damage to your Base, destroying it.
Hire 2 Doubleshot Archers. - ($6)
Hire a Timely Messenger. - ($5)
Float ($5)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Timely Messenger 1/1A
Elite: Tenderfoot 2/2
Scavenger: Doubleshot Archer 1 4/3
Technician: Doubleshot Archer 2 4/3
Lookout:
In Play:
Hotter Fire 1
Hotter Fire 2
Flagstone Garrison 1 - Assimilated
Flagstone Garrison 2 - Assimilated
Troq (5) 3/4
Lobber 1 2/2
Lobber 2 2/2
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Fire)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 2
Deck: 0
Disc: 4
Gold:
Gold: 5
Workers: 11
Thoughts
The power of Hotter Fire was really on display here.