Helpful Turtle
Elite Training
Bloom
Doubleshot Archer
Hotter Fire
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Build Tech II - Fire. - ($5)
Hire a Brave Knight. - ($2)
Hire a Lobber. - ($1)
Hire a Tenderfoot. - ($0)
Hmm, Fire has things that can be Assimilated as well… guess I’ll tech one copy in. As for the Brave Knight… killing it repeatedly is going to be a pain… guess it’s better to just remove it. Vortoss Emblem is looking increasingly tempting…
Helpful Turtle
Elite Training
Firehouse
Molting Firebird
Tech 2 card(s)
Get Paid + Scavenger - ($9)
Worker - ($8)
Hire a Bamstamper Lizzo who murders the Tinkerer. - ($4)
Hire another Bamstamper Lizzo who kills the Nullcraft. - ($0)
Vortoss Emblem is still looking rather tempting… but I want to pair it with something indestructible, or, failing that, something stubborn like Gilded Glaxx. More importantly, I need to be able to manipulate time runes. Hmm… I’m kind of on the fence about whether to play Battle Suits or hold it for extra card draw… but I guess I’ll play it, what with 2 forecasted units that can benefit from it.
Elite Training
Firehouse
Bloom
Bamstamper Lizzo
Brave Knight
Tech 0 card(s)
Get Paid - ($10)
Research Hotter Fire. - ($7)
Helpful Turtle heals.
Onimaru Blooms the Molting Firebird. - ($5)
Molting Firebird destroys your Tech III and deals 2 damage to all of your units.
My Brave Knight trades with yours; yours gets a Second Chance and mine returns to my hand.
My Onimaru kills yours and gains 2 levels.
Bamstamper Lizzo 2 trades with Knight of the Conclave.
Bamstamper Lizzo 1 destroys your Tech II.
Hire a Doubleshot Archer. - ($2)
Maxband Onimaru. - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Helpful Turtle 1/2A
Elite: Onimaru (8) 5/5
Scavenger: Soldier 1 1/1
Technician: Soldier 2 1/1
Lookout: Soldier 3 1/1
In Play:
Hotter Fire
Bamstamper Lizzo 1 5/2
Molting Firebird 5/4 +
Doubleshot Archer 4/3 - Long Range
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 4 (Fire)
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 5
Gold:
Gold: 1
Workers: 10
Thoughts
I’m feeling pretty comfortable here. The Bloom on the firebird was pretty clutch.
Seems I should have put a higher priority on that Emblem/Glaxx combo. Only option to deal with the Firebird at the moment is Prynn. Main question now is, do I also trash the Doubleshot Archer, even though it’ll mean Prynn dies to fading next turn? If I don’t, there’s a chance she could be killed… but if I do, there’s a chance I won’t be able to defend. I guess I’ll go for it, Nullcraft will probably be an option next turn… not that I’m confident Nullcraft will survive… but trying to keep Prynn alive seems iffy as it is, and I don’t have a way to counteract base damage inflicted by the Archer’s triggered ability.
I really hope he doesn’t have a Dragon in hand… but seeing how telegraphed Prynn’s midband is, and given the timing of his Tech III choice, this looks really bad. Nothing to do about it, though.
Tech 0 card(s)
Get Paid + float - ($16)
Hire a Bamstamper Lizzo and destroy the Nullcraft. - ($12)
Molting Firebird attacks your Tech III and deals 4 damage to it and 1 damage to all of your units and heroes.
Summon General Onimaru. - ($10)
Hire a Cinderblast Dragon; the Dragon casts Ember sparks, destroying your Tech III and killing Vir. - ($3)
Doubleshot Archer attacks the Mech and deals 3 points of damage to your base.
Hire a Brave Knight. - ($0)
Bamstamper Lizzo
Ember Sparks
Bamstamper Lizzo
Elite Training
Flame Arrow
Boot Camp
Fire Dart
Brave Knight
Tech 0 card(s)
Get Paid + Scavenger - ($11)
Onimaru casts Elite Training on himself and the Molting Firebird. - ($9)
The Molting Firebird kills the Shimmer Ray.
Onimaru kills the Brave Knight.
Cinderblast Dragon destroys your Tech III and casts Flame Arrow to kill your Brave Knight yet again.
Onimaru sends the Molting Firebird to Boot Camp and draws a card. - ($8)
Hire another Cinderblast Dragon who casts Fire Dart at the Tinkerer, killing it. - ($1)
Doubleshot Archer kills the Knight of the Conclave and deals 3 damage to your base.
Worker. - ($0)
I’ll fold to that, 2 Dragons are 2 much! Playing against your deck is really expanding my horizons; I’m coming up with some good ideas, but struggling to get them into place quickly enough. Very eager to keep going if you’re up for it!
P1T1
StartingHand Workers
STARTING HAND
Temporal Research
Neo Plexus
Fading Argonaut
Battle Suits
Plasmodium
WORKERS
Temporal Research
NextHand
Hardened Mox
Nullcraft
Time Spiral
Forgotten Fighter
Tinkerer
STARTING HAND
Hardened Mox
Nullcraft
Forgotten Fighter
Time Spiral
Tinkerer
WORKERS
Temporal Research
Hardened Mox
NextHand
Nullcraft
Battle Suits
Origin Story
Fading Argonaut
Forgotten Fighter
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tech I - ($3)
Tinkerer - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Tinkerer (1/2) Tinker
Technician:
Lookout:
Future:
Plasmodium [2 time]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
I expect it to be a while before I get around to playing a tech II unit, so let’s give Mox a try! Even if it gets hit by Wither, I can use it as an Emblem target… wait, no, it loses attachments if it would die, so I should get the Emblem on a Glaxx before attempting to play Mox. But by the time I get that in place, will I even still want the Mox, or would I rather be able to play Tech II units? I think the latter, especially if I need air defense. Better just worker it normally, then.