Thanks. You want to start another game? I’ll play mono white again. I went first this time, so you can go first.
GL HF @Nopethebard!
Game 3, Player 1, Turn 1
P2 White vs P1 Off-Purple
Starting Hand
Nullcraft
Temporal Research
Tinkerer
Battle Suits
Neo Plexus
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
- Neo Plexus (2)
- Worker (1)
Workers
Tinkerer
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Neo Plexus (2/2)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 5
End of Turn Hand
Plasmodium
Hardened Mox
Forgotten Fighter
Fading Argonaut
Time Spiral
End of Turn Discard
My Thoughts
this is an odd starting hand… coulda been worse I spose but I’m thinking I’ll go Fargo + River next turn then Stewardess / Fencer / Two Step in some combo
Good luck have fun.
P2T1
Summary
Hand
Smoker
Savior monk
Sensei’s advice
Safe attacking
Grappling hook
Workers Sensei’s advice
Get paid ($5)
Worker ($4)
Tech ($3)
Hire Smoker ($2)
Hire Grave ($0)
Scavenger: smoker
In play: Grave
6 workers
Base: 20
Tech 1: 5
Hand: 5
Deck: 0
Discard: 3
Thoughts
I don’t want the future to crush me, so I should go discipline.
Game 3, Player 1, Turn 2
P2 White vs P1 Off-Purple
Starting Hand
Plasmodium
Hardened Mox
Forgotten Fighter
Fading Argonaut
Time Spiral
Events of Turn:
Upkeep:
- Get Gold (5+1float)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Two Step x2
Main:
- Fading Argonaut (4)
- Hardened Mox (1)
- Worker (0)
Workers
Forgotten Fighter, Tinkerer
- Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Hardened Mox (1/1+1armor)
- Elite:
- Scavenger: Fading Argonaut (2/3 fade 3)
- Technician:
- Lookout:
In Play:
- Neo Plexus (2/2)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 6
End of Turn Hand
Plasmodium
Temporal Research
Nullcraft
Two Step
End of Turn Discard
My Thoughts
Hmm, I’m going to try out Two Step + Mox + Fargo and skip tech1 here…
P2t2
Summary
Hand
Morningstar Flagbearer
Fox Primus
Fox Viper
Aged Sensei
Snapback
Workers Morningstar Flagbearer
Tech Rambasa Twin and Martial Mastery
Get paid ($7)
Worker ($6)
Hire Fox Viper ($4)
Hire Fox Primus ($1)
Squad leader: Smoker
Scavenger: Fox Viper
Technician: Fox Primus
In play: Grave
Base: 20
Tech 1: 5
7 workers
Hand: 4
Deck: 3
Discard: 0
New hand
Safe attacking
Snapback
Grappling hook
Aged Sensei
Thoughts
Well, I didn’t draw my teched cards…I guess it’s fine.
Game 3, Player 1, Turn 3
P2 White vs P1 Off-Purple
Starting Hand
Plasmodium
Temporal Research
Nullcraft
Two Step
Events of Turn:
Upkeep:
- Get Gold (5+1float)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Nimble Fencer x2
Two Step x2
Main:
- Plexus lights up smoker, takes 1
- Nullcraft, kills viper, you get 1g (4)
- Fargo hits a fade away jumper on Primus, takes 2, you draw 1
- River (2)
- Tech 1 (1)
- Worker (0)
Workers
Plasmodium, Forgotten Fighter, Tinkerer
- Patrol as below
- Discard 2 Draw 3 rs Draw 1
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Hardened Mox (1/1)
In Play:
- River (2/3 lvl 1)
- Nullcraft (1/1)
- Neo Plexus (2/1)
- Fading Argonaut (2/1 fade 2)
Economy Info:
Cards:
- Hand: 4
- Deck: 3
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Battle Suits
Time Spiral
Two Step
Nimble Fencer
End of Turn Discard
My Thoughts
Nothing gained by two step against that, Nullcraft does give an advantage though. Clear that patrol and wait for suits + Two Step havoc next turn. Teching fencers for the all out aggression, we’ll try the tech 3 plan this game
…
Yasss fencer. Woooo! y’all gon make me go all out, up in here, up in here
How did you kill viper? Edit: never mind I’m just stupid
P2t3
Summary
Hand
Rambasa Twin
Grappling hook
Snapback
Aged Sensei
Safe attacking
Workers safe attacking
Tech Vigor Adept and Training Grounds
Get paid + scavenger ($8)
Worker ($7)
Tech 2 discipline ($3)
Midband Grave ($1)
Hire Aged Sensei ($0)
Squad leader: Aged Sensei
Scavenger: Grave
Base: 20
Tech 1: 5
Tech 2 discipline: 5
Hand: 5
Deck: 2
Discard: 0
New hand
Snapback
Grappling hook
Vigor Adept
Savior monk
Martial Mastery
Thoughts
If Grave lives, I can lean into a Vigor Adept and possibly Training Ground. If he dies, Rook can come in to defend and hold the line.
I think you should have 5/5 for cards in hand / deck (10+4tech-3worker-1sensei)
Game 3, Player 1, Turn 4
P2 White vs P1 Off-Purple
Starting Hand
Battle Suits
Time Spiral
Two Step
Nimble Fencer
Events of Turn:
Upkeep:
- Get Gold (7)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Stewardess of the Undone, Origin Story
Nimble Fencer x2
Two Step x2
Main:
- Battle Suits (5)
- Nimble Fencer (3)
- Two Step on Mox and Fencer (1)
- River kills Sensei
- Mox kills Grave, you get 1g, River midbands
- Fencer and Nullcraft break your tech 2, your base to 18
- Plexus and Fargo break your tech 1, your base to 16
- Worker (0)
Workers
Time Spiral, Plasmodium, Forgotten Fighter, Tinkerer
- Patrol as below
- Discard 0 Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- River (2/4 lvl 3)
- Nullcraft (1/1)
- Neo Plexus (3/1)
- Fading Argonaut (3/1 fade 1)
- Nimble Fencer (4/5 dancin)
- Hardened Mox (4/3 dancin)
- Battle Suits
- Two Step
Economy Info:
Cards:
- Hand: 2
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Temporal Research
Nimble Fencer
End of Turn Discard
My Thoughts
This is basically lock-down, he can stall briefly with rook max, but I can grab Origin Story now and a Stewardess to go with, and then get another + Appel Stomp or something next turn.
I forgot to put the dead units back in the cycle. Fixed it.
P2t4
Summary
Hand
Snapback
Grappling hook
Vigor Adept
Savior monk
Martial Mastery
Tech young lightning dragon and Birds’ nest
Get paid + scavenger ($9)
No worker
Rebuild tech 1 ($9)
Hire Rook ($7)
Maxband Rook ($0)
Squad leader: Rook
Base: 16
Tech 1: 5
Tech 2: 5
Hand: 5
Deck: 7
Discard: 0
New hand
Savior monk
Aged Sensei
Training Ground
Rambasa Twin
Snapback
The tech 2 can’t be rebuilt until the tech1 is rebuilt, so I’m afraid, for your next turn, it’s just the tech 1 that will be available (unless I break it again, which I definitely might)
Does this affect your turn at all?
Not at all.
Game 3, Player 1, Turn 5
P2 White vs P1 Off-Purple
Starting Hand
Temporal Research
Nimble Fencer
Events of Turn:
Upkeep:
- Get Gold (8)
- Fargo Fades out
- Tech 2 cards in (except for turn 1)
All Teched Cards
Origin Story, Appel Stomp
Stewardess of the Undone, Origin Story
Nimble Fencer x2
Two Step x2
Main:
- Tech 2 Future (4)
- Maxband River (2)
- Worker (1)
Workers
Temporal Research, Time Spiral, Plasmodium, Forgotten Fighter, Tinkerer
- Patrol as below
- Discard 1 Draw 1 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FUTURE
In Patrol:
- Squad Leader: Hardened Mox (4/3+1armor dancin)
- Elite:
- Scavenger: Nullcraft (1/1)
- Technician: Neo Plexus (3/1)
- Lookout:
In Play:
- River (3/4 lvl 5)
- Nullcraft (1/1)
- Nimble Fencer (4/5 dancin)
- Battle Suits
- Two Step
Economy Info:
Cards:
- Hand: 3
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 9
End of Turn Hand
Two Step
Origin Story
Appel Stomp
End of Turn Discard
My Thoughts
Yea I think another OS + Appel Stomp makes the most sense, I really want one next turn. I’ll worker TR then, and build tech 2 Future for the second hero (Nebula can help me end if I can’t do it alone).
P2t5
Summary
Hand
Savior monk
Aged Sensei
Training Ground
Rambasa Twin
Snapback
Workers aged Sensei
Tech True Power of Storms
Get paid ($8)
Worker ($7)
Rebuild tech 2 discipline ($7)
Hire Savior monk ($5)
Hire Rambasa Twin ($1)
Squad leader: Rook
Scavenger: Rambasa Twin Mario
Technician: Rambasa Twin Luigi
In play: Savior monk
Base: 16
Tech 1: 5
Tech 2 discipline: 5
Hand: 4
Deck: 2
Discard: 5
New hand
Martial Mastery
Fox Primus
Birds’ nest
Grappling hook
Thoughts
I’m stabilized. Time for some tech 2 fun.
Grave and rook can’t both be out until the tech 2 is fully rebuilt
Okay. In that case…
I hired Savior Monk instead
Game 3, Player 1, Turn 6
P2 White vs P1 Off-Purple
Starting Hand
Two Step
Origin Story
Appel Stomp
Stewardess of the Undone (stomp)
Events of Turn:
Upkeep:
- Get Gold (9+1float)
- Tech 2 cards in (except for turn 1)
All Teched Cards
Star-Crossed Starlet x2
Origin Story, Appel Stomp
Stewardess of the Undone, Origin Story
Nimble Fencer x2
Two Step x2
Main:
- Prynn (8)
- Origin Story Rook, he goes back to command center (5)
- Appel Stomp Luigi, draw 1, put Appel Stomp back on top (4)
- Mox kills Mario, you get 1g
- Fencer and Nullcraft break tech 2, your base to 14
- River and Plexus break tech 1, your base to 12
- Stewardess of the Undone, bounce Monk back to your hand (1)
Workers
Temporal Research, Time Spiral, Plasmodium, Forgotten Fighter, Tinkerer
- Patrol as below
- Discard 1 Draw 1 rs Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 FUTURE
In Patrol:
- Squad Leader: Stewardess of the Undone (3/3+1armor)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- River (3/4 lvl 5)
- Prynn (1/3 lvl 1)
- Hardened Mox (4/3 dancin)
- Nimble Fencer (4/5 dancin)
- Neo Plexus (3/1)
- Nullcraft (1/1)
- Battle Suits
- Two Step
Economy Info:
Cards:
- Hand: 3
- Deck: 1
- Disc: 4
Gold:
- Gold: 1
- Workers: 9
End of Turn Hand
Appel Stomp
Origin Story
Fading Argonaut
End of Turn Discard
My Thoughts
should be game
I think this is GG.
GG WP! Definitely made the right call maxing Rook when you did, but pretty overly optimistic to tech up on turn 3. You would have been better off Snapback-ing River out (as the early river spells are your biggest threat) and playing Rambasa Twins there. Bringing Prynn in would probably be the best move as she’s the combat weakest