STARTING HAND
Star-Crossed Starlet
Research & Development
Bloom
Temporal Distortion
Granfalloon Flagbearer
Research & Development
Older Brother
Argonaut
Timely Messenger
Tenderfoot (1/1)
Spark
Nimble Fencer B (2/3)
Martial Mastery
True Power of Storms
True Power of Storms
WORKERS
Fruit Ninja
Brick Thief
Helpful Turtle
Wither
NextHand
Bloom
Timely Messenger
True Power of Storms
Research & Development
Martial Mastery
Tech 2 card(s)
Get Paid + float - ($11)
Play Research and Development, draw 3 shuffle draw 2 - ($9)
Play Research and Development, draw 5 - ($7)
Play Martial Mastery, discard 1 draw last two cards - ($6)
Grave kills Vandy
Grave throws sword at scav skeleton
Play Tenderfoot, it kills lookout skeleton with haste - ($5)
Play Star-Crossed Starlet - ($3)
Starlet, Fencer, and Gieger hit base to 7
Play True Power of Storms, revealing and discarding True Power of Storms and Granfalloon Flagbearer, dealing 10 to your base - ($0)
Float ($0)
Discard 6, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Geiger (4/3)
Nimble Fencer A (2/2)
Tenderfoot (1/1)
L7 Grave (4/3)
Star-Crossed Starlet
Buildings:
Base HP: 17
Tech I HP: 4
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Teching MM + Argonaut to avoid the situation where I bottom key cards.
I ended up bottoming both TPOS, so martial mastery was key.
STARTING HAND
Older Brother
Fruit Ninja
Granfalloon Flagbearer
Timely Messenger
Wither
WORKERS
Fruit Ninja
NextHand
Bloom
Spark
Helpful Turtle
Brick Thief
Tenderfoot
Discard
Timely Messenger
Wither
Granfalloon Flagbearer
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Grave - ($2)
Play Older Brother - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L1 Grave (2/3+A)
Elite:
Scavenger: Older Brother (2/2)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
I’ll try Grave this time. He’s free to mid vandy and use her + haunt to kill Grave for 2 free levels, but I think that’s fine. I guess he could actually build heroes’ hall > tech 1 then, which is… maybe not fine. My follow up would be Tenderfoot + Hero + Tech 1, with bro in sql and tenderfoot in tech. Probably I tech Nimble Fencer + Two-Step and hope that’s enough to break through before T4 Metamorphosis. I think that’s a good enough plan that I can justify putting Grave in SQL here. If he doesn’t kill Grave, I might have a decent attack next turn, or at least force him to think carefully about how he patrols.
I could kill Vandy here - Bloom bro to kill imp, spark the Jav, and mid Grave to kill Vandy. That doesn’t seem worth it, though: I’d go down to 3 cards, skip Tech 1, Bro surely dies to Haunt/Deteriorate, and Grave likely dies to Fencer. I think the best choice is to mid Grave and eat the Imp, play Tenderfoot, and build Tech 1. The main question left is how to patrol with Grave. Not patrolling means that Frozenstorm needs more resources to kill Grave, but it’s still not too hard, as a single fencer scores a kill. I could put Grave in Technician, but that allows for sparkshot value. Tenderfoot next to Grave in scav is quite bad actually, since it allows Vandy kill tenderfoot + spark grave, then haunt or jav kills grave. I could put the tenderfoot in elite, but at that point I’d rather just not patrol grave and leave tenderfoot in technician. Maybe I get lucky and he doesn’t draw his tech cards so Grave survives. I’ll tech Rambasa to clog the board and Fencer to potentially counterattack (plus it’s cheap enough that I can play both cards if I draw them).
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Nimble Fencer - ($4)
Fencer kills your Fencer
Play Rambasa Twin - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite: Rambasa Twin A (4/2)
Scavenger:
Technician: Rambasa Twin B (3/2)
Lookout:
In Play:
Nimble Fencer (2/1)
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
That’s about what I expected. Luckily, I drew my own Fencer off of the technician draw, so I can at least kill his in retaliation. My next turn hand sucks unless I draw something good off of the reshuffle, so I’m likely going to spend next turn teching up. I should probably tech one tech 2 unit to play on turn 5, but going for 2 tech 2 cards leaves me high and dry if he can break my tech on turn 5, which is decently likely. Probably I need a way to help defend or break serve. I don’t see an easy way to do the latter, so I’ll just tech an Argonaut.
I’ll patrol in Elite + Technician here. Patrolling in scav->elite allows sparkshot+deteriorate to kill a twin, which lets an enemy fencer kill mine and live. Patrolling in SQL is worse than Elite vs Vandy, especially with Wither in my next draw. Patrolling with just one twin risks a tech break.
Thieving Imp
Nimble Fencer
Dark Pact
Star-Crossed Starlet
End of Turn Discard
My Thoughts
Big yikes, that hurts, I did not draw well to tech up so think I want Graveyard and Jandra. I’m drawing into Dark Pact so I could get kinda crazy next turn if I don’t get mad attacks
Tech 2 card(s)
Get Paid - ($8)
Play Geiger - ($6)
Wither Jandra - ($4)
Twin A trades with Jandra, returns to Codex
Twin B + Fencer trade with Vandy, Geiger midbands
Build Tech 2: Present - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L3 Geiger (2/4+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 8
Gold:
Gold: 0
Workers: 8
Thoughts
Three options here:
Worker, Play Argonaut, build Tech 2. This is the simplest line. The main question is whether to trade Fencer + Twin for Jandra. Probably yes, since Fencer is vulnerable to Deteriorate next turn.
Worker, Play Grave, Wither Jandra, Twin trades for Jandra, Twin + Fencer kill Vandy, play Argonaut. This builds the most board, but with only 2 attackers and no tech 2, I probably can’t secure a tech break next turn, so he beats me to tech 2.
Skip worker, Play Geiger, Wither Jandra, same attacks as above, build Tech 2. Geiger>Grave here to maxband with the Hyperion next turn. Main downside here is skipping a worker.
I think I like option 3 here, actually. With Geiger + Hyperion ready to go, I have a lot of explosiveness next turn. I’ll tech Trike + TD here, and am likely to tech the second Nimble Fencer and TD for Maestro or Grounded Guide down the line.
Tech 2 card(s)
Get Paid - ($8)
Play Hyperion - ($3)
Hyperion kills SQL Fencer, I shuffle and draw
Maxband Geiger, trashing and returning Hyperion - ($1)
Geiger kills Technician Fencer
Hyperion breaks Graveyard, I draw
Play Tenderfoot - ($0)
Float ($0)
Discard 5, draw 5
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Geiger (3/2)
Hyperion (4/5)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
Okay, the plan here is to tech Fencer + TD, play Hyperion, and use Hyperion + maxband Geiger + Hyperion to kill the Fencers and break the graveyard. With fencers dead, I should be safe from hasty retaliation, and hopefully next turn I can attack with hyperion again, then TD for Grounded Guide or Maestro and do Fencer shenanigans. He’ll have tech 2 next turn, but without fencers that should be okay.
I hate skipping worker again, but I think I need to play Tenderfoot here to protect myself from sacrifice the weak. Plus, it should be good with Guide or Maestro next turn. I’m attacking the second fencer with Geiger instead of Hyperion since I want Hyperion to have enough health to attack a 3 or 4 attack patroller next turn.
Well, I drew an unplayable Fencer off of Hyperion, then bottomed the other Fencer for next turn. Hopefully the Hyperion draw (or Geiger’s midband) can get me to it.
Things can still go wrong before my next turn. Dark Pact drawing into Fencer is scary, and if he already has a Starlet in hand it’s a disaster (Starlet kills Tenderfoot, Fencer kills Geiger). Fingers crossed.
Soul Stone
Nimble Fencer
Dark Pact
Jandra, the Negator
Nether Drain
End of Turn Discard
My Thoughts
Ooof. Big oof. Breaking the haste availability is really tough. Lets see if I can recover… I’m probably not giving this as much thought as I should, might be a good place to reflect after the game
Tech 2 card(s)
Get Paid - ($8)
Play Grave - ($6)
Hyperion kills River, I draw, Grave midbands
Temporal Distortion Hyperion for Maestro - ($4)
Play Nimble Fencer
Fencer hits your Tech 1 for 2
Temporal Distortion Nimble Fencer for Star-Crossed Starlet - ($2)
Replay Nimble Fencer
Fencer + Starlet break Tech 1
Tenderfoot deals 2 to Tech 2
Geiger kills Skeleton
Worker - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: L3 Grave (3/4+A)
Elite:
Scavenger: Maestro (3/5)
Technician:
Lookout:
In Play:
L5 Geiger (3/1)
Tenderfoot (1/2)
Nimble Fencer (2/3)
Star-Crossed Starlet (3/2)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 9
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
I don’t want to tech Hyperion or Tricycloid, since if I don’t draw into fencer this turn I might use both TDs to get them. I also don’t want to tech in Starlet, since I might TD for one, and will want the other in the codex for later TD use. I don’t really need cards thanks to Hyperion, so I’ll tech Chronofixers I guess.
Okay, I found the Fencer, so I get to go to town here. I’d rather break T1 to keep enemy fencers out of play, and rather get my own army into play than trade off for the maestro.
Geiger killed the skeleton last turn. Also nether drain doesn’t kill geiger, since he still has 4 health at midband. Also midband garth only has 3 health, so he can’t attack grave and live.