[details=Thoughts][spoiler]
Anything with black starter and Zane is nasty. Way too much thinking on T1. I should probably be playing Vandy? But I like responding to his army of dudes with a bigger army of dudes. I wanted to put FArgo in Elite, but I don’t want Wisp dying for nothing either. Wall goes in the wall slot. Dink pretends to be 1/1. Arg goes in Scav. in case he drew StW and Det. for T2.
This is, of course, Argagarg Garg Arg Argo Gargo Geig. My first tech will therefore be Argo and Gargo, followed probably by some combo of SotPanda and DinoSize. Maybe move toward Growth III and Guargum? Make it Argagarg Garg Arg Argo Gargo Guargu Geig?
[/spoiler]
[details=Thoughts][spoiler]
With FF and BS, I could take out Garth here, but that just opens up a maximum Zane reprisal. Let’s slow-play it.
I wonder if Skeletal Archery is coming next, or if he’ll wait until my Tech I comes out.
After the draw… Argo and Mox are good, maybe good enough to just drop them both and call it a day. Deteriorate is rough on Mox, but with FArgo and Argo out, he’ll have to pick and choose how he spreads the love. Probably better to just do Argo+Tech II, or Argo+max Arg, though.
[/spoiler]
He’s a decent lead on board if he maxes Arg for a Water Elemental and plays a decent unit eg Argonaut. Will have some trouble getting even against his good Tech2 options (Present, Growth). Think I’m best heading for Balance Tech2, with Potent Basilisk to get rid of Battle Suits and Fairie Dragon for floating shenanigans. Floating $1 rather than making another Skeleton, so I can max Garth as well as build Tech2 if he hits Garth with Nullcraft.
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Recruit Argonaut - ($4)
Arg to max - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water Elemental (3/3+a, Anti-air)
[I]Elite[/I]:
[I]Scavenger[/I]: Argonaut (4/4, Readiness)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Argagarg Garg, Lv. 5 (1/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts]
I was kinda hoping I wouldn’t draw either spell, but this isn’t bad. Gargoyle+Nullcraft+FArgo next turn, followed by SotP on Gargoyle to break tech the following. I guess I should be worried about Netherdrain and Doom Grasp. We’ll see.
Nullcraft (1/1, Flying, haste, can’t be (de)buffed)
Gargoyle (0/2, Indestructible)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts][spoiler]
Decisions, decisions. Eventually I decided that the Basilisk was just as scary as Garth, so I went ahead and got rid of both. I feel like I’m making efficient trades, but we’ll see once Zane and hasted flying ready Mimic shows up.
I’m hoping the max Zane will draw me a card by shoving Argo into Techn.
Teching Argo and Dinosize because I don’t care about Growth Tech II, but it’ll be awhile before I reach Tech III.
[/spoiler]
STARTING HAND
Forgotten Fighter
Spirit of the Panda
Tinkerer
WORKERS
Plasmodium
Temporal Research
Time Spiral
Neo Plexus
Tinkerer
NextHand
Fading Argonaut
Argonaut
Hardened Mox
Tech 2 card(s)
Get Paid - ($9)
Scavenger bonus - ($10)
Worker - ($9)
Argagarg casts Spirit of the Panda on Gargoyle - ($5)
Animate Gargoyle - ($4) Gargoyle breaks your Tech II; your base takes 2; I gain $1 - ($5)
Build Tech II (Growth) - ($1)
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Argagarg Garg, Lv. 5 (1/5+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Nullcraft (1/1, Flying, haste, can’t be (de)buffed)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Gargoyle (5/4, Flying, healing 1, attacks: I gain $1)
Spirit of the Panda (attached to Gargoyle)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 10
[details=Thoughts][spoiler]
I’m still loading up on Growth spells for Guargum, and because P:Squirrel will nicely deal with Mimics if Arg lives long enough to cast it. Baron seems good with 2x Dinosize in the deck.
After the draw… No spells (might be for the best if Arg dies this turn), but FArgo, Argo, Mox, which isn’t bad.
My Gargoyle is my big threat, and it looks like he’ll have to trade his Mimic to take it out, barring Doom Grasp.
Holy crap. I just realized he’s floating $4. I should expect max Zane+Tech I, or max Garth+spells+Tech I. I hope I don’t have to deal with Lich’s Bargains. That would be tedious. I’d have to push for Dinosized Gargoyle for the quick win, and I don’t think the timing will work out so hot.
[/spoiler]
STARTING HAND
Hardened Mox
Fading Argonaut
Argonaut
WORKERS
Plasmodium
Temporal Research
Time Spiral
Neo Plexus
Tinkerer
NextHand
Dinosize
Twilight Baron
Discard
Nullcraft
Gargoyle
Spirit of the Panda
Fading Argonaut
Guargum, Eternal Sentinal
Guargum, Eternal Sentinal
Tech 2 card(s)
Get Paid + float - ($11)
Discard card #1 Skip worker
Build Tech III - ($6)
Recruit Argonaut - ($3)
Recruit Hardened Mox - ($0)
Float ($0)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Hardened Mox (2/1+a, Indestructible)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Argonaut (4/4, Readiness)
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Argagarg Garg, Lv. 5 (1/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 4
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 10
[details=Thoughts][spoiler]
I have no idea how this will turn out.
A hero would have better value than Mox (and not deplete my hand), but since I’m not planning on playing any Tech II units, Mox should be around forever.
I’m not sure what I’ll play from my next hand. Maybe Baron? Dinosize Mox? Both? Nothing, and bring in max Vandy?
[/spoiler]
Nullcraft
Gargoyle
Spirit of the Panda
Fading Argonaut
Guargum, Eternal Sentinal
Guargum, Eternal Sentinal
Twilight Baron
Dinosize
Stampede
Polymorph: Squirrel
Tech 2 card(s)
Get Paid - ($10) Skip worker Argonaut kills Imp, taking 2
Arg exhausts to give Mox +1/+a Mox kills BC
Summon maximum Max Geiger, flickering Mox - ($4)
Build Tech Lab: Demonology - ($3)
Float ($3)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Hardened Mox (2/1+a, Indestructible)
[I]Elite[/I]: Max Geiger, Lv. 5 (3+1/4, Sparkshot)
[I]Scavenger[/I]:
[I]Technician[/I]: Argonaut (4/2, Readiness)
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Argagarg Garg, Lv. 5 (1/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tech III HP: 5
Tech Lab HP: 4 (Demonology)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 10
[B]Gold:[/B]
Gold: 3
Workers: 10
[details=Thoughts]
The Tech Lab is a bluff. Maybe he’ll break it instead of Tech III at some point. Not that the Z-man would be bad here, but I’m all in on green spells.
@petE
Sorry about that. Turn has been edited above.
I must have been tired last night. My defense is a little less beefy, but I still think this is much better: still 3 defenders, still have two of them that force trades with Mimic/Zane. Mimic’s not doomed (silly me for trying), but also not 6/6, my Argo won’t auto-die, and I can afford to get my Tech lab out and still save $.
Did you tech the Gunships early enough to draw them this turn?
Tech 0 card(s)
Get Paid + float - ($13)
Draw from Technician
Rebuild Tech III
Arg casts Dinosize on Mox - ($9) Arg casts an expensive Polymorph: Squirrel on Gunship - ($4) Arg casts an expensive Forgotten Fighter, bouncing Basilisk - ($1) Mox kills Zane; levels fizzle because I’m $1 short of a hero Arg kills Gunsquirrel, taking 1 Skip worker
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Argagarg Garg, Lv. 5 (1/1)
Hardened Mox (2/1, Indestructible)
[B]Buildings:[/B]
Yeah, I’ll call it there. The FArgo and TBaron in my hand won’t do much, even backed by Vandy or Geiger, and the Arg spells’ll do nothing without Arg and Guarg. (;
I didn’t anticipate how quickly I’d get to Tech III, and should have teched Guargum a turn or two earlier than I did, but I still think he would have just been obliterated by Gunship. Your pacing was quite good.
Good game!
Reading through your thoughts: some good predictions, and it looks like I kept things feeling a bit challenging for you for most of the match. I’m glad!
Once you went Balance, I totally forgot about Gunships (and Monkeys!) to my great detriment. (:
A Present/Geiger rush was probably in order; the problem with running theme decks. (;