[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Jaina - ($1)
Nautical Dog - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Nautical Dog (1/1 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina lvl 1 (2/3)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 5
[details=Thoughts][spoiler]
I’m guessing my weakest point in this matchups will be Tech2, where his specs are just better for the long game. So will likely have to decide around T2-4 whether I’m trying to close things out with a Base pressure game, blast with Blood.Crashbarrows or reaching for Tech3 and Gunships.
EDIT: Changed my starter hero from Jaina to Drakk, likely to play better against Mox in the early game.
[/spoiler][/details]
EDIT: If you don’t mind I changed my starting hero from Drakk to Jaina.
GL HF. There will definitely be a learning curve for me here as well.
Question about Kidnapping-- does kidnapping grant an “arrive” bonus ?
"P2T1
StartingHand Workers
STARTING HAND
Tinkerer
Fading Argonaut
Time Spiral
Plasmodium
Temporal Research
WORKERS
Plasmodium
NextHand
Hardened Mox
Neo Plexus
Battle Suits
Forgotten Fighter
Nullcraft
Discard
Tinkerer
Temporal Research
Time Spiral
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
FArgo - ($2)
Vir - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Fading Argonaut (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Vir lvl 1 (2/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Putting Vir out first as I expect him to die in next 2 turns. Goal this match up as P2 is to try and survive Red’s hasty onslaught early game, to make it to tech 2 T3 and turn things around. Likely will go present, as past may be too slow to turn things around, and future seems vulnerable to kidnapping-- although still not sure on the overall game plan. It’s a relatively new match up for me so there’ll be a learning curve
Can’t make a good trade without leaving Jaina vulnerable to Nullcraft. If he had Nullcraft + Suits in hand, he can trade if both my good starter attacking units.
Sorry for the delay-- didn’t realize you responded and got caught up with the LDT series. I am not sure if this is the best move but I feel patrolling defensively early, suits purple p2 in the match up.
"P2T2
Tech StartingHand Workers
TECH
Steward of the Undone
Argonaut
STARTING HAND
Battle Suits
Forgotten Fighter
Neo Plexus
Hardened Mox
Nullcraft
WORKERS
Plasmodium
Hardened Mox
NextHand
Temporal Research
Time Spiral
Forgotten Fighter
Argonaut
Steward of the Undone
Tech 2 card(s)
Get Paid - ($5)
Fargo fades to 2
Worker - ($4)
Neo Plexus - ($2)
Tech I - ($1)
STARTING HAND
Scorch
Charge
Gunpoint Taxman
Bombaster
Pillage
WORKERS
Makeshift Rambaster
Bloodburn
Scorch
[/spoiler][/details]
[details=NextHand][spoiler]
Mad Man
Careless Musketeer
Lobber
Pillage
Nautical Dog
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Jaina and Nautical Dog kill Fargo
Ogre trades with Vir, Jaina to lvl 3
Jaina to lvl 4 - ($5)
Gunpoint Taxman - ($3)
Float ($3)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Gunpoint Taxman (3/3 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina lvl 4 (3/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 3
Workers: 7
[details=Thoughts][spoiler]
Unexpectedly good start here with the hero kill. Floating gold so I can max out Jaina next turn for the 3 damage/turn ability, see how long I can keep it going before being Origin Storied. Blood tech2 seems worth going for when ahead, so teching 2xCrashbarrows. Convenient to have my Tech1s disappear before they can get bounced by a Stewardess.
He may be able to break through with Jaina’s spells or hasted units to take out my tech 2, not sure. I think I misplayed Vir last turn and should have kept him behind patrol =/ Things not looking too great. I’m going to go tricylcoid + now instead of hyperion in case tech 2 gets shut down.
[details=Discard][spoiler]
Lobber
Pillage
Mad Man
Kidnapping
Bloodlust
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Jaina to max, taps to deal 3dmg to Argonaut - ($6)
Lobber trades with Argonaut - ($5)
Taxman kills Neo Plexus
Nautical Dog - ($4)
Tech2 Blood - ($0)
Float ($0)
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]: Nautical Dog (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina lvl 7 (4/3)
Gunpoint Taxman (3/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts][spoiler]
Not sure sinking $$ into Jaina is sensible, with Origin Story and Tricycloids around. Guess I’ll have had decent value if she survives to tap another turn.
Teching and Kidnapping. Present has some great Kidnapping targets, but expect he’ll play around that by using Tricycloids (unloading tunes on arrival). They’ll still be good Chaos Mirror targets for me.
STARTING HAND
Fading Argonaut
Temporal Research
Battle Suits
Tinkerer
Nullcraft
WORKERS
Plasmodium
Hardened Mox
Forgotten Fighter
NextHand
Temporal Distortion
Stewardess of the Undone
Time Spiral
Now!
Nullcraft
Tech 2 card(s)
Get Paid - ($8)
Scav bonus - ($9)
Prynn - ($7)
Temporal Research - ($5)
Tricycloid, snipes Jaina with 3 runes, Prynn levels - ($0)
skip worker
Float ($0)
Discard 5, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Tricycloid 3/3 +A
[I]Elite[/I]:
[I]Scavenger[/I]: Prynn lvl 3 (1/3), Fading 4
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Well, that cost a lot to get rid of Jaina but felt like it was necessary, otherwise her maxband would give too much value. FIngers crossed no crashb’s or gliders coming out X
Expecting maxband Zane next turn
I don’t think there’s any real chance of coming back from this one. The vir kill on t2 hurt more than I thought it would. Wp with jaina opener, she is tougher than I thought. Solid tech choices on your part too.
I’m willing to play some more in this match up if you are. I’m ok as p1 or p2, although won’t get to post till later
What’s a better opener here-- mox or Fargo? Mox would leave me with NC next turn and maybe a hero? (although I’d rather no hero to avoid another hero death)… Feel like Fargo gives more options for less $
STARTING HAND
Pillage
Scorch
Bloodrage Ogre
Charge
Bloodburn
WORKERS
Careless Musketeer
Bloodburn
[/spoiler][/details]
[details=NextHand][spoiler]
Nautical Dog
Gunpoint Taxman
Charge
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Scorch kills Tinkerer, you gain $1 - ($2)
Pillage, steals your $2, your Base to 18HP - ($3)
Bloodrage Ogre - ($1)
Tech1 - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bombaster (2/2 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Bloodrage Ogre (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Drakk lvl 1 (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts][spoiler]
Get great value from a $2 pillage, though I go down 2 cards which is pretty painful. But I get well ahead on board or a card back in hand if he plays Stewardess. Can also rebuild hand size next turn by leveling Drakk or building Tech2.
The YOLO turn is max Drakk; Nautical Dog with frenzy/haste trades with Plexus; Drakk and Ogre break Tech1. Most likely winning, but falls a bit flat if he can Origin Story Drakk (2/9 chance if he teched it last turn), also get me no closer to rebuilding hand size. So going for early Tech2 Anarchy, most likely follow with max Zane next turn and try to get a technician kill.
STARTING HAND
Temporal Research
Stewardess of the Undone
Plasmodium
Time Spiral
Nullcraft
WORKERS
Hardened Mox
Forgotten Fighter
Plasmodium
NextHand
Tinkerer (1/2)
Temporal Research
Fading Argonaut
Argonaut
Now!
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Stewardess of the Undone - ($4)
Tech 2 Present - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Stewardess of the Undone (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Knight of the Conclave @2
Battle Suits
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Going for the tech 2 here as I don’t really have many options. KOTC slowed me down, and should’ve been combined with a Seer likely to give him more value. Poor draw here with Stewardess who has done nothing for me these last 2 games due to bad timing and maybe poor choice vs red? =( At least she gets the BS upgrade. Argonaut would’ve been better. Choosing Present to benefit from the BS upgrade, and think I will need the burst of attack to break through and hopefully hold him off his tech 3 win condition. Let’s see how this goes