[/spoiler][/details]
Tech 0 card(s)
Get Paid + float + scav - ($13)
Max Garth, summon Steam Tank from Discard - ($5)
Lich’s Bargain, my Base to 10HP - ($3)
Tower - ($0)
STARTING HAND
ChronoFixer
Now!
Tricycloid
Doom Grasp
Now!
WORKERS
Jandra, the Negator
Thieving Imp
Poisonblade Rogue
Skeletal Archery
Summon Skeletons
Bone Collector
NextHand
Hooded Executioner
Deteriorate
Sacrifice the Weak
Temporal Distortion
Discard
Now!
Now!
Tricycloid
Doom Grasp
ChronoFixer
Tech 0 card(s)
Get Paid - ($10)
Tricycleoid runs into Steam tank
Tricycleoid pings Steam Tank
Bone Collector trades with Horror
Tricycleoid #2 - ($5)
Now! Tricycleoid #2
Tricycleoid #2 Kills Garth, Geiger to mid
Tricycleoid #2 Pings Base for 1
Max Geiger, flickering Tricycleoid #2 - ($3)
Now! Tricycleoid #2 - ($2)
Geiger Runs into Zombie and sparkshots Skeleton
Tricycleoid #2 hits for 6
Tricycleoid #2 pings base for 3
Tricycleoid #1 pings base for 1, dying with your base
GG!
Thanks, you too! The only thing I would like to ask is why on turn 4 did you break my tower rather then killing Garth/Graveyard? (Graveyard hadn’t done much up til this point, but you know I will have the gold to max garth for tricycleoids, and recurring them through a graveyard seems horrifying to me if I was on the other end of it.
Wanted to open up stealth again to my Anarchy units, but was for sure the wrong choice. Max Garth is just really strong/flexible at that point of the game with Present, with the choice of a Hyperion or Tricycloid. Was especially dumb along with leaving a Hero with 1HP.
Also regretted my T1 move, should just have played the straightforward Saviour Monk + Grave. But having dropped behind then, was relieved to get back into the game when the Graveyard build gave me the tempo to build Tech2 early. Felt pretty close after, but your use of the Tricycloids was the edge.
Weird split, 4 units in my T3 hand and 4 spells/upgrades in T4. So playing both Tech1 units down. Maybe will regret going down to 3 cards when he has Imp in his starter, but at least I’ve a range of ways to get hand size back up (Garth mid and max, Zane mid) and also get value levelling Grave.
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Grappling Hook, Javelineer to Elite
Grave to lvl 3 - ($6)
Grave kills Skeleton, sparkshot kills Javelineer
Taxman kills Garth, Grave to lvl 5
Grave to max - ($4)
Bone Collector deals 3dmg to your Tech2, makes a Skeleton
Tech 2 Anarchy - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Grave lvl 7 (4/5) [with sword]
Gunpoint Taxman (3/2)
Bone Collector (3/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts][spoiler]
Thought about going Discipline, as Vigour Adept answers Hyperions/Tricycloids, Mind Parry Monk stops Tricycloid runes. But doesn’t play so well against Immortals (wouldn’t be surprised to see), and offers Chaos Mirror targets that are too good. So let’s see if I can do better with Anarchy second time around. Steam Tank in Elite with a Tower blocks well if I’m defending Tech3, stop him attacking with Trcicycloid then re-using the runes. Also have Executioner and Reversal in the deck to better deal with his big units. Could also Tech Lab Discipline, eg for Training Grounds, YLD.
Short term he has to worry about Grave’s sword, and Garth max summoning a hasty unit to break Tech2.
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Grave’s Sword kills Bone Collector
Garth - ($5)
Taxman trades with Vir, Garth to lvl 3, you draw
Garth to max, summon Marauder from discard - ($1)
Bone Collector breaks Tech2, makes a Skeleton, your Base to 18HP
Marauder and Skeleton break Tech1, your Base to 16HP
Garth makes a Skeleton - ($0)