I really was tempted to skip the worker for killing grave and maxbanding Sets, but… Just no… So going down on cards hard it is
P1T3
Tech StartingHand Workers
TECH
Flying Fox
Flying Fox
STARTING HAND
Fruit Ninja
Speed of the Fox
Wither
Helpful Turtle
Bloom
WORKERS
Older Brother
Granfalloon Flagbearer
Fruit Ninja
NextHand
Spark
Brick Thief
Inverse Power Ninja
Discard
Tenderfoot (1/2A)
Speed of the Fox
Bloom
Wither
Timely Messenger (1/1)
Helpful Turtle
Flying Fox
Flying Fox
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Speed of the Fox - ($4)
Bloomed sets kills Fargo - ($2)
Wither grave - ($0)
messenger trades with grave, sets to level 3
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Setsuki (2/2, lvl3)+
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 8
Gold:
Gold: 0
Workers: 7
Thoughts
I am afraid of tech rush into two dragons next turn as his reshuffle is coming now. Then I probably won’t be able to go standard route maxband Sets + IPN… Let’s see!
Lucky to not draw my tech II cards this turn. Gotta tech up now if possible. Also, I should have had my Sparring Partner buff itself last turn instead of attacking. Guess I’ll pay to buff Drakk, in the hopes he’ll survive another turn and get me a hasty Dragon.
Again ditching Mox because Dragons. Think I’ll try leading with Plasmodium this time; at least, it seems the best of the available options vs. an empty board.
I feel like maybe I should stop trying to make use of Research when not going full Past. I feel like trading into the Elemental would be kind of a waste, so I’ll try to set up a more favorable fight. On second thought… I’m facing a max level Argagarg here, he can use his midband to adjust combat while attacking on top of Neutral spells. Better to just cut my losses and go for the trade, I suppose. Unless… Stewardess, maybe? But, it’ll be too little too late at this point. I should have teched it in last turn after seeing Argagarg. Maybe I can stall…? Sure, if I want to abandon my Tech I right before I’m eligible to build my Tech II… And leaving that Wisp alone is dangerous, too, if he teched in Growth spells.
Tough call whether to already add blademaster to this final Deck of mine or whether I stick to tech 2 and put in some haste in the form of FDS instead. Decided to go for the latter… Let’s see where this takes us.
STARTING HAND
Neo Plexus
Fading Argonaut
Stewardess of the Undone
Young Lightning Dragon
Seer
WORKERS
Hardened Mox
Forgotten Fighter
Temporal Research
Nullcraft
Neo Plexus
NextHand
Plasmodium
Time Spiral
Tinkerer
Training Grounds
Kidnapping
Discard
Fading Argonaut
Seer
Young Lightning Dragon
Training Grounds
Young Lightning Dragon
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Stewardess of the Undone, unsummon Older Brother - ($4)
Rebuild Tech II
Grave Stormborne - ($2)
Float ($2)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Stewardess of the Undone (3/3A)
Elite:
Scavenger:
Technician: L1 Grave Stormborne (2/3) Sparkshot
Lookout:
In Play:
Battle Suits
Buildings:
Base HP: 13
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 5
Gold:
Gold: 2
Workers: 9
Thoughts
A Seer got lost in the shuffle, but version history reveals it happened recently and didn’t affect any of my decisions. I rolled back to before my discard/draw, replaced the missing Seer, and re-randomized my hand for this turn. Now, let’s see… I think the Stewardess can keep Grave alive until next turn, in which case I can probably use the sword to kill Setsuki. It’ll be expensive, but worth it. That’s assuming he’s gone for Finesse’s air defense, and not Fencers, of course…
Fox’s Den Students
Stampede
Leaping Lizard
Granfalloon Flagbearer
Spark
Discard
Fox’s Den Students
Timely Messenger (1/1)
Cloud Sprite
Cloud Sprite
Spirit of the Panda → brother
Bloom
Brother returned
Tech 0 card(s)
Get Paid + draw 2 - ($10)
Worker - ($9)
Fox’s Den Students - ($5)
lizard - ($4)
midband arg - ($0)
messenger + 3 students trade with stewardess
sets murders grave, arg maxbands, you draw
Float ($0)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader: wisp (0/1A)
Elite:
Scavenger:
Technician: student (1/1)
Lookout: elemental (3/3)
In Play:
Setsuki (3/3, lvl6)
arg (1/5, lvl5)
Leaping Lizard (3/5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 11
Thoughts
stewardess+nullcraft+kidnapping could clear the patrol but costs 12. Double kidnapping to clear patrol plus attack with 3 costs 11 and leaves no gold to attack Sets, so it will do no major harm. Maxband Drakk + dragon costs 11 to kill sets, but leaves an almost empty patrol. I’ll take that as stampede will then kill him. And if he just builds a board, FDS+stampede should be enough for GG.
STARTING HAND
Training Grounds
Kidnapping
Plasmodium
Tinkerer
Time Spiral
Stewardess of the Undone
WORKERS
Hardened Mox
Forgotten Fighter
Temporal Research
Nullcraft
Neo Plexus
Plasmodium
NextHand
Seer
Fading Argonaut
Kidnapping
Origin Story
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Stewardess of the Undone, unsummon Wisp - ($7)
Drakk Ramhorn - ($5)
Kidnapping, Leaping Lizzo kills Water Elemental - ($1)
Training Grounds - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Stewardess of the Undone (3/3A)
Elite:
Scavenger:
Technician: L1 Drakk Ramhorn (1/3) Explosive
Lookout:
In Play:
Battle Suits
Training Grounds (4) Skill, experience
Buildings:
Base HP: 13
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Seems like I have plenty of good answers to his threats, but I’m always slow to tech them in… Probably, I should be splitting my tech choices to diversify my options at the cost of consistency.