[details=End of Turn Hand]
Bloodburn
Charge
Mad man
Bloodrage Ogre [/details]
[details=End of Turn Discard]
(empty) [/details]
[details=My Thoughts][spoiler]
Iām surprised not to see the Plasmodium in play. I needed at least one 3/3 blocker to stop it (thatās why I teched 2x Taxman and no Crash Bomber/Calypso); well I got both, so I prefered playing both and delaying my tech II. I beliebe codexnebw wonāt be able to play and protect his, as I have 11 ATK on board and he sums up to 6 def with SQL, with only 3 gold left after worker/tech and I having 4 gold left after doing so, with Madman, Charge and possibly Zane.
Iām 95% sure I will build a Tech II on next turn so I tech 2 tech IIs. This time I will favor Anarchy, as codexnewb has no tower and wonāt build one soon, unless he delays tech II as well; and if so, I should have enough time to rush Tech III on turn 5, which I think purple canāt beat if I draw a Gunship on T6.
[/spoiler][/details]
STARTING HAND
Tinkerer
Seer
Knight of the Conclave
Seer
Nullcraft
WORKERS
Neo Plexus
Fading Argonaut
Forgotten Fighter
W - Tinkerer
NextHand
Promise of Payment
Time Spiral
Temporal Research
Discard
Nullcraft
Reaver
Reaver
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
remove final rune fron Plas
Knight of the Conclave, forecast 3
Seer #1, remove rune from KotC - ($5)
Seer #2, remove rune from KotC - ($4)
tech 2 Past - ($0)
Plas trades with GPT
Mox Hits Your GPT for 2
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Seer (3/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Seer (3/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Knight of the Conclave*
Hardened Mox (2/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Getting Reaver out next turn I think AND cycling through to next techc turn after.
Your discard should be 4 cards, iirc. 5 cars in play/forecast, 4 workers, 3 in hand make 12, and on turn 4 after teching you should have 16 cards in total.
Also, your tech I now has 3HP, which might matter if everything happens as I planned
Player 2, Turn 3
[details=Starting Hand]
Bloodburn
Charge
Mad man
Bloodrage Ogre [/details]
[details=End of Turn Hand]
Disguised Monkey
Pillage
Bombaster [/details]
[details=End of Turn Discard]
Nautical Dog
Gunpoint Taxman
Mad man
Charge
Disguised Monkey
Marauder [/details]
[details=My Thoughts][spoiler]
I must say Iām somehow surprised to see all those, but I wonder if codexnewb will manage to draw back to normal. Maybe thatās why he picked Past over future ? Rememberers/second chance should help him a lotā¦ If he manages to protect tech II on next turn; but Iām pretty confident he teched some II stuff.
I didnāt see the last of his first 4 teched cards. I just hope I wonāt face Mox + nullcraft killing Ogre, then Now! on Knight destroying my own tech II !
My plans will depend on my draw: if drawing both Monkey and Marauder, and my tech II survives, I should be able to blast both his tech I and II buildings with Zaneās help. If not, Iāll go for Tech III and gunships !
Edit after redraw: Gunships that is ! o/
[/spoiler][/details]
So i made a boo boo. I teched two tech 2 units from Future on accident (didnt draw any of them, so no game affect). I had originally planned too go Future, but changed my mind to use Past instead. I had a whole separate excel with the past template that I should have used. Would you mind if I 1. Switched my tech 2 to future so I can actually use the cards I teched, or 2. swap out the tech 2 units I put into my discard for PAST units, which I didnāt draw anyways?
Either way, sorry man. im all over the place this game. Purple has me all tied up trying to figure it out.
Thatās totally fine when youāre ready to start playing again, let me know. Iām fine with every option - changing your teched cards, changing your tech choice, or going back in time/starting another game/changing specs-colors.