hm… i could summon Prynn, TR, Origin Story and break his tech 2 - leave plasmodium on the board. that would cost 7g. I’d spend another three on an argonaut and a worker. that delays my own tech 2 but seems quite worthwhile to build a board. i’ll tech in another seer, as i probably will go for past tech 2 for not giving him abilities to copy with mimic and having a good answer to basilisks
on second thought he probably whiffed on his t3 hand - otherwise he wouldn’t have built a tower, but I’d probably have seen a GPT. as he drew 4 before rs it is also quite unlikely that he has tech 2 units in hand. so, i’ll probably still skip my own tech 2, but destroy his tech 1… that leaves him to summon two heroes, but i’d rather face those atm than GPTs
Tech 2 card(s)
Get Paid + float - ($9)
rebuild tech 1, base to 18
Worker - ($8)
max zane, shove argonaut to scav - ($1)
zane kills argonaut, we both get a gold - ($2)
midori - ($0)
summon pestering haunt
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Midori, lvl 1, (2/3+A)
Elite:
Scavenger: Skeleton Javelineer (1/1)
Technician:
Lookout:
In Play:
Zane, lvl 6, (4/1)
Pestering Haunt (1/1)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
hmmm, was not expecting the origin story, but i win the gold trade in this trade. lets just put zane out there, mirodi can block up front to force a plasmo trade. double mimic next turn. hopefully i keep zane to get the haste. i can’t do anything about a potential nullcraft. should he drop the NC, i’ll benefit greatly with mimics.
i’ll tech fairy dragons to try and lift his argo’s moving forward then deteriorate.
Argonaut (3/4) - readiness
Nullcraft (1/1) - no (de)buff
Origin Story
Unphase
Temporal Research
Argonaut
Yesterday’s Golgort
Yesterday’s Golgort
Tech 2 card(s)
Get Paid + scav - ($9)
hire Nullcraft to crash into Zane, Prynn to lvl 3 - ($7)
cast Origin Story to bounce Midori - ($4)
lvl Prynn to max - ($0)
remove 2 timerunes to trash Javelineer (i assume you don’t get a gold?)
Prynn and Plasmodium break your Tech 2, take 1 damage each, Prynn gets a rune
your base at 14
Tech 2 card(s)
Get Paid - ($9)
rebuild tech 2, base to 14
vandy - ($7)
haunt runs into plasmo
deteriorate plasmo to death
summon skeletons - ($4)
max vandy, boost one skeleton - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Skeleton (3/3) doomed
Lookout:
In Play:
Trashed: Skeleton Javelineer (1/1)
Vandy, lvl 5, (4/5)
Skeleton (1/1)
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
really glad i did not worker summon skeletons. note, VERY useful for late game blocking. had i have gone tech 2 anarchy, i would be ina better spot because tech 3 would be more viable. lesson learned.
well, only option is to max vandy here and threaten meta. force him to build a tower. allows me to use tech 2’s next turn. lets get rid of that plasmo as well.
great next hand. can’t complain about three different options.
WORKERS
Hardened Mox
Time Spiral
Neo Plexus
Forgotten Fighter
NextHand
Shimmer Ray
Yesterday’s Golgort
Origin Story
Plasmodium (4/2) - haste
Tech 2 card(s)
Get Paid - ($8)
hire fargo - ($6)
Tech 2 - past - ($2)
Hire seer twice, give two runes to prynn - ($0)
Remove two runes to pop the Not-doomed skeleton
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Fading Argonaut (2/3a) - fading ***
Elite:
Scavenger: Seer (2/1)
Technician: Seer (2/1)
Lookout:
In Play:
Prynn Pasternaak, L7 (3/4) - fading *
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
I hope he has no surprise attack and no meta at hand… Then prynn might fade? That would be a first time for me… Oh wait - With 9 gold he can always have hasty meta-zane I don’t like that. But at least it would leave him with no money left and three attackers on my side. Don’t wanna spend more time on thinking… Just go for it
Oh well, I could have built a tower and skipped tech 2 again and he would not be able to kill prynn with a grabbed meta… Still, if he has a surprise attack or metamorphosis at hand already… Well - anyway my outlooks are rather grim
Tech 2 card(s)
Get Paid - ($9)
Doomed skeleton dies
Worker - ($8)
Zane - ($6)
metamorphosis, demon hero’s arrive - ($0)
zane maxband, shove tech seer to lookout, dies
Zane and Vandy readily break your tech 1 and 2, your base to 16.
really glad i did not worker summon skeletons. note, VERY useful for late game blocking. had i have gone tech 2 anarchy, i would be ina better spot because tech 3 would be more viable. lesson learned.
well, only option is to max vandy here and threaten meta. force him to build a tower. allows me to use tech 2’s next turn. lets get rid of that plasmo as well.
I agree that removing a lvl 1 hero usually is not a good use of OS. However, in this game it allowed me to break his tech building twice, right? So maybe that wasn’t too bad? Didn’t have a look at his hand yet…
Generally I would like to pop his max vandy on which he spent 6 gold of course… But that obviously didn’t work out this time.
So your point is that I should have enough firepower laid down to remove his vandy by conventional means? Just not sure how to achieve this
hmm, I am not that good of a player, so here is my general advice (take it with a grain of ). First, always think of the trades. Do a bad trade only if it allows you to turn tables or put the opponent on the defensive, otherwise is better to avoid doing so many. Early game gold is super precious, so spend it wisely.
Also early game breaking a tech build with bad trades is bad, cuz he hasn’t much troops to play, is rebuilt for free and spells are still viable, imo. Techs are much more important middle-late game. In your shoes I would have built a tower instead of all those OS, making him lose value from his skellies/haunt and making a meta less alluring.
thx for the advice. I’ll try to act accordingly in future games - even if you’re not THAT good a player iyo, you’re still a few levels over me
btw, i didn’t fully understand your comment on Mox vs. PBR:
even if i have Battle Suits in hand on t2 - if he plays Vandy + PBR and puts Vandy in SQL - how does Battle Suits help me in avoiding getting -1/-1 runes that exhaust Mox permanently? i just don’t see it
i think that mox might be worth avoinding given you need a few turns of value. but battle suits fargo, neo, stewardess of the undone are all still really good. i think that if you fear vandy, it’s better to go and outright kill her than origin story her. legion is right, i won the gold trades every time you played origin story. the first time it allowed me tech up and build a tower without thinking about it. and the second time to max zane.
i think teching some stewardesses, and going for tech 2 present earlier is probably your best bet. lets have another go!!
[b]P1T1[/b]
StartingHand Workers
STARTING HAND
Graveyard
Jandra, the Negator
Sacrifice the Weak
Skeletal Archery
Deteriorate
hmmm, i dont like this hand. jandra turn 1, doesnt even allow me to play imp turn 2. i might as well just go with vandy out there. next turn will be tech 1, midband vandy, and sk jav.
I agree with codexnewb, you need turns to get value, but imo you can defend mox by patrolling. I mean, pbr has only 1 hp, no haste and its effects trigger only when attacking. So you can snipe it with nullc if in the backline/no sql or attack it with fargo or neo if in sql. just my 2 cents.
don’t get me wrong: appreciate your advice guys! but i still got a little objection here for that specific game: you built your tower and tech2 before i played OS the first time. i (rightly) guessed you built the tower because you whiffed on your t3 draw(?) so you could have summoned max zane no matter what, as you got access to a second hero in t4.
and after the second OS you brought in max vandy. But if i had left Midori in game, i wouldn’t have been able to destroy your tech2 - you would have had the choice to either summon vandy as a second hero and max her (like you did) or play the two hasty mimics from your hand (well, i could have traded my plasmodium with midori, so your mimics don’t get haste…). anyway you would have had access to a maxband vandy in t5 no matter what i play, right?
regarding my spec choice: present is one of my favourite specs. i really play it quite often. so i really wanted to make past or future work for me here… maybe i’ll still try…
P2T1
StartingHand Workers
STARTING HAND
Neo Plexus
Battle Suits
Forgotten Fighter
Time Spiral
Nullcraft
WORKERS
Forgotten Fighter
NextHand
Fading Argonaut
Temporal Research
Hardened Mox
Plasmodium
Tinkerer
stw in his hand could mean tower gone, max vandy and GPT to face - if he skips worker. that would be quite rough - but probably too much gold he’d spend(?) let’s hope I’ll never find out.
another little problem: if i play argonaut + worker + tech 2 next turn, i’ll keep 1g floating… a nice bonus for his taxman (?)