P4T6
Tech StartingHand Workers
TECH
Oathkeeper
Oathkeeper
STARTING HAND
Andra
Young Treant
Verdant Tree
Omegacron
Polymorph (YT draw)
WORKERS
Tiger Cub
Spore Shambler
Ironbark Treant
Merfolk Prospector
Forest’s Favor
Verdant Tree (3)
NextHand
Omegatron
Oathkeeper
Omegatron
Rampant Growth
Oathkeeper
Tech 2 card(s)
Get Paid - ($10)
Worker
Tech III - ($5)
Rook hits @Penatronic’s Abomination for 1, levels to go @IsotopeX’s Arg
Young Treant, draw - ($3)
Lend Doubling Barbarbarian #1 to @Bob199’s lookout slot
Lend Panda to @Penatronic Penatronic’s elite slot
Float ($3)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
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[I]Squad Leader[/I]: Doubling Barbarbarian (2/4+2)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Young Treant (0/2)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Rich Earth
- Mythmaking
- Morningstar Pass (6)
[B]Buildings:[/B]
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 5 (Strength)
-
Tech Lab HP: 4 (Future)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 2
- Disc: 0
[B]Gold:[/B]
- Gold: 3
- Workers: 11
[details=Thoughts]This was a very painful turn. With two out of three possible draws from my deck I could eke out a win, or at the very least a showdown with Pentatronic, if I’m not always short by exactly 1 - be it base health, attack, or gold. I’m not sure if Penta is aware just how crucial his single heal was. Regardless, planning out this turn made me realize the importance of Omegacrons for me as Aces in the hole, so keeping them both in the back pocket for now. With 13 gold Oathkeeper + Omegacrons is instant win next turn, which leaves me 3 gold to heal with, and that’ll put me above everyone but Pentatronic whose base would be the one to smash hopefully. With some luck someone would play a Drakk, and since I’m immune to building damage that’ll also be an excellent alternative to healing. So where does that leave me? I need to leave 3 gold available to heal, and I don’t want to heal this turn because that paints a target. Leaving that much gold out will still be suspicious, and with my board I can expect a couple of hits so can’t count on my Barbarians surviving, but hopefully pressure’ll be less focused. There are two ways I can go about this. I can patrol with all my units normally and hope for the best, though everything’s up in the air that way, and when Penta’s turn comes he’s capable of obliterating my board almost all by himself anyways. The other play is to suicide someone into Abom. That’ll hopefully frame Penta as the Big Bad and divert pressure away from me onto him, and best case scenario the push enables Abom to be killed in a group effort. The con of this play obviously is that I’d have less units in my patrol to defend and thus less chances of keeping a unit to push the last bits of damage. So it could be a worthwhile play or it could prove me too smart for my own britches. Regardless, this way I feel I’m doing something more active, it’ll be a lesson for the next FFA if it fails, and if it works it could only be good for me. What to play and patrol is another puzzle. I need to leave enough units alive to hit Penatronic’s base, recoup back enough gold for my play and also heal, thin my deck so I can draw what I need, and not seem too threatening yet defend enough to not just die. Ultimately I think what I did is enough, but we’ll see. If all goes well you’ll see me playing Oathkeeper and activating his ability, playing both Omegacrons, kill one unit to get back to 16 gold, chipping Pentatronic’s base with another, and then sacrificing all that I can to the Omegacrons for the winning rush.
That, or everything might just go to hell.[/details]
@IsotopeX’s turn!