Battle Suits
Hardened Mox
Temporal Research
Fading Argonaut
Time Spiral
End of Turn Discard
Neo Plexus
Nullcraft
Tinkerer
My Thoughts
This is a strange matchup for me. I can’t safely use Mox b/c of Wither. Nullcraft is still solid, Plexus is fine, Tinkerer is okay, but Forgotten Fighter isn’t going to be super helpful against his tech 1. Boot Camp would be great against Hounds if he goes for that, not sure what he’ll do though. I’m going to punt on Plasmo for right now, hoping to bring some pain at tech 1.
Battle Suits
Hardened Mox
Temporal Research
Fading Argonaut
Time Spiral
Events of Turn:
Upkeep:
Get Gold (5+1float)
Tech 2 cards (except tech 1)
All Teched Cards
Overeager Cadet, Hooded Executioner
Main:
Fading Argonaut (4)
Worker (3)
Tech 1 (1)
Workers
Hardened Mox, Forgotten Fighter
Patrol as below
Discard 3 rs Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Fading Argonaut (2/3+1armor fade 3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Plasmodium (forecast 2)
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
End of Turn Hand
Time Spiral
Tinkerer
Battle Suits
Temporal Research
Overeager Cadet
End of Turn Discard
My Thoughts
Buff River, so he’s definitely looking to do the Discord thing he’s been doing. Fargo’s a pretty good bet to trade well in SQL despite a buff River, looming threat of Plasmo will be hanging over him. I’m going to opt away from Boot Camp for now, instead grab Hoodie. I feel like Fencers or BK are more likely for what he’s setting up, and Hoodie works well to get surprise kills, plus I’d do well to have a non-hero thing to spend some dollars on. Will likely try to rush Peace Engine though, guess we’ll see how this all pans out.
I don’t think bringing Plasmo in helps as I 100% expect Discord now. Possible that two step or fencer or maybe bk or hound is the other. I have the advantage of peace machine being tough for him with me having assimilate, so I’m just going to play to protect tech 1 and set up to protect tech 2
Tech 2 card(s)
Get Paid + float - ($8)
River to level 3 midband - ($6)
River kills Overeager Cadet
Wither on Vir - ($4)
Older Brother kills Vir, River to level 5 maxband
Timely Messenger
Heroes Hall - ($2)
I’m continuing to get him to spend cards on spells to not really get a lot done. Teching a DS and a Doom Grasp just in case I can’t reel in River or the likely Onimaru coming to join her. I could break the hero’s hall but honestly I don’t want to give the card, not worth it, but going down another card to bring Nullcraft out to start picking on things does seem worth it, so I’ll go for that. 75% to get Garrison but in case I don’t, I suppose patrolling hoodie in Techn would be good, and in the instance I don’t get it even then? I guess there’s always Vir or Temporal Research. At least I can rest relatively easy that he’s only breaking the tech 2 if he’s managed to draw Appel Stomp or Boot Camp, and either one isn’t going to be buying him anything but a slight reprieve before Peace engine starts rolling. I’m comfortable playing slow for now. He’s mortgaging cycling and workers just to keep the board even it seems like.
…
Oof, didn’t get the Garrison. Guess we’ll see how this goes…
Drill Sergeant, Knight of the Conclave
Drill Sergeant, Doom Grasp
Overeager Cadet, Flagstone Garrison
Overeager Cadet, Hooded Executioner
Main:
Garth to maxband, fetch Drill Sergeant (1)
Overeager Cadet, Ds +1
Move a rune to Nullcraft, it and Hoodie kill Quince, levels fizzle
Worker (0)
Workers
Temporal Research, Neo Plexus, Time Spiral, Hardened Mox, Forgotten Fighter
Patrol as below
Discard 1 Draw 1 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 PEACE
In Patrol:
Squad Leader: Overeager Cadet (3/2+1)
Elite:
Scavenger: Garth (3/4 lvl 7)
Technician:
Lookout:
In Play:
Hooded Executioner (4/2)
Drill Sergeant (4/3)
Nullcraft (2/2)
Battle Suits
Economy Info:
Cards:
Hand: 3
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Flagstone Garrison
Drill Sergeant
Overeager Cadet
End of Turn Discard
My Thoughts
That feels like a lot to spend just to kill Plasmo. I think I have total command of the game now, even if it’s a bad draw of like Plasmo and Doom grasp on the RS
…
Nope, perfect draw, this looks really over
Flagstone Garrison, Knight of the Conclave
Drill Sergeant, Knight of the Conclave
Drill Sergeant, Doom Grasp
Overeager Cadet, Flagstone Garrison
Overeager Cadet, Hooded Executioner
Main:
Flagstone Garrison (6)
Drill Sergeant (new one will be Bilco), old DS (Hartman) +1, draw 1 (3)
Overeager Cadet, DS +1 each, draw 1
Tinkerer, DS +1 each, draw 1 (1)
Nullcraft kills Flagbearer
Garth kills Brick Thief
DS Hartman kills Onimaru, takes 2 damage, you get a card
Hoodie kills Tenderfoot, takes 1 damage, you get a gold
Make a skeleton (0)
Move 2 runes to skeleton, 1 to tinkerer and 1 to nullcraft, leaving the last of 5 generated this turn on Hartman
Workers
Temporal Research, Neo Plexus, Time Spiral, Hardened Mox, Forgotten Fighter
Patrol as below
Discard 1 Draw 1 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 4 PEACE
In Patrol:
Squad Leader: Skeleton (3/3+1armor)
Elite: Tinkerer (2+1/3)
Scavenger: Overeager Cadet (3/2)
Technician:
Lookout: DS Bilco (4/3)
In Play:
Hooded Executioner (4/1)
DS Hartman (5/2)
Nullcraft (3/3)
Garth (3/2 lvl 7)
Flagstone Garrison (4hp)
Battle Suits
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Fading Argonaut
Knight of the Conclave
Overeager Cadet
Doom Grasp
End of Turn Discard
My Thoughts
Flagbearer is definitely annoying, but this is just temporary defense for him. I’m coming with some serious bulldozing. I’ll spread the rune love around s.t. Messenger can’t kill anything that River dies to any of my blockers. Even with Appel Stomp, I don’t fear him doing too much damage to me, but just in case, I’ll tech another Garrison so I don’t lose too much momentum.
…
Well I think I’m in the clear unless he somehow kills my Garrison AND Garth, but even then I should have enough to hit back with to cause havoc.
I’m on my phone but short version is I tech 2 boot camp, play DS, then OC, then KotC, then DS to draw the Boot Camps, move both your blockers, then kill your base
Never surrender! and yeah i figured the game was probably over. The peace mirror is interesting when your opponent can just take your garrison. Was interesting to try and find another way. gg.