Maybe this is the game where I’ll win a past/peace matchup. Orpal will scare off Mox. May go Law Tech II for Censorship Council to lock out the peace engine
STARTING HAND
Graveyard
Poisonblade Rogue
Jandra, the Negator
Deteriorate
Thieving Imp
WORKERS
Skeletal Archery
Poisonblade Rogue
NextHand
Spectral Hound
Thieving Imp
Sacrifice the Weak
Summon Skeletons
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Deteriorate Neo Plexus to 2/1
Javelineer throws his rune at Neo Plexus. You draw a card
Graveyard - ($0)
Orpal hits your base to 19
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Lvl 1 Orpal (1/3)
Skeleton Javelineer (1/1) [no rune]
Graveyard [] (3 HP)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
If I worker and tech I, I have 2 gold left over. Deteriorate on Neo Plexus and snipe wtih Javelineer seems like the best option. Question is whether it’s worth going down a card to play Graveyard as well (I’m workering Rogue). As T1 I need to be the aggressor, so I’ll say sure why not.
teching Plague Spitter and Spectral Hound to get 2 solid units at different cost/robustness tradeoffs. I may tech teh flagbearer at some point to disrupt drill sergeant shenanigans
Jandra, the Negator
Pestering Haunt
Deteriorate
Plague Spitter
Discard
Sacrifice the Weak
Thieving Imp
Spectral Flagbearer
Sickness
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Orpal - ($2)
Exhaust graveyard to replay Javelineer - ($1)
Orpal immediately sacrifices Javelineer back to the graveyard, putting a -1/-1 on Nullcraft and killing it
Orpal smacks Drakk, making him a 0/2
Spectral Hound - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Spectral Hound (3/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Lvl 4 Orpal (2/3)
Graveyard [Javelineer] (3 HP)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Option 1: Midband Orpal, replay javelineer, sac it to kill nullcraft, Orpal hits Drakk to 0/2, Hound
Option 2: Sac the weak nullcraft, replay javlineer, Hound, … no this is worse. Option 1 it is.
Teching Spectral Flagbearer as a counter to stuff like Drill Sergeant, Bloodlust, and Undo, and Sickness as a generally useful card to establish board presence
Tech 2 card(s)
Get Paid - ($9)
Spectral Hound trades with Cadet and goes to Graveyard
Maxband Orpal - ($4)
Orpal kills Lookout Soldier, his maxband spreads -1/-1 runes to your other soldiers. You gain a gold and draw a card
Insurance Agent suicides into Drakk and goes to Graveyard. I gain a gold, reshuffle, and draw - ($5)
Quince finishes off Drakk, midbanding and healing
Plague Spitter - ($2)
Exhaust Graveyard to replay Insurance Agent, insuring the Plague Spitter - ($1)
Worker - ($0)
Pestering Haunt
STARTING HAND
Nullcraft
Tinkerer
Kidnapping
War Drums
Bloodlust
WORKERS
Plasmodium
Hardened Mox
Time Spiral
Neo Plexus
Temporal Research
Tinkerer
NextHand
Fading Argonaut
War Drums
Overeager Cadet
Forgotten Fighter
Art of War
Discard
Art of War
Overeager Cadet
Kidnapping
Nullcraft
Bloodlust
Flagstone Garrison
Rewind
Tech 2 card(s)
Get Paid + Scav - ($11)
Worker - ($10)
Art of War - ($7)
Tech 2 (Peace) - ($3)
Prynn - ($1)
Onimaru Kills Quince, prynn to L3
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Onimaru L8 (6/5 + 2A Swift Strike)
[B]In Play:[/B]
Battle Suits
Prynn L3 (1/3) 4 Runes
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Peace)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 7
[B]Gold:[/B]
Gold: 1
Workers: 11
Thoughts
so onimaru has 5 targets, censorship council lets me play another card, but my hand’s garbage so that’s out. Tech 2 starts to put him on the clock but I’m not worried about any plays currently, prynn answers juggernaut and council is already on the table. Orpal technically threatens death and decay but I don’t think he’s brought it in yet, Quince can set up illusions and play free speech, which ends my deck currently. Graveyard seems like the worst line, so it’s quince or orpal. Orpal’s better against units, I have heroes, probably best to kill quince, if I get bit by D&D he got me.
I can’t do anything with Art of War Oni in Squad Lead, so I will just build Tech III and wall up for next turn. Ideally I want to have 14 gold next turn for Gryphon + Quince + Free Speech, which would basically be a game ender. It’s basically only Kidnapping and Prynn maxband that could counter Gryphon from his side. He had Drakk in play for much of the game, so there’s a good chance he teched it Kidnapping. If I want to be riskier I can only float 10 gold and hope he doesn’t have it, but I don’t have any way to remove Prynn so it’s a must-have
Options (assuming I build Tech III in every case):
Worker, Bigby: float 2 --> 13 gold next turn. Bigby stashes Gryphon. I can only get Free Speech if I get a Scavenger Bonus or Plague Spitter dies (Insurance). I would have 3 chances to draw Free Speech from 5 post reshuffle cards, which is ~95% (if I tech nothing). 100% if I get Insurance.
Worker, Bigby, replay Spectral Hound: same as above except only float 1, so I can only pay for Free Speech with Insurance
Worker, replay Spectral Hound, no tech: float 3 --> 14 gold next turn. I draw 4 cards post-reshuffle from 6 cards. 67% chance of having Gryphon (83% if I can get Insurance). 97% chance of Free Speech.
Option 3 is clearly the worst. The question on 1 vs. 2 is whether losing the option value on being just 1 gold short is worth it to get the Spectral Hound. I think yes.
What can he do to disrupt this on his turn?
*Art of War would let Oni kill Tech III. but he hasn’t reshuffled so he would have had to tech a second copy. And if he has it there’s nothing I can do to stop him with Quince dead. I would just rebuild Tech III, probably tech a 2nd Gryphon and try again the next turn.
*Maxband Drakk would let him haste in a unit. that would cost 8 so it would have to be 3 cost or less. The most attack he could get out of that is Brave Knight at 4+Frenzy, or more realistically Cadet for 3+Frenzy. He would be attackign with 4/4/1, which I can tank with the stuff I have on the board.
*Rewind from Prynn. This would 10 of his 11 gold so he couldn’t do anything else, and it would still leave Orpal and Bigby in play. That doesn’t leave him enough attack to get through and kill my Tech III, and also eliminates one of his anti-Gryphon options (because Prynn would be maxed already), so that actually isn’t that scary.
*Not kill Plague Spitter and patrol in a way that I can’t sacrifice him. This one worries me a bit. Basically I either need Oni to kill Plague Spitter outright, or have him stay alive and attack anyone except Orpal. So that argues for putting Plague Spitter in Squad Lead.
I feel good about doing Option 2. Let’s see how it goes.
STARTING HAND
Art of War
Fading Argonaut
Forgotten Fighter
War Drums
Overeager Cadet
WORKERS
Plasmodium
Hardened Mox
Time Spiral
Neo Plexus
Temporal Research
Tinkerer
Forgotten Fighter
NextHand
Flagstone Garrison
Nullcraft
Art of War
Stewardess
Tech 1 card(s)
Get Paid + float - ($12)
Worker - ($11)
Art of War - ($8)
Max Prynn - ($4)
Drakk - ($2)
Prynn Picks up Plague Spitter
Prynn Kills Orpal, Drak to L3
Onimaru Breaks the Censorship Council
Overeager Cadet (2$)
Float ($2)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Onimaru L8 (6/5 + 3A Swift Strike)
Sacrifice the Weak
Lawbringer Gryphon
Free Speech
Free Speech
Censorship Council
Tech 1 card(s)
Get Paid + float - ($12)
Technician draw
Worker - ($11)
Lawbringer Gryphon. My base starts to fly - ($1)
Spectral Flagbearer - ($0)
Pestering Haunt pokes your base to 17 (it was at 18 before)
STARTING HAND
Stewardess
Nullcraft
Flagstone Garrison
Art of War
Overeager Cadet - Draw
Kidnapping - Draw
WORKERS
Plasmodium
Hardened Mox
Time Spiral
Neo Plexus
Temporal Research
Tinkerer
Forgotten Fighter
NextHand
Bloodlust
Flagstone Garrison
Fading Argonaut
Art of War
Discard
Kidnapping
Overeager Cadet
Stewardess
Art of War
Drill Sergeant
Kidnapping
Tech 2 card(s)
Get Paid + float - ($14)
Run prynn into insurance agent, gaining a rune, prynn picks up spectral flagbearer, both die, bigby to L3 (2/4)
Flagstone Garrison - ($11)
Nullcraft, Draw - ($9)
Overeager Cadet 2, Draw
Kidnapping on Lawbringer Gryphon - ($2)
Lawbringer Gryphon breaks your tech 3, your (now grounded) base to 17. Your units die to Obliterate, your graveyard overflows is discarded
Drakk to L4 - ($1)
Overeager Cadet 1 (4/2) trades with bigby, drakk to Maxband
Onimaru Breaks Tech 2, your base to 15
Drakk Breaks tech 1, your base to 13
Nullcraft his your base for 2, putting it to 11