@Barrelfish glhf!
[Past]/Peace/Blood vs. [Balance]/Present/Law
P1T1
StartingHand Workers
STARTING HAND
Plasmodium
Fading Argonaut
Time Spiral
Hardened Mox
Tinkerer
WORKERS
Time Spiral
NextHand
Temporal Research
Neo Plexus
Forgotten Fighter
Battle Suits
Nullcraft
Discard
Tinkerer
Fading Argonaut
Plasmodium
[details=My Notes]Question 1: how do I win?
Drill Sergeant + Flagstone Garrison with Overeager Cadets and a Nullcraft payload seems like one solid option. So how do I execute that? I need to make sure I’m still alive…how fast can Barrelfish rush me down? I honestly don’t see a way. Battle Suits + Overeager Cadet and Brave Knight will give me a really strong wall and let me take down even high-health units. Also, if I’m ever able to get to 12 gold, I have a panic button in the form of Prynn/Rewind.
I suppose I could also try a Blood rush with Bugblatter, Overeager Cadet, and the ephemeral units. That might actually be faster; my starter Purple units have Fading, but that means they get to trade really well against enemy units for a cheaper cost.
Question 1a: How does Barrelfish counteract that?
Feather rune on Tiny Basilisk to kill the Nullcraft, Injunction on my Flagstone Garrison, Censorship Council to bust up the combo engine, Arresting Constable to delay the Nullcraft’s second hit. All-told, looks like stopping Nullcraft relies heavily on Law Tech II, although there is the Faerie Dragon line of play with Balance. Barrelfish’s options with Present are pretty limited when it comes to countering this.
Barrelfish deals with the Blood rush by dropping Injunction, which can actually be done pretty quickly. Judgment Day is another option as well, which is basically identical to Prynn/Rewind except it costs 10 gold instead of 12. Moment’s Peace also buys a turn of breathing room.
Question 2: how does Barrelfish win?
Stall, trade, and get to a high tech. Present is the strongest tech-up option, unless Barrelfish is trying to shoot for T3 (in which case I put my money on T-Rex). Alternately, use Law T2 to keep stalling until Lawbringer Gryphon.
Question 2a: how do I counteract that?
Vortoss Emblem totally stuffs Rampant Growth and similar buff strategies. Stewardess deals with annoying cards like Ironbark Treant and Young Treant. General’s Hammer lets me take down tech buildings even if I can’t beat through the wall, and in a pinch, I can use Boot Camp to get through the opposing Patrol Zone.
Kidnapping deals handily with any Present units, and stuff like Hyperion works out great. Ebbflow Archon lets me handle Lawbringer Gryphon.
Question 3: what’s Blood good for here?
Even if I can’t get Flagstone Garrison up and running, I’ll undoubtedly have enough units (thanks to Overeager Cadet) to pull in Drakk and use his Frenzy bonus. Drakk’s Maxband also lets me bring in my flying units quickly. I guess Desperation might let me cycle to the cards I need for a combo…? Is Rickety Mine worth it? Do I need to quickly ramp up gold?
My Turn 1: I have exactly enough to play Hardened Mox, and it’s going to be incredible for a strategy that rushes, I think. Next turn, I’ll have enough to play Battle Suits and build Tech I, which is perfect. I can start teching ASAP, probably Overeager Cadets. Vortoss Emblem + Overeager Cadet is another possibility, to play around Rampant Growth
[/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Hardened Mox - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite: Hardened Mox 2/1 indestructible
- Scavenger:
- Technician:
-
Lookout:
In Play:
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold: - Gold: 0
- Workers: 5