[details=Starting Hand]
Battle Suits
Hardened Mox
Forgotten Fighter
Fading Argonaut
Temporal Research [/details]
##Events of Turn:
###Upkeep:
Get Gold (4)
No techs
[details=All Teched Cards][spoiler]
[/spoiler][/details]
###Main:
Hardened Mox (1)
Worker (0)
[details=Workers]
Forgotten Fighter [/details]
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Hardened Mox (1/1)
####In Play:
Nothing
###Economy Info:
####Cards:
Hand: 5
Deck: 0
Disc: 3
####Gold:
Gold: 0
Workers: 5
[details=End of Turn Hand]
Neo Plexus
Time Spiral
Nullcraft
Plasmodium
Tinkerer [/details]
[details=End of Turn Discard]
Temporal Research
Fading Argonaut
Battle Suits [/details]
[details=My Thoughts][spoiler]
If the finals is the end of the big dance, this’ll definitely be a two step
Okay enough with the bad puns… I think it’ll probably come down to his two-step birds vs my two-step Mox + something. I think I may go for a double Boot Camp first cycle, just to get the ball rolling and cycle quickly. I can operate on Tech 1 + HH for likely 3 cycles and still be in good shape, and it will likely be the right call considering he’s going to be doing everything to get birds set up. One thing I don’t want happening right now is a wither on Mox, so patrol lookout.
I’m not at all experienced with Finesse, though I have played plenty of Past/Peace, so we’ll see how this goes!
[/spoiler][/details]
[details=End of Turn Hand]
Temporal Research
Fading Argonaut
Neo Plexus
Boot Camp
Battle Suits [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Main choice here is Tech 1 vs Oni to me. I definitely want Plexus for board position and a blocker. I want to get Mox rolling as a battering ram ASAP, want to 2x boot camp next turn, and Two-step + Cadet next cycle after HH + Fargo on turn 4.
Just need to ensure it’s a bad trade for him to kill oni. He’d need Bloom + Messenger + mid grave (5g) to kill oni behind patrol, and he’d leave no blockers, so I’d be able to battle suit to counter a Grave kill.
Alternatively, if I go neo plexus in scav and tech1, he won’t blow it up, definitely won’t kill Oni, and all I lose is Oni as an attacker next turn? Could be worse, it runs the risk of giving up too much board position but it also keeps my plan a bit in the dark. He’ll have to respect two-step + fencer a bit more.
Okay, I’m convinced, better to go tech 1. Now question is better to Nullcraft? I get a ping on OB, and threaten free damage all the time? Plexus gets pretty efficiently killed by Grave almost no matter what, so yea, why not. Puts pressure on him to build a tower. That or plasmo is not a bad choice either, especially considering I could two-step it in short order.
[/spoiler][/details]
Thoughts: Somewhat underwhelming turn. Can’t put big pressure on the board unless I dump a lot of resources. Rather saving some gold for a big Grave turn or t2 rush. Taking this to t2 might not be the best idea against a garrison rush but dancing birds are not very reliably against Past either. Drawing Rambasa would be great next turn…
Discord would have been a nice tech against Nullcraft and Mox but it’s less great against the larger purple units. I need some t1 units against Stewardess (although: will he even specc those for a garrison build?)
[/details]
[details=End of Turn Hand]
Time Spiral
Boot Camp
Overeager Cadet
Battle Suits
Temporal Research [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
I’m bad at this game lol… Why did I think it would be okay to tech 2 copies of boot camp right away? I wanted an OC along with it, to help protect Oni, I don’t have gold to cast it twice… Well, I’m in trouble against double fencer or Reversal here I guess, but otherwise Oni will still live. I hope he does, I want this mox to become terrifying!
I think since I have a decent chance of drawing what I tech, I’ll go 2x cadet. Don’t want to draw a Two-step I can’t actually use just yet, I’ll grab that next turn.
If Oni does die… I suppose I’ll just do suits + Cadets and move more towards Garrison machine? Dunno, let’s see what happens… He has a ton of gold so maybe he’ll just end up sword slashing oni
[/spoiler][/details]
Thoughts: Sacrificing Grave for T2. He can follow suit but I hope to draw YLDs I can summon before his Garrison hits the board. Could have optimized for a chance of Grave survival instead of blooming Fencer, but even then he would have died to Battle Suits (and not fetched me technician bonus) or got bouned by Origin Story. Since he holds 5/7 cards, I’m not taking that risk.[/details]
Start of turn:
Tech 2 cards
Collect 7 gold +3 float +1 scav. (11)
Main phase:
Level Grave to mid (9)
Nimble Fencer (7)
Bloom on Nimble Fencer (5)
Worker (4)
Discipline Tech II Building (0)
Grave hits Fading Argonaut for 3, taking 2 damage
Tenderfoot trades with Fading Argonaut
Nimble Fencer kills Oni; Grave gains 2 levels and you draw a card.
[details=End of Turn Hand]
Boot Camp
Seer
Battle Suits
Boot Camp
Time Spiral
See this history as proof I’m not editing post opponent turn just for advantage or something: FFA FinGrowStr - Google Tabellen [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
So yea, Oni dies but the levels given are taken away no problem. Even better, they are easily donated to Prynn, who I’ll want maxbanding to deal with incoming YLDs and Vigor Adepts! He won’t have enough for MPM and YLD, so I should be able to keep him down, and he won’t have drawn much anyway. That play actually cost him a pretty penny that I’m not sure was worth it!
I think it would be unwise to try and match tech buildings, as he has inside track and I need gold available to avoid air superiority. Bring in Seers for trash ammo and more cheap bodies, keep using Research and Boot Camp to pump out units, overrun the board that way. Feels like the right plan, let’s see it through!
[/spoiler][/details]
Thoughts: His next turn is going to hurt I’m sure. Could have 2x hero’d instead of either unit. Would be a little harder to take down but I fear that the free XP would be too useful.[/details]
Apologies to those spectating, I did not include my next hand in my previous post! I will edit it in there, and link to my google sheet where people can view history and (hopefully?) see I did not tamper with it! I suppose you can also use it to follow along and tell me if I screw anything else up
[details=All Teched Cards]
Origin Story, Stewardess of the Undone
Seer x2
Overeager Cadet x2
Boot Camp x2 [/details]
###Main:
Battle Suits (7)
Midband Prynn (6)
Seer, Prynn to fade 4 (5)
Mox kills Nimble Fencer
Prynn kills Mario, you get a gold, mario to your codex, Prynn to Fade 5
Cadet Pyle trades with Luigi, you get a card, Luigi to your discard
Maxband Prynn, she heals (2)
Trash YLD, Prynn to fade 3 (1)
Nullcraft and Cadet Joker break your tech 2, your base to 18hp
Worker (0)
[details=Workers]
Time Spiral, Neo Plexus, Tinkerer, Plasmodium, Forgotten Fighter [/details]
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
####In Patrol:
Squad Leader:
Elite:
Scavenger: Seer (3/1)
Technician:
Lookout:
####In Play:
Nullcraft (1/1 flying)
Overeager Cadet Joker (3/2)
Hardened Mox (3/2 from +1/1)
Prynn (3/5 lvl 7 fade 3 holding YLD)
Battle Suits
###Economy Info:
####Cards:
Hand: 4
Deck: 4
Disc: 0
####Gold:
Gold: 0
Workers: 9
[details=End of Turn Hand]
Fading Argonaut
Seer
Temporal Research
Stewardess of the Undone [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Hmm, this whole Boot Camp thing isn’t really working out lol. Still, probably good to have them at the ready, if nothing else for patroller removal. I think a tech 2 kill + board wipe with the board I have give me good command of the game, but we’ll see what he can counter back with. Tech in an Origin Story in case of Rook maxband, but more likely he holds tech 2 things and I hammer this game home I think! [/details]
[details=End of Turn Hand]
Overeager Cadet
Boot Camp
Origin Story
Temporal Research [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
PHEW! 50/50 draw there on OS but with the scavenger gold I’d have one more crack with Boot Camp, so 75% overall. Probably should have teched 2 since I planned on workering Stewardess anyway… Nice to not need to skip the worker though in reality wouldn’t really matter too much. This should be more or less over. [/details]
Thoughts: Heroes Hall basically serves as an extra patroller. if he doesn’t take it out, it helps me next turn.In practice, i’m just paying for base HP.
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 9 gold (9)
Main phase:
Repair Tech II Building
Tenderfoot (8)
River (6)
Wither Joker (4)
Discord to kill Nullcraft and Joker (2)
Heroes’ Hall (0)
End of turn:
Discard 2, draw 4
Float 0
Patrol:
Leader: L1 River (2/3A)
Elite:
Scavenger: Tenderfoot (1/2)
Technician:
Lookout:
Board:
Buildings:
Base (16)
T1 (1)
T2 (5)
Heroes’ Hall (4)
Spec: Discipline
Economy:
Workers: 9
Gold: 0
Hand: 4
Deck: 4
Discard: 6
New hand
Young Lightning Dragon, Spark, Mind-parry Monk, Nimble Fencer