Unrelatedly: Figuring out my turns either takes me way too long here because I am not very good a this game, AND/OR Past-peace-anarchy is really really really annoyingly strong.
EDIT: ALSO I APOLOGIZE TO ANYONE TRYING TO READ MY THOUGHTS HERE.
[details=Thoughts]Stupid bottomdeck crashbarrow. Anyway I think I am liking break both techs as my plan.
Max garth is 8, fetches tech in crashbarrow. Glider? is 9th.
CB is 6, glider is 3, on board is 6.
Prynn into FA. Null into FA.
Seer into OE.
Glider trades with his nullcraft (so it shuffles, and keeps null alive)
Barrow hit #1 tech 2. Prynn tries to hide CB, dies returning his nullcraft and my barrow.
Barrow hit #2 tech 1. Overall – 4 damage, 16 remains. Shuffle contains both the Gliders, nullcraft is alive and well for at least 2 damage next turn with a midband drakk
Fading Argo, Neo, Nullcraft likely accounts for all his tech 0 units, which leaves me with Garth in tech vs DS, Nullcraft, likely no more runes for DS, Zane and/or Oni likely, almost certainly NOT prynn. I’m mostly betting that he doesn’t have neoplexus or sharks?
Still doubting he tech’d in sharks (probably preferring some mix between tech 1, and tech 2 anarchies, or even being greedy via bringing in gunships, as he has a peace engine down). The other important thing here is that he can’t rebuild his tech 2 this turn and I have a barrow coming up plus a drakk.
He’ll have: Nullcraft, DS, Zane and/or Onimaru, and POSSIBLY Neoplexus. There is a slim chance he has tinkerer or plasmodium still, but tinkerer is the only actual problem there. Garth PROBABLY dies pretty obviously (Zane into Garth. Summon Oni, 6 gold leftover. Rune onto nullcraft, slaying garth +2 levels to Oni. IF he went for sharks he can do a lot more obviously. He could also bootcamp my Garth to sideline it which should give him a tech 2 break and make me sad.
IF I keep my seer back he can’t do as above, but still has options depending. This whole plan is maybe not quite moot’d by the realization I can summon garth+skeleton sac skeleton to draw at 5+1 gold leaving 3 open to summon CB.
Middrakk for 5. Glider is a 6th. 3 leftover, discard 3 draw 5 – spend it on Garth or save it maybe? 9 gold next turn, who do I keep alive and what do I tech with CB, and 4 from the reshuffle – which I don’t think includes my glider?
3+2+3+4 flicker for +4 if desired.
Glider hit #1 on FA, Prynn into cadet, flicker glider 4 into DS OR onto Garison, Seer+null into tech 2. Leaving up that DS is super bad unless I break his tech 1 instead, because I probably die or almost die to nullcraft+runes.
Can keep Prynn alive a bit longer if instead of a flicker I go for stashing or not even stashing something else?
Glider > DS, Null > OE, Prynn+seer > FA? Make own FA discard 2 draw CB+rs3/11 vs Tech 1 + Tech 2
Prynn 3/2@2, 2/3 Drakk, 2/3 FA@3, Null 1/1, and 10 gold next turn. Ffffffffffucking wish that rewind was a kidnapping/bloodlust/blatter.
Garth+Skeleton -> Sac skeleton to draw CB is SO close to useful, but it uses 9 total gold to draw and play crashbarrow this way, and only leaves me with 2/4 patrol Garth, and I’m discarding 4 in this route, which is boooooo.
Maxdrakk for 7. Seer. Glider. All 9 used. Discard 2, draw 1 rs+3. Don’t think this is particularly great sadly, not entirely sure what I do here? 3 3 2 3 4 all aggro all the time? 4 > FA/DS/FG, 2 > OE. 3 3 3 base? Stash dat DS a bit – it becomes blatter+CB time? Prynn@1 (Null, DS), seers, null all exhausted. Drakk in tech for draw. Able to summon glider with Garth next turn if nothing else for 3 flying, and we have 2x seer and nullcraft
- Middrakk again for 5, summon seer to hit 2 or 3 runes on Prynn is 6. Defensive-ish route maybe? Glider is a 7th that just seems SO good.
Glider for FA, Prynn kills OE, stash DS a turn? Break tech 2 with seer+nullcraft, FA Squad leader, Seer in Lookout, and Drakk behind patrol because Zane mostly.
He has no nullcraft or DS in play the turn but DOES have tech 1 and Garison, probably doesn’t two hero unless he can kill Drakk. Discard 1, draw CB + 2 of neo-plasmodium-stewardess-BC-TR-Rewind-Shoddy #2-Tech A-Tech B. Gives a 3/9*3/8 chance for 1/8 chance of missing shody and techs. Chance of being really sad prynn is fading out is pretty high however as I can’t flicker a glider/barrow which will probably be crucial to winning or losing or even just drawing TR/Rewind I really want to have prynn.
F: Keep Prynn alive and well, we invested too much in expecting her to be alive on this shuffle when we tech’d rewind.
Garth+Skeleton+FA+Seer+Glider is 7 and a whole pile of cards (3/4). Glider+null kill FA, Seer for OE, Prynn does 3 to face going up to 3 runes. DS, Tech 1+2 (1/3, 1/1, 2/3@3, 2/1) drawing into CB,
G: Fetch something else with Garth maxband. Bugblatter “1”, and start trading shit left and right? Ogre “2” recruiter for just a big body on patrol, while we do other things with our hand? Stewardess “3” to bounce that FA as effectively 4 attack but also a 2/3 body? Fetch Glider “4” and play Glider? Trade, Play seer, Fetch seer “5”, om nom nom delicious DS #1 and nullcraft - gone forever hopefully?
G1-a: Blatter+Seer -> 6 offense kill off my first seer and FA+OE so his base takes 3, stash his DS under Prynn 3/2 prynn, probably maybe sorta? Seer+Garth+Blatter on patrol, grab kidnapping, CB, or Lich’s as tech #2. 4+2+1 +A defense vs tech 1//tech 2. Maybe even go as far as keep blatter behind the lines. He can dork up (weak to kidnapping and me stalling out the game a bit more. Not great, but possibly workable if I can hurl enough flying/overpower into his face)
G1-b: Blatter+Glider -> 3, 3, 2, 1 flicker for +3 maybe? Prynn+seer > FA, Glider+null > DS, Glider does damage somewhere. 7 to base maybe overall maybe with Blatter+Garth on patrol vs Null, tech 1, tech 2, zane-etc available Don’t think I like this route.
G2-a: Ogre+Seer -> 6 offense, not necessarily looking to super aggressively trade, but we still need to trade - but we almost certainly hope to have ogre survive and steal his nullcraft if not something better and we want to probably get that DS at least hidden away so it can’t attack and/or get a bunch of runes on the cheap (his reactionary tech capability is actually really problematic). The other option is to expect ogre to die and throw it up as a 5/5-ish body in squad leader to keep garth alive reliably keep DS stashed under prynn until she fades out at start of next turn, so probably a kidnapping as another tech choice? Prynn+Null gets FA and seer for OE. Likely facing DS and massive dork wall that is too big for ogre to attack into. Bleh.
G2-b: Ogre+Glider -> 3+1+3 keeping prynn alive, but some damage output? Glider+Null > DS, trade seer for FA with help from Prynn. OE, Tech 1, Tech 2 vs Garth (3/4+A?), Ogre (5/4), 3/2 prynn @2, Nullcraft, Tech 1, Tech 2 – he probably grabs whatever he feels like as tech and can draw into it between dropping his second garison (high chance) second OE and some 2 drop (5 gold spent, leaving 4 to possibly be dropping chameleon lizzo or double monkeys or DS #2 and likely a 1 drop…). Grab kidnapping or Barrow #2 as second tech? Maybe even go for netherdrain like an absolute madman - hoping to do something to the tune of eventually getting rid of his nullcraft. Forever.
G3-a: Stewardess+seer -> FA back to his hand. 6 offense. Prynn > OE? Skibbidydibbidy scoop up that DS, no no no don’t want to deal with his access to it next turn from the start. Seer and nullcraft contemplate what to hit hard. Split damage across multiple tech better for sniping one or the other under different circumstances of gliders in future turns (midband drakk or not). Consolidated damage lets midband drakk+nullcraft take out a building instead. Kidnapping x1, barrow #2 or kidnapping #2 for glider/kidnapping threats to accompany drakk turn that is coming up. Defense is Garth (3/4), Stewardess (2/3) and Seer (2/1) vs tech 1 and tech 2 so he can DEFINITELY put out some great wall of bodies, and he’s definitely getting back his nullcraft and his DS next turn.
G3-b: Stewardess+glider (probably the preferred stewardess turn as 3 more offense is possibly a lot more important if we’re tempo playing that argo drop). FA back to his hand, 9 offense. Prynn > OE. Seer+Glider > Tech. Glider+Nullcraft > DS/Garrison. Choose if keep my Prynn+hidden nullcraft of his or if I leave up the other tech/DS. Somewhat reasonable option to ‘simply’ throw away the seer instead of damage on prynn if I am keeping her alive with 2 runes – in which case we probably kill DS, and do 3 damage to (a tech) building with prynn. Then we have Garth (3/4+A?), Stewardess (2/3 but where though?) defensively and Prynn behind lines as (3/5) @2, nullcraft (1/1) vs dumped hand. Fairly expensive for him to kill Prynn this turn. I guess we can also suggest killing garison AND DS but leaving both his techs up, and sorta hoping he doesn’t have garison+ds this turn and can’t draw into them (in which case he probably goes tech 3 grabbing gunships?). Bleh no probably not a good idea. TR+FA means he can draw 2 so he actually would have 7 so he absolutely can replay at least one of those, in addition to putting down prynn/onimaru, and 1-2 OE, and bootcamp is another way to draw to 2 in deck so only if he bottom decked his second copies of DS/FG would he miss on bootcamp while having 6 gold leftover.
G4: GLIDERS. BRING ME GLIDERS BATMAN. Fetch Glider, Play Glider = 3+3+1 flying. flicker glider for +3. 3+2 ground attack in seer+prynn. No gliders next cycle though, which is actually a pretty big threat loss if I go for base race (unless I am resummoning a max garth) to fetch another one. As we have 10 flying damage we could hurl it all at his face and tech in buggblatters and put on our blood face. We could also hurl 7 or 9 at his face and trade one flyer for his nullcraft slightly more moderated approach (probably a glider honestly as keeping my nullcraft in play means more pings and shuffling the glider means we can redraw – then our remaining goal is to get in for 13). There’s the totally moderated approach of glider+nullcraft kill DS, flicker glider and trade it for HIS nullcraft… Annnnd trade out elsewhere too I guess. Not really the war face plan if we do that.
G5: SEERS. BRING ME SEERS AND TIME RUNES BATMAN. Prynn+Null take FA, Seer for OE, Fetch sr. Seer aka “GOOD GOD WHAT AN EXPENSIVE TIME RUNE”. Play seer #2 and hide away that poor poor foolish DS. 3/2 @2 Prynn. Defend with Seer(Elite)-Seer(Lookout)-Garth(Squadleader? Behind the lines?) vs Tech 1+2. Neener neener neener Prynn has his junk, hope he didn’t go for and draw Lizzo/Monkey/SA, but he can probably draw into them if desired which is sadness.
H: How are we back to a mid/max garth consideration again – oh right card cycles or something? Get Crashbarrow, skeleton to draw other crashbarrow – why do I want to shuffle it in again? We’re down the rabbit hole now, there was some stupid idea I was considering somewhere in the G series of lines where I wanted to shuffle in the Crashbarrow rather than draw it next turn? Was is Mid garth+skeleton to draw the CB, Seer and Glider is 8… 3/5@2 prynn 2/1, 2/1, 2/4, 3/1 dying flying, 1/1 flying prior to attacking. 1 Floating gold could be replacing glider/seer with a 2 drop, or it could be a worker to stop teching.
So 3+2+1+3 offensively. Probably kill DS, punch down FA with a seer+prynn, leave up OE. Defense is: 2/1, 2/4, so probably not getting to keep garth alive boo this seems awful again.
I: Less shenanigans approach of crashbarrow Garth fetch turn maybe? 8 for crashbarrow… Glider? Pop FA with glider+Nullcraft, CB takes OE+DS. Seer+Prynn breaks tech 2, and leave garth in the suicide seat?
CB gets reshuffled, glider does not. Draw into CB+4 from 11 (1 remaining tech option; kidnapping? 2+4+3 is a turn of kidnapping CB and drakk, can also be much more shenanigan tier of seer-glider-rewind-glider-seer… Plasmodium is real unfortunate if I draw now. I don’t think he can break my tech 2 behind Garth with only tech 1, but we go for blatters. Would need a bloodlust before I start getting land octopus. IF he just decides to leave up garth this turn, we can probably trade in a hero either by attacking with Prynn and fading her out intentionally to resummon CB, or skeleton+sac to draw then hurl garth into 4 damage?
I really need to just fucking pick one of these routes.
OBJECTIVES initial listing:
DS not on board.
Nullcraft not easily available.
Tech 1 broken to prevent chump storm.
Tech 2 broken to prevent DS/Haste/Additional FGs – limits to 1 hero as well.
LOTS of base damage.
Prynn alive and not fading out because I’m an idiot who tech’d rewind and kept plasmodium?
Narrowed options A, E, F, I?
Formalizing what I think he has in deck:
FG #2, DS #2, OE #2, Boot camp #1 accounts for 7/8 tech cards, and 4/8 cards in his deck/hand.
Unknown tech card (Tech 1 or Spell probably), Neoplexus, Temporal Research, accounts for 3 more bringing us up to 8/8 tech and 7/8 deck/hand, so there is one other starter he is holding onto? Mox should be workered as he dropped tech 2 so FF, Time Spiral, Tinkerer. Tinkerer or Time Spiral are most likely candidates.
This means his current deck consists of – 2 tech 2, 1-2 tech 1 units, 2-4 spells, 1-3 tech 0 units?
Likely: 2:2:2:2 split. Spells and tech 2 units are his expensive options, tech 0/tech 1 is cheapo stuff.
Breaking tech 2 limits off 2 cards, his gold won’t be strained.
Breaking tech 1 limits off 2 cards, his gold COULD be strained.
Breaking Garrison limits cards slightly.
Solution for DS so we don’t die.
Objective A: Tech 2+DS broken (4+2+5+4 ==> 15 damage required OR 9 flying). Returning nullcraft is possibly acceptable here.
Objective B: Tech 1+Tech 2 broken (limits actual played units to 2). 16 damage required. Cannot suffer nullcraft and DS to co-exist.
Objective C: DS+Garison broken (8 flying or 14 damage required) – Prynn not fading out and at least semi-protected ideally.
Objective D: DS broken OR stashed, probably clear patrol, and as big a wall as possible between non-fading Prynn and a second hero.
Fetching CB with Max garth -> 6+6 offensively. Glider is +3, seer, or worker. IF we trade out CB, it shuffles into deck, if we flicker something we get +3 or +6. Can’t really stash FA, which is sub-optimal right now anyway. CB>Patrol, Seer-Prynn>Tech 2, nullcraft does 1 somewhere (base?), Play seer to stash DS, expect Prynn to fade out.
This satisfies A with Seer+Garth patrol
Null, Seer backline, Prynn on the out. Draw CB+rs of 11 (CB, Glider x2, Tech choice #2 (Blatter or kidnapping) or 4/11 good cards or ~11% chance to miss SOMETHING good in the 4 reshuffled card draws).
CB > Patrol, glider+Null > DS, Seer+Prynn > tech building.
Satisfies A with Garth patrol, Prynn, seer, Null sticking around draws CB+Rs 4 of 11 (CB x1, Glider x1, tech choice #2 (blatter or kidnapping)) or 3/11 good cards or ~21% chance to miss SOMETHING good in 4 reshuffled draws. Adding in seer, TR and Rewind chance goes waaaay up to like 1% of one of mentioned cards; 4% only counting 2 of those, etc. Probably this route? Garth in tech for card-draw, or nothing if he uses a max zane. But in case of sharks this is probably better. Hope his hand is 2+ tech 2, bootcamp, TR, and Neo or something.
Fetching stewardess with Max Garth -> ‘4’ offensively, +6 board. Glider is +3, seer, or worker. 10 board can clear patrol and trade out DS which is D, though we have to trade seer and Prynn in the process unless we glider.
Glider+null > DS, Stewardess > FA, Prynn > OE, seer into his face? Shuffle includes 10 (CB x1, Tech choice #2, Glider x1) is 16% chance to miss something good, ~7% for Seer/Rewind as good if Prynn survives the round.
Fetching CB with Max Garth -> Prynn+null > FA, Seer > OE, CB > Tech 2, Prynn flickers CB > Tech 1. 1 gold leftover, how do? Single patroller seems like mistake if leaving up DS
Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($9)
Max Garth, Fetches Crashbarrow - ($1)
Crashbarrow overpowers FA and slams into overeager cadet killing it. Gain a gold – back to discard crashbarrow.
Shoddy Glider - ($0)
Nullcraft + Shoddy Glider eat DS. Num num num.
Prynn and Seer #1 team up to break your tech 2, Prynn @2. Your base to 18
Discard 3, draw 1, reshuffle, draw 4
[I]Technician[/I]: Garth (3/4)
- Prynn (3/5) @2 (Hiding your nullcraft)
- Seer #1 (2/1)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
- Hand: 5
- Deck: 7
- Disc: 1
- Gold: 0
- Workers: 9