LLL 2: Kaelii ([Past]/Peace/Anarchy) vs. FrozenStorm ([Discipline]/Blood/Truth)

@FrozenStorm Good Luck, and have fun!

[details=Thoughts]White starter has solidly mid tier units. I don’t think I want to open Nullcraft vs him
Not starting with Mox/Fading Argo is a little sad.

I have four distinct routes to open here:
1: Nullcraft – not terribly aggressive but reasonably likely to stick around a little bit and only really Primus/Tower remove it barring maximum silliness such as sparkshotting it.
2: Neoplexus – Fairly bread and butter opening. Not quite Fading Argo in terms of aggressive options. Likely just patrolling it as we move along. Maybe we do something inzane – unlikely with no nullcraft next turn however.
3: Plasmodium – This is a definite curveball route - I’d probably rely on hitting a seer or time spiral T3 for this to do anything but give up tempo. Plus I don’t like offering quince mirrors of a 4/4 haste terribly much after I give up the tempo of P1.
4: Hero. Oni is the obvious choice as a 3/3 attacker. Zane hitting base for 2, and probably something stupid like aiming for T3 Detonate is the inzane choice.

After much deliberation we’re going for a likely stupid plan where we open with Zane and deal 2 to his base.
I don’t think I’m going peace engine this game, instead we will probably aim for a past // past engine with anarchy support or simply go straight into anarchy with nullcraft+chaos mirrors or something. Plasmodium is getting the worker stick as we might be going past so time spiral could be great.
[/details]

P1T1


StartingHand Workers

STARTING HAND
Neo Plexus
Plasmodium
Nullcraft
Forgotten Fighter
Time Spiral


WORKERS
Plasmodium


NextHand

Fading Argonaut
Hardened Mox
Battle Suits
Tinkerer
Temporal Research


Discard

Nullcraft
Neo Plexus
Forgotten Fighter
Time Spiral


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Zane - ($1)
Zane hits your base for 2

Float ($1)
Discard 4, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5

GL HF @Kaelii! I’m not sure what my deck is going for with Discipline exactly, so I guess we’ll find out together!

Player 2, Turn 1

P1 [Past]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Savior Monk
Smoker
Fox Viper
Sensei’s Advice
Morningstar Flagbearer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Savior Monk (3)
  • Grave (1)
  • Worker (0)

[details=Workers]
Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Savior Monk (2+1/2)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Grave (2/3 lvl 1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Safe Attacking
Aged Sensei
Snapback
Fox Primus
Grappling Hook
[/details]

[details=End of Turn Discard]
Morningstar Flagbearer
Sensei’s Advice
Smoker
[/details]

[details=My Thoughts]
I guess this is just the Grave + Snapback flavor of Mirror Barrows? Grave’s solid, don’t get me wrong, but I think I’d rather have Garth and Black starter any day. Still, I am partial to Grave / white starter, and he must have whiffed Fargo, Plexus, Mox, and Suits? Even Nullcraft I think is a better start than Zane getting 2 base damage. It’s not like he’s in great position to base race with me with Purple starter :confused: I would think Oni or even Prynn would be a better choice than Zane, though I suppose we’ll see what he’s up to. Drawing into Hook and Safe Attacking, which may prove great for getting a Zane kill!
[/details]

P1T2


Tech StartingHand Workers

TECH
Suprise Attack
Chaos Mirror


STARTING HAND
Temporal Research
Battle Suits
Tinkerer
Hardened Mox
Fading Argonaut


WORKERS
Plasmodium
Hardened Mox


NextHand

Temporal Research
Neo Plexus
Time Spiral
Forgotten Fighter


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Tinkerer - ($3)
Fading Argo - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut (2/3+A) @3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tinkerer (1/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane level 1 (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6

No tech 1 eh? Am I in for surprise?

Player 2, Turn 2

P1 [Past]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Safe Attacking
Aged Sensei
Snapback
Fox Primus
Grappling Hook
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • No techs turn 1

[details=All Teched Cards]
Free Speech, Spectral Hound
[/details]


###Main:

  • Aged Sensei (5)
  • Tech 1 (3)
  • Mid Grave (1)
  • Hook Fargo to Lookout (1)
  • Grave spikes Fargo, takes 2 damage and stands ready
  • Monk kills tinkerer, takes 1 damage
  • Worker (0)

[details=Workers]
Fox Primus, Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Grave (3/2 from 2 damage lvl 3)
  • :target: Lookout:

####In Play:

  • Savior Monk (2/1 from 1 damage)
  • Aged Sensei (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 7

[details=End of Turn Hand]
Snapback
Morningstar Flagbearer
Spectral Hound
Grappling Hook
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Still not sure what his play here is… Sharks? Max out Zane and clear? Suicide Zane and try to level Oni/Prynn? Chaos mirror tinkerer? No matter what, I don’t love his options…

Couple different lines I can go:
Hook Fargo to elite, grave kills tinker and sparks, monk trades Fargo (optional midgrave first to leave SQL, ensures tech1 stays up through sharks)
Hook Fargo to Looky, midgrave kills fargo, monk kills tinkerer, Sensei in front / Safe Attacking
Safe Attacking, grave and monk kill fargo, sensei in front (or midgrave first and patrol him)

Sharks get Grave or tech 1, his choice, in most scenarios. If I patrol grave + sensei, maxzane gets a nice double up.

Seeing as he is short gold to sharks + tech 1 unless I kill tinkerer or he gets a Zane shove off, I’m just going to bet that he didn’t tech Sharks and take the free kill on both dudes by laying safe attacking. That seems most likely to pay off.

I’ll tech in a Hound and Free Speech, just to have Free Speech in the deck. If I don’t hit the hound or he kills tech 1 nbd, investing in Quince or Drakk next turn should work out fine.

I’ll make up the card by patrolling Grave in Techn, since there’s no safer spot against anything he has aside from Nullcraft + max zane to shove + worker. Come at me Zane + sharks…
[/spoiler][/details]

Welp

[details=Thoughts]5/84/73/6*2/5 chance to miss the three cards that would work in this situation when I was redrawing.
Sharks
Nullcraft
Or even Chaos Mirror.

Sharks + Worker + Tech 1 would clear board with a level 3 2/1 zane that he can’t kill off so either dumping 4 on expensive snapback or simply going for his tech 2 I suppose.

Nullcraft + Maxband Zane would be 7 leaving a gold for worker, and either killing a dude with Zane or 4 to base (probably 4 to base). Grab Hammer and Brave Knight maybe?

Chaos Mirror the 1 attack onto grave for 2, kill grave, midband zane for 1 more, worker is 4, tech 1 and hero’s hall or 2 drop.

As it stands I’ve probably lost as this hand and my next are pretty garbage, and he can pretty freely run out tech 2 next turn. At least I didn’t draw battle suits THIS turn as well as my three starter spells.
White has lots of things which make me sad now that I’ve given up the advantage – safe attacking and sensei’s advice are both great now as I can’t kill off more stuff.[/details]

"P1T3


Tech StartingHand Workers

TECH
Brave Knight
Seer


STARTING HAND
Temporal Research
Forgotten Fighter
Neo Plexus
Time Spiral


WORKERS
Plasmodium
Hardened Mox
Time Spiral


NextHand

Nullcraft
Suprise Attack
Battle Suits
Chaos Mirror


Discard

Fading Argonaut
Tinkerer
Brave Knight
Seer
Forgotten Fighter
Temporal Research


Tech 2 card(s)
Get Paid + float + Scavenger - ($8)
Neo Plexus - ($6)
Worker - ($5)
Tech 1 - ($3)
Zane trades in, you draw
Onimaru - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Neo Plexus (3/2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7

Player 2, Turn 3

P1 [Past]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Snapback
Morningstar Flagbearer
Spectral Hound
Grappling Hook
Sensei’s Advice (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7)
  • Draw 1 for technician
  • Monk heals 1
  • Tech 2 cards in (except on turn 1)

[details=All Teched Cards]
Shoddy Glider, Crash Barrow
Free Speech, Spectral Hound
[/details]


###Main:

  • Quince (5)
  • Sensei’s Advice to Monk and Sensei, who is self-taught I guess? (3)
  • Aged Sensei trades with Plexus
  • Savior Monk kills Onimaru, takes 1 damage after armor, Quince to lvl 3
  • Spectral Hound (2)
  • Worker (1)

[details=Workers]
Grappling Hook, Fox Primus, Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Spectral Hound (3/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Mirror Token (0/1)

####In Play:

  • Savior Monk (2/1 from 1 damage)
  • Quince (1/4 lvl 3)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 8

[details=End of Turn Hand]
Safe Attacking
Free Speech
Smoker
Crashbarrow
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Well that technician draw changes the plan from Tech 2 rush to cheap Oni kill I think! If I skipped worker I could mirror my hound permanently, but I’m not confident that’d be worth it. Better to worker + float 1 and grab my tech 2 next turn I think. Going to get the deck ready with hasty things though.

And of COURSE that bites me a bit, draw the barrow right away… :frowning: Oh well, guess we might be spending a little more on Quince or Drakk. Probably next tech will be Bugblatter + Barrow/Kidnapping

Bad draw aside, I think I’m still in pretty great position. Laying 4 attackers and 6 immediate damage against an empty board on P2T3 with no econ disadvantage is pretty excellent. He wouldn’t dare tech 2 next turn anyway!
[/spoiler][/details]

P1T4


Tech StartingHand Workers

TECH
Origin Story
Calypso Vystari


STARTING HAND
Suprise Attack
Nullcraft
Battle Suits
Chaos Mirror


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Chaos Mirror


NextHand

Brave Knight
Forgotten Fighter
Tinkerer
Seer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Nullcraft - ($5)
Tech 2, Anarchy - ($1)
Nullcraft kills Savior Monk

Float ($1)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Nullcraft (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

Player 2, Turn 4

P1 [Past]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Safe Attacking
Free Speech
Smoker
Crashbarrow
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards in (except on turn 1)

[details=All Teched Cards]
Crash Barrow, Captured Bugblatter
Shoddy Glider, Crash Barrow
Free Speech, Spectral Hound
[/details]


###Main:

  • Mirror copies Hound (7)
  • Hound and “Hound” break your tech 2, your base to 18
  • Quince hits your tech 1 to 4hp
  • Free Speech, no hero spells or abilities (5)
  • Tech 2 Blood (1)
  • Worker (0)

[details=Workers]
Safe Attacking, Grappling Hook, Fox Primus, Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 3 rs Draw 1
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC BLOOD

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Spectral Hound (3/3)
  • Quince (1/4 lvl 3)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Sensei’s Advice
Shoddy Glider
Snapback
Morningstar Flagbearer
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Wow, he went for it? Glad the Free Speech will keep him down. Lose the mirror to break his tech 2 but it’s a small price to pay for the safety. I think I’m in pretty good position to take this win. Could even rush tech 3 next turn for Gryphons!
[/details]

P1T5


Tech StartingHand Workers

TECH
Chameleon Lizzo
Chameleon Lizzo


STARTING HAND
Brave Knight
Tinkerer
Seer
Forgotten Fighter


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Chaos Mirror
Forgotten Fighter


NextHand

Calypso Vystari
Battle Suits
Origin Story


Discard

Seer
Chameleon Lizzo
Chameleon Lizzo


Tech 2 card(s)
Get Paid + float - ($9)
Brave Knight - ($6)
Tinkerer - ($4)
Onimaru - ($2)
Rebuild Tech 2
Worker - ($1)

Float ($1)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Nullcraft (1/1)
  • :pschip: [I]Technician[/I]: Tinkerer (1/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Onimaru (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 4
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

Player 2, Turn 5

P1 [Past]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Sensei’s Advice
Shoddy Glider
Snapback
Morningstar Flagbearer
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except on turn 1)

[details=All Teched Cards]
Shoddy Glider, Kidnapping
Crash Barrow, Captured Bugblatter
Shoddy Glider, Crash Barrow
Free Speech, Spectral Hound
[/details]


###Main:

  • Quince tickles Knight’s armor and survives, Hound trades with Knight back to your hand
  • Max Quince, heals (7)
  • Grave (5)
  • Make a Mirror (3)
  • Shoddy Glider, mirror copies it (2)
  • Mirror Glider kills your nullcraft, you get 1 gold
  • Real Glider kills Onimaru, Grave to level 3
  • Worker (1)

[details=Workers]
Morningstar Flagbearer, Safe Attacking, Grappling Hook, Fox Primus, Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 1 rs Draw 3
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC BLOOD

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Grave (3/4 lvl 3)
  • :target: Lookout:

####In Play:

  • Quince (1/5 lvl 5)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 10

[details=End of Turn Hand]
Aged Sensei
Snapback
Savior Monk
Shoddy Glider
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts][spoiler]
Sure would have been nice to have a Barrow here! :_( Might have sealed the deal, breaking tech 2 AGAIN.

Bringing in Grave just to keep Zane out. Kidnapping will be my BK remover. Hoping he isn’t going for tech 3, but if he is I want to keep Sensei’s Advice in the deck for Gliders. Might get Surplus next turn, but more likely Drakk max and more mirror glider
[/spoiler][/details]

P1T6


Tech StartingHand Workers

TECH
Calypso Vystari
Boot Camp


STARTING HAND
Origin Story
Battle Suits
Calypso Vystari


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Chaos Mirror
Forgotten Fighter


NextHand

Temporal Research
Suprise Attack
Chameleon Lizzo
Fading Argonaut
Neo Plexus


Tech 2 card(s)
Get Paid + float + Scavenger - ($11)
Zane, Maxband - ($4)
Shove grave to scavenger
Prynn - ($2)
Zane takes Grave, +2 levels to Prynn – we both get a gold - ($3)
Origin Story Quince - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Tinkerer (1/2)
  • :pschip: [I]Technician[/I]: Prynn level 3 (1/3) @4
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Zane level 6 (4/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Anarchy)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 9
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

Player 2, Turn 6

P1 [Past]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Aged Sensei
Snapback
Savior Monk
Shoddy Glider
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10+1float+1scav)
  • No techs

[details=All Teched Cards]
Shoddy Glider, Kidnapping
Crash Barrow, Captured Bugblatter
Shoddy Glider, Crash Barrow
Free Speech, Spectral Hound
[/details]


###Main:

  • Quince + max (6)
  • Drakk (4)
  • Shoddy Glider, fresh mirror copies (3)
  • Fake Glider kills Prynn, Drakk to lvl 3
  • Real Glider kills Zane, Drakk to lvl 5
  • Tower (0)

[details=Workers]
Morningstar Flagbearer, Safe Attacking, Grappling Hook, Fox Primus, Fox Viper
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 18
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC BLOOD
  • Tower HP: 4

####In Patrol:

  • :psblueshield: Squad Leader: Quince (1/5+1armor lvl 5)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Drakk (2/3, lvl 5)
  • :target: Lookout:

####In Play:

  • Nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 4

####Gold:

  • Gold: 0
  • Workers: 10

[details=End of Turn Hand]
Crashbarrow
Smoker
Free Speech
Crashbarrow
Kidnapping
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Keeping his offensive power at a minimum. Depending on what he drew, 4 and 5 health might be wipe-able by 2x Marauder, so putting Quince in front. Along with the tower, I keep my tech 2 no matter what, and that’s the only thing I definitely cannot lose. Quince dying would suck but Drakk living to haste a Bugblatter or Kidnapping draw on the table I think keeping Drakk + Tech 2 should be more than enough to close the game.
[/details]

"P1T7


Tech StartingHand Workers

TECH
Pirate Gunship
Sanatorium


STARTING HAND
Neo Plexus
Suprise Attack
Temporal Research
Fading Argonaut
Chameleon Lizzo
Battle Suits


WORKERS
Plasmodium
Hardened Mox
Time Spiral
Chaos Mirror
Forgotten Fighter
Neo Plexus


NextHand

Calypso Vystari
Seer
Brave Knight
Origin Story
Boot Camp


Discard

Battle Suits
Suprise Attack
Temporal Research
Pirate Gunship
Sanatorium


Tech 2 card(s)
Get Paid - ($9)
Chamelon Lizzo smashes into Quince for 4 - ($5)
Worker - ($4)
Fading Argo - ($2)
Onimaru - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tinkerer (1/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Onimaru level 1 (2/3)
  • :pschip: [I]Technician[/I]: Fading Argonaut (2/3)@3
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Chameleon Lizzo (4/1) Not actually in play
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Anarchy)

EDIT: Adjusted for Lizzo
[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 6
  • Deck: 3
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

GG WP! @EricF

Player 2, Turn 7

P1 [Past]/Peace/Anarchy vs P2 [Discipline]/Blood/Truth

[details=Starting Hand]
Crashbarrow
Smoker
Free Speech
Crashbarrow
Kidnapping
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (10)
  • No techs

[details=All Teched Cards]
Shoddy Glider, Kidnapping
Crash Barrow, Captured Bugblatter
Shoddy Glider, Crash Barrow
Free Speech, Spectral Hound
[/details]


###Main:

  • 2x Mirror (6)
  • 2x Crashbarrow (0)
  • Mirror Barrow 1 kills Tink and Oni, Drakk maxes
  • Mirror Barrow 2 kills Fargo and overpowers 4 to base, now at 14
  • Real barrows deal 14 to your base

Welp, I guess that is about what was EVENTUALLY expected to occur after I opened with a non-standard PPA play.
That, and missing all three of my ‘reasonable’ options on T3 (Null, sharks, chaos mirror – preference being sharks) hurt.

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Those all would have been better, yea. Turn 3 draws man…

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It was pretty rough.
I realized too late on my T6 that Prynn in squad leader with tinkerer in scavenger/tech was probably better patrol (SPECIFICALLY because you could glider snipe Prynn).
Not sure if it would’ve made a difference.

Otherwise I think if I had redrawn SA on T6, rather than it being bottom 4 was the other point where it might have made a difference? Zane+SA = 7 of 11, Shark+tinkerer > Grave, shark+zane > quince, zane hits midband? That or just break your tech 2. Worker and Prynn for last bit of gold probably.

I would have had to kill Zane first, and skip tower to midband Drakk (or use Quince for that last damage). Would have been riskier, for sure.

You had a rough draw turn 1 as well, though I must say I think Nullcraft, Plexus or Oni would have been better choices. 2 base damage just isn’t very impactful, and you are pretty unlikely to win a base race against Blood :wink:

Plexus -> Fargo, Mox, or Battle Suits + tech 1 is the most ‘standard’ T1 route for PPA with this sort of split, and probably what I should’ve done. PPA’s opener feels so… written basically? Play plexus/mox/fargo/null, next turn play another / battle suits / zane smash their turn if they messed up. Almost always grab from OE / Boot / Stewardess -> Drop Peace with 1x DS, 1x Garrison, OE x2 (or boot+OE and bring in another OE+Garrison next).

Nullcraft is slightly less common I think, but reasonable as well if they don’t have a good anti-air answer.

Oni is the typical hero opener, BUT it gives up any zane play threats which tends to encourage a wide unit response from your opponent I think?

If I’d gotten a T3 answer I would’ve gone for the more dedicated base race and might have gotten away with it too.
Unfortunately it is hard to justify T2 shark tech UNLESS you have zane out on T2 and surviving into T3 – or you have to hope that it shows up T4 I think.

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I tend to keep Zane in reserve for when he can make a sudden impact on the board.

Even if you have Oni in play early, it’s usually easy to suicide him into an opposing Tech 1 unit on turn 3 or 4 and then use Zane to clean up the opposing patrol zone.

1 Like