[MMM1} Game 3: P1 Blue (Dreamfire) vs P2 Purple (HolyTispon)

@holytispon GL HF

P1T1


StartingHand Workers

STARTING HAND
Traffic Director
Porkhand Magistrate
Reputable Newsman
Spectral Aven
Lawful Search


WORKERS
Porkhand Magistrate


NextHand

Jail
Building Inspector
Arrest
Manufactured Truth
Bluecoat Musketeer


Discard

Lawful Search
Reputable Newsman
Spectral Aven


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Onimaru - ($1)
Traffic Director - ($0)

Float ($0)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Traffic Director (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Oni lvl 1 (2/3)
  • :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: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Now here’s a solid opening split. I considered Aven instead of Oni, for a potential destructive MTruth play next turn, but I don’t want to go down on cards so early.
Next turn I probably tech up and play Jail, but Inspector+heroes’ hall is also an option. And so is Arrest of course, if the opportunity for a hero kill presents itself.

sorry for the delay. GLHFFHFHFHFHFHFFH

"P2T1


StartingHand Workers

STARTING HAND
Temporal Research
Fading Argonaut
Nullcraft
Tinkerer
Time Spiral


WORKERS
Tinkerer


NextHand

Plasmodium
Neo Plexus
Hardened Mox
Forgotten Fighter
Battle Suits


Discard

Temporal Research
Time Spiral
Nullcraft


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Fargo - ($2)
Tech 1 - ($1)

Float ($1)
Discard 3, 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]: Fading Argonaut @3
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
Thoughts

Let’s think this through. He has a very aggressive set up with Oni and TD on T1. I want to build T1 before the inspector is out and I’m tempted to also build a tower for the same reason. That would eliminate TD after he attacks once. On the other hand, I’m likely to just lose th tower next turn and that’s 3g down the drain. Lets think this through, dear reader, because this is a first turn. If i build tower, next turn i float 0 and have no tower and facing a slightly injured Oni. If i play Fargo, i have to choose. In lookout, he probably wont arrest him but kill him with oni. TD can still ping my tech 1. If Fargo is somewhere else, hes going to want to arrest him but now he knows that with $1 float i can worker And Max Geiger and flicker Fargo. If he kills Fargo, his board remains strong but my tech 1 only suffers 1. With Plexus and Mox next turn, I should be ok. Question is: where do I patrol Fargo? Elite would force leveling Oni or using him for defense, or push him to arrest (if he has that, 50%). SQL will have the same effect. Techn is a no go and scav - he might just trade and let me have the gold but since that’s the best scenario for me, I think he’s not super likely to do so. Now that I think of it, Arrest is much worse for me here than it was in the last game because he would deal 4 damage to my tech 1 and then, even if I flicker Fargo, he can deal the last damage next turn with TD. It’s not a disaster because I can tech Now!s and use Geiger to stall until I get the tech 1 is back up but that’s not ideal. At least with tower, I punish the little director for his sins. So dear reader, what will it be? Is tower better, or is Fargo in lookout better? He might still arrest him but it’ll cost him (I’m expecting a 2g blocked newsy next turn so he fargo in lookout would mean he can’t do newsy and arrest without skipping a worker, which he won’t do). So I think I’m gonna go with lookout.

"

The delay is perfectly understandable. Happy holidays!

P1T2


Tech StartingHand Workers

TECH
Brave Knight
Overeager Cadet


STARTING HAND
Building Inspector
Arrest
Jail
Bluecoat Musketeer
Manufactured Truth


WORKERS
Porkhand Magistrate
Bluecoat Musketeer


NextHand

Building Inspector
Spectral Aven
Lawful Search
Manufactured Truth
Arrest


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech 1 - ($3)
Jail - ($0)
Oni kills Fargo
Traffic Director pings tech 1 for 1 damage

Float ($0)
Discard 3, reshuffle, 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]
  • Oni lvl 1 (2/1)
  • Traffic Director (1/1)
  • Jail (3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

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

With Jail in play, Oni should be fairly safe. He only dies to a jailbreaked Nullcraft, and HolyTispon would have to skip a worker to get free levels from that kill.

After the draw: whiffed both teched cards :grimacing: I might Lawful Search next turn to try and dig for one of them, or just midband Oni, assuming he survives.

"P2T2


Tech StartingHand Workers

TECH
Seer
Seer


STARTING HAND
Plasmodium
Neo Plexus
Forgotten Fighter
Battle Suits
Hardened Mox


WORKERS
Tinkerer
Plasmodium


NextHand

Seer
Hardened Mox
Temporal Research
Seer
Neo Plexus


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Vir - ($4)
Tower - ($1)

Float ($1)
Discard 4, reshuffle, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: L1 Vir 3/3
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 4

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

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

As expected, with Fargo in lookout, Oni kills him and TD pings the tech 1. we’ve gone to Jail, which makes things really hard here as I wanted to play at least two units. no newsy though, and no building inspector.
Facing Jail makes me want to play defense with a hero. Geiger would only be safe as max (which will be wasted) and cost me 6, leaving me with nothing. if Geiger is not maxed, he can’t kill him without levelling Oni - but that’s not a bad move to midband Oni, and then invest just 1 more to get max Oni with ducklings. I can max Geiger and patrol him in Elite, which would prevent him from doing this. He would probably just tech up and flood the board. So that’s an option, but it gives up Geiger’s max and I’ll still be somewhat disadvantaged on the board - what tech 1 unit would I be hoping to get? Stewardess? Alterantively, I can play the Battle Suits down now, with either a tower or L1 Geiger/Vir in Elite.With tower, I’m forcing him to midband Oni if he is to break my tech 1 but that would also not be a bad idea for him, probably. The director doesn’t even have to die. I can tech Now!s and and take the base damage and come out strongly next turn with… what? Geiger with haste, and maybe one more unit - will not be much against Brave Knight or Cadets. Actually, Vir/Geiger in Elite + tower means he can’t even kill my hero even if he midbands because of the tower. Director could ping me once more but that’s it. Oni will probably stay on the backline and hide behind a bunch of cadets or something. but that would mean skipping on Battle Suits for now, which is a shame. And I also have to decide which her to play. If I think he can survive, I think Geiger is preferable for the early game. if not, than Vir.
So, dear reader, what will it be - battle suits or a hero? If he has Elite Training, which he might, the hero plan would not work. I’m going with Vir then - if he survives, I can use him to get around Jail. If he doesn’t - oh well, it’s time to think about something.

"

Just a heads-up, your tower is missing from the board.

P1T3


Tech StartingHand Workers

TECH
Free Speech
Tax Collector


STARTING HAND
Spectral Aven
Arrest
Manufactured Truth
Building Inspector
Lawful Search
Reputable Newsman


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven


NextHand

Tax Collector
Reputable Newsman
Brave Knight
Overeager Cadet
Manufactured Truth


Tech 2 card(s)
Get Paid - ($6)
Lawful Search your hand, I draw - ($5)
Worker - ($4)
Oni trades with Vir, levels fizzle
Quince + Mirror - ($2)
Building Inspector - ($1)

Float ($1)
Discard 3, draw 2, reshuffle, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Building Inspector (1/1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Traffic Director (1/1)
  • :pschip: [I]Technician[/I]: Mirror (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince lvl 1 (1/3)
  • Jail (3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

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

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 7
Thoughts

Playing Jail seems to have worked too well, in that I have nothing to copy or Arrest… Vir on board makes me suspect that HolyTispon is looking to Assimilate my Jail. I can trade Oni for him to prevent that, which is probably what HolyTispon intended when he patrolled him in Elite. Hmm, I might as well Lawful Search to get a better read on him.
A bit of a pity that I have to choose teched cards before the Lawful Search (1st world problems, eh?). I’m thinking Free Speech would be good to counter the hero-based tactics that Jail encourages, and Tax Collector could punish defensive, economical play.

Whiffed my teched cards again… Meanwhile, HolyTispon has both of his teched Seers, which are not a bad play around Jail. OTOH, they don’t make for a very scary board presence. I can hold them off with tech 0’s, even 1-drops.
I want to stay up on cards and float 1, to be able to play both Knight and Cadet next turn while also teching up. So I’ll trade with Vir, bring Quince in to threaten Mirror shenanigans, and Inspector to tax teching up on HolyTispon’s side.

After the draw: when it rains it pours… I might manage to fit Tax Collector in there somewhere, but Knight and tech 2 are still top priority. Which spec? If Seers are an indication of Past tech 2… err, well, I’ll have to brush up on that, I haven’t really faced it yet in this match-up. Maybe Air Hammers to kill fragile backliners like Rememberer and Slow-Time Generator?

"P2T3


Tech StartingHand Workers

TECH
Sentry
Knight of the Conclave


STARTING HAND
Neo Plexus
Temporal Research
Seer
Hardened Mox
Seer
Nullcraft
Forgotten Fighter


WORKERS
Tinkerer
Plasmodium
Neo Plexus


NextHand

Battle Suits
Sentry
Nullcraft
Time Spiral
Fading Argonaut @3


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Prynn - ($5)
Temporal Research, draw 2 - ($3)
Seer to jail - ($2)
Seer to jail, Seer to Patrol, Prynn to 5 - ($1)

Float ($1)
Discard 3, draw 3, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: L1 Prynn 1/3A @5
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Seer 2/1
    [B]In Play:[/B]
  • Seer, in Jail
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Vir did his job. And now his watch is over. Sadly, I’m still kind of behind on board - his board isn’t very scary but the jail is delaying me and every tiny inspector can become a Brave Knight with Manufactured Truth (and so can the mirror), and he still has that annoying arrest so I’m going down on cards to put up a defense. Hopefully I’ll be able to do temporal research soon (dear reader, would have been better to give up the Mox in exchange for staying up in cards?). He’s teching up, and so should I. I’m teching a Sentry which is cheap to help break out of Jail. KotC would be good for the same reason.
Actually changed my mind. Will go for cards instead of Mox for now.

"

P1T4


Tech StartingHand Workers

TECH
Air Hammer
Air Hammer


STARTING HAND
Brave Knight
Overeager Cadet
Reputable Newsman
Tax Collector
Manufactured Truth


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Reputable Newsman


NextHand

Arrest
Free Speech
Lawful Search


Discard

Manufactured Truth
Traffic Director
Brave Knight
Air Hammer
Air Hammer


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tax Collector, steals your floating gold - ($6)
Manufactured Truth, Mirror into Tax Collector - ($5)
Quince smacks armor off Prynn, survives with 1 health after tower
Manufactured Collector hits Prynn for 2 damage
Traffic Director suicides to finish Prynn, Quince to midband and heals
Tech 2 (Peace) - ($1)
Overeager Cadet
At end of turn, Manufactured Collector reverts to being a Mirror and dies

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Tax Collector (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Overeager Cadet (2/2)
  • :pschip: [I]Technician[/I]: Building Inspector (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince lvl 3 (1/4)
  • Jail (3), holding Seer
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 3
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

So my plan for the turn was Brave Knight + tech 2 (+Cadet), but with Prynn in play I think I need to kill her before she maxbands and starts trashing my guys, especially considering with the jailed Seer ready to boost her.
I can get her with MTruth, but then I have to give up either Knight or tech 2. Knight is easier to let go, considering I can still play Tax Collector and Cadet (going down on cards, but also thinning my deck).
I’m still not sure if I want Peace for Air Hammers or Law for Juggernauts. Having Insurance Agents would be nice for cycling, but Law feels very vulnerable to air. I’ll try to bring Bigby in next turn to help line up my draws.
I think I’m in a pretty comfortable position after this turn. I’m down on cards, but ahead in tech as P1, and in control of the board without fear of Rewind. I feel a little bit vulnerable after workering Newsman, but I’m hoping Free Speech would make up for that.

"P2T4


Tech StartingHand Workers

TECH
Assimilate
Hive


STARTING HAND
Fading Argonaut @3
Battle Suits
Time Spiral
Sentry
Nullcraft


WORKERS
Tinkerer
Plasmodium
Neo Plexus
Battle Suits


NextHand

Hardened Mox 1/1
Knight of the Conclave
Time Spiral
Forgotten Fighter
Temporal Research


Tech 2 card(s)
Get Paid + float - ($9)
Theft - ($8)
Sentry - ($6)
Worker - ($5)
Tech 2 - ($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]: Seer 2/1
  • :pschip: [I]Technician[/I]: Seer 2/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Sentry, in jail
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Future)
  • :heart: Tower HP: 4

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

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

The theft hurts most of all. I can’t do anything to his tech at all.

"

P1T5


Tech StartingHand Workers

TECH
Scribe
Injunction


STARTING HAND
Lawful Search
Arrest
Free Speech
Scribe (Lawful Search draw)
Traffic Director (Scribe draw)


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Reputable Newsman
Traffic Director


NextHand

Air Hammer
Injunction
Manufactured Truth


Discard

Lawful Search
Free Speech
Arrest


Tech 2 card(s)
Get Paid + float - ($9)
Lawful Search your hand, I draw - ($8)
Scribe, I draw - ($6)
Worker - ($5)
Free Speech - ($3)
Make a Mirror - ($1)

Float ($1)
Discard 1, draw 3


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

  • :psblueshield: [I]Squad Leader[/I]: Tax Collector (2/3A)
  • :psfist: [I]Elite[/I]: Scribe (2/3)
  • :ps_: [I]Scavenger[/I]: Overeager Cadet (2/2)
  • :pschip: [I]Technician[/I]: Building Inspector (1/1)
  • :target: [I]Lookout[/I]: Mirror (0/1)
    [B]In Play:[/B]
  • Quince lvl 3 (1/4)
  • Jail (3), holding Sentry
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 3
  • Deck: 2
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

Again, got to decide on my tech choices before the Lawful Search… Other Peace tech 2’s aren’t very appealing right now. Spy could’ve been nice if it weren’t for tower, but I need cards more than I need gold anyway. And Garrison is out due to Assimilate, of course.
So I’ll go with Scribe to help with my cycle, and Injunction to help me stay ahead in tech. Future spec makes Community Service tempting as well, but I find Injunction more reliable.

Got Scribe, nice! HolyTispon mostly has spells in hand, so I might want to Free Speech, but I’ll wait to see my other draw.

Traffic Director, that’s fine. Easy worker. I have 5 gold left, which I could for two of: Free Speech, Bigby, and a Mirror. I definitely want a Mirror, to set up a copied Air Hammer next turn.
And even though it brings me back down on cards, I’ll also play Free Speech. It all but cancels HolyTispon’s next turn, and I still have better than fair odds of drawing Air Hammer.
,
After the draw: got both Air Hammer and MTruth. Dare I say the game is finished?

"P2T5


Tech StartingHand Workers

TECH
Reaver
Omegacron


STARTING HAND
Forgotten Fighter
Temporal Research
Knight of the Conclave
Hardened Mox 1/1
Time Spiral


WORKERS
Tinkerer
Plasmodium
Neo Plexus
Battle Suits
Forgotten Fighter


NextHand

Fading Argonaut @3
Assimilate
Hive
Nullcraft


Discard

Temporal Research
Time Spiral
Reaver
Omegacron


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
KotC
Mox to Jail, Sentry arrives - ($5)

Float ($5)
Discard 2, draw 4


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

  • :psblueshield: [I]Squad Leader[/I]: Sentry 3/2A, Anti-air
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Seer 2/1
  • :pschip: [I]Technician[/I]: Seer 2/1
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mox, in jail
  • Knight of the Conclave 4/4 Resist 1, @3
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Future)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 0
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 5
  • Workers: 10
    "

P1T6


Tech StartingHand Workers

TECH
Scribe
Free Speech


STARTING HAND
Injunction
Manufactured Truth
Air Hammer


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Reputable Newsman
Traffic Director
Manufactured Truth


NextHand

Air Hammer
Air Hammer
Brave Knight


Discard

Lawful Search
Free Speech
Arrest
Injunction
Scribe
Free Speech


Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Bigby - ($7)
Injunction on your tech 1, disabling Sentry and Seers - ($4)
Tax Collector, Overeager Cadet and Quince break tech 2, your base takes 2 damage
Make another Mirror - ($2)

Float ($2)
Stash 1, Discard 0, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Bigby lvl 1 (2/3A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Building Inspector (1/1)
  • :target: [I]Lookout[/I]: Scribe (1/3)
    [B]In Play:[/B]
  • Quince lvl 3 (1/3)
  • Jail (3), holding Hardened Mox
  • Tax Collector (2/2)
  • Overeager Cadet (2/1)
  • Mirror (0/1)
  • Mirror (0/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 3
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
Thoughts

I got the double tech lock, and I’m setting up double copied Air Hammers for next turn. A single maxband hero, even with teched spells, will barely slow me down next turn. The only hitch I can imagine is Rewind, but even that isn’t so bad with my low-cost, effect-on-Arrival units.
Getting another Free Speech for a chance to cast it back-to-back

"P2T6


Tech StartingHand Workers

TECH
Now!
Origin Story


STARTING HAND
Hive
Fading Argonaut @3
Nullcraft
Assimilate


WORKERS
Tinkerer
Plasmodium
Neo Plexus
Battle Suits
Forgotten Fighter


NextHand

Origin Story
Reaver
Omegacron
Hive


Tech 2 card(s)
Get Paid + float - ($15)
Knight fades to 2
Vir, Assimilates your Jail - ($10)
Max MAx MAX Geiger, flicker Seer, Knight to 1 - ($4)
Rebuild tech 2 - ($3)
Fargo - ($1)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Fading Argonaut 2/3A @3
  • :psfist: [I]Elite[/I]: L1 Vir 3/3
  • :ps_: [I]Scavenger[/I]: Seer 2/1
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mox, in jail
  • Knight of the Conclave 4/4 Resist 1, @1
  • Sentry 3/2, Anti-air, Sparkshot, prevent the 1 damage to patrolers from abilities
  • Seer 2/1
  • L5 Geiger 3/4, Sparkshot
  • Jail (3), holding Mox
    [B]Buildings:[/B]
  • :heart: Base HP: 18
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: 5 (Future)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "

Can’t do it without tech 2. My bad. Have to redo.

Not looking good.

"P2T6


Tech StartingHand Workers

TECH
Now!
Rewind


STARTING HAND
Hive
Fading Argonaut @3
Nullcraft
Assimilate


WORKERS
Tinkerer
Plasmodium
Neo Plexus
Battle Suits
Forgotten Fighter


NextHand

Hive
Reaver
Nullcraft
Assimilate


Tech 2 card(s)
Get Paid + float - ($15)
Knight fades to 2
Max Vir - ($7)
Assimilate your Jail - ($4)
Fargo - ($2)

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


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

  • :psblueshield: [I]Squad Leader[/I]: Fargo 2/3A @3
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: L7 Vir 3/5
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Mox, in jail
  • Knight of the Conclave 4/4 Resist 1, @2
  • Sentry 3/2A, Anti-air
  • Seer 2/1
  • Seer 2/1
  • Mech 6/7 Untargetable, Forecast @2
  • Jail (3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 4
  • :heart: Tech II HP: - (Future)
  • :heart: Tower HP: 4

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

  • Hand: 4
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 10
    "

Note that you can’t rebuild tech 2 this turn, since tech 1 is disabled. Silver lining is you float 1 more gold… Do you want to change anything about your turn?

1 Like

Hmm. I don’t think I can recover from that but FWIW patrol Vir in the Technician slot.

Edit: @holytispon btw, after this turn your base should be at 16, since it took damage from tech 2 breaking the previous turn.

P1T7


StartingHand Workers

STARTING HANDAir Hammer
Air Hammer
Brave Knight


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Reputable Newsman
Traffic Director
Manufactured Truth


NextHand

Free Speech
Injunction
Lawful Search


Tech 0 card(s)
Get Paid + float - ($12)
Skip worker
Maxband Quince - ($10)
Air Hammer goes to Jail, Mox arrives - ($6)
Brave Knight goes to Jail, Air Hammer arrives, copied by Mirror #1 - ($3)
Mirror Hammer breaks your previously damaged tech 1, your base takes 2 damage
Use Quince’s midband, Mirror #2 copies Air Hammer - ($1)
Mirror Hammer #2 trades with Sentry

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


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

  • :psblueshield: [I]Squad Leader[/I]: Scribe (1/3A)
  • :psfist: [I]Elite[/I]: Bigby lvl 1 (3/3)
  • :ps_: [I]Scavenger[/I]: Overeager Cadet (2/1)
  • :pschip: [I]Technician[/I]: Building Inspector (1/1)
  • :target: [I]Lookout[/I]: Tax Collector (2/2)
    [B]In Play:[/B]
  • Quince lvl 5 (1/5)
  • Air Hammer (3/3)
  • Mirror copy of Air Hammer (3/2)
  • Brave Knight, in Jail
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 3
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

My original plan for this turn was very different. It revolved around breaking the Jail before playing any units, and involved a bunch of resources put into killing Vir. But then I couldn’t figure out how best to defend again maxband Prynn next turn.
My solution: the new plan revolves around keeping Vir alive! He’s the least scary Purple hero, given that he’s already summoned his mech and that teching his Ulti is extremey rare. And thanks to an early Traffic Director ping on tech 1, I can keep the tech-lock going and thus prevent other heroes being played.
By trading with Sentry, I ensure my Air Hammer survives to fight another turn. And with Quince behind a wall of bodies, there’s a good chance Mirror Hammer will survive too.

That’s all I got at this point.

"P2T7


Tech StartingHand Workers

TECH
Origin Story
Now!


STARTING HAND
Reaver
Hive
Assimilate
Nullcraft


WORKERS
Tinkerer
Plasmodium
Neo Plexus
Battle Suits
Forgotten Fighter


NextHand

Temporal Research
Omegacron
Now!
Time Spiral
Rewind


Discard

Sentry 3/2A, Anti-air
Seer 2/1
Seer 2/1
Assimilate
Reaver
Hive
Origin Story
Now!


Tech 2 card(s)
Get Paid + float - ($11)
float more - ($12)
Knight and mech to 1, Fargo to 2
Seers trade for Scribe
Vir kills Bigby
Mox kills Inspector, you take a card
Rebuild tech 1
Vir peeks
Fargo kills Tax Collector
Nullcraft - ($10)
Heros’ Hall - ($8)

Float ($8)
Discard 3, draw 5


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

  • :psblueshield: [I]Squad Leader[/I]: Nullcraft 1/1A
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Hardened Mox 1/1
  • Knight of the Conclave 4/4 Resist 1, @1
  • L7 Vir 3/2(5)
  • Fargo 2/1(3) @2
  • Mech 6/7 Untargetable, Forecast @1
  • Jail (3), holding Brave Knight
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

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

  • Hand: 5
  • Deck: 0
  • Disc: 8
    [B]Gold:[/B]
  • Gold: 8
  • Workers: 10
Thoughts

So, clearly he wanted me not to be able to trade Vir, so that Prynn can’t come out. Luckiy(?) I didn’t draw Rewind, but it’s possible I can still use it next turn, which is why I’m going to use Vir to kill Bigby and get rid of Injunction, while letting me possibly trade Vi next turn.

"

P1T8


Tech StartingHand Workers

TECH
General’s Hammer
General’s Hammer


STARTING HAND
Free Speech
Lawful Search
Injunction
Free Speech (technician draw)
Scribe (Lawful Search draw)


WORKERS
Porkhand Magistrate
Bluecoat Musketeer
Spectral Aven
Reputable Newsman
Traffic Director
Manufactured Truth


NextHand

Arrest
Air Hammer
Free Speech
Free Speech


Tech 2 card(s)
Get Paid + float - ($11)
Technician draw
Lawful Search your hand, I draw - ($10)
Skip worker
Free Speech - ($8)
Mirror Hammer kills Nullcraft
Air Hammer hits your base for 5 damage
Onimaru - ($6)
Overeager Cadet trades with Vir, Oni to lvl 3
Quince kills Fargo
Oni to midband - ($4)
Scribe to Jail, Brave Knight arrives - ($2)
Make another Mirror - ($0)

Float ($0)
Discard 2, draw 2, reshuffle, draw 2


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

  • :psblueshield: [I]Squad Leader[/I]: Brave Knight (3/3A)
  • :psfist: [I]Elite[/I]: Oni lvl 5 (4/4)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Quince lvl 5 (1/3)
  • Air Hammer (3/3)
  • Mirror copy of Air Hammer (3/1)
  • Mirror (0/1)
  • Scribe, in Jail
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Peace)

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

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10
Thoughts

This should be game, unless I’m missing something. He has nothing but Mox to attack with, no spells or hero abilities to play, and no flying units to stop my Air Hammers from dealing lethal next turn.

That Free Speech seals it. I can’t do anything to stop the Air Hammers from pummeling my base next turn. Well played. I made some serious errors, specifically in workering useful cards and not thinking things through. I was traveling and jet-lagged and should have just slowed down my play.
It’s a funny thing, playing on the forums. On the one hand, I spend a lot more time on each turn than I would ever in playing in person - thinking (and writing down) different play paths, considering different combinations etc. On the other hand, I think my mind is not half as much in the game as it is when I play in person, and I sometimes make turns hastily without thinking how they all come together, and so often I start off a plan, then do something weird that has nothing to do with the plan and mess everything up.

Any case, well played. Without that free speech, I may have had a chance - was planning to use Now! on the Mech to use it before you steal it.