Need to keep in mind that TResearch and Time Spiral are not the insta-workers they are when playing multi-color.
Weirdly, Forgotten Fighter feels worse as mono-purple, just because my heroes are so weak.
My intuition is that a unit-based approach with Blood is the best strategy against Purple… to avoid losing value to Assimilate, to use the Commander’s discount to work around Rewind and Slow-Time Generator, and to get good value by stealing expensive units. Maybe also take advantage of Taxman to punish/discourage Slow-Time Generator and counter Nullcraft/Stinger as a Tower alternative. Ditching Bloodburn because Assimilate.
Looks like he’s prepping for Rememberers, which I’ll want to burst down as quickly as possible. Gliders do the right amount of damage, but they’ll also be blockable by Shimmer Rays. Kidnapping is probably the more reliable option, despite the expense.
Yeah, that’s about what I expected. No Shimmer Ray, though, but one could appear at any time. I’m very happy to see both Crashbarrows in hand this turn, but I’m not sure what to tech. Well… it might be a bit premature, but I know I’ll want Commanders sooner or later, so I guess I’ll just pick 'em now since I’m not triggering a reshuffle yet.
I’m really starting to feel Blood’s lack of air defense. Even if I kidnap the Ray, I won’t be able to trade it with anything. Well, I can’t afford to cast it after building my Tech III anyway. Still not sure what to tech… I’ll try Bugblatters, I guess, to synergize with the Commanders. Nice that Purple doesn’t have any way to repair buildings. Now, to float $4 or summon a hero or two…? Anything I summon will surely be killed by the Ray, but… unless my control zone is cleared out first, it’ll die in the process, which is still quite a bad trade in terms of value after factoring in the free levels. The alternative is to take some building damage, but… floating some gold may also be a good idea. Commanders are expensive, after all. Question is, can I expect to still have a Tech III building next turn? If he goes all-out on an attack, then no… but, he would have to trade the Tinkerer to make that work, which he’s probably not willing to do… and even if he does, that at least means less will appear from a Rememberer. I guess I’ll just try it and see how it goes.
STARTING HAND
Chronofixer
Shimmer Ray
Yesterday’s Golgort
Rememberer
Seer
WORKERS
Forgotten Fighter
Hardened Mox
Temporal Research
Battle Suits
Nullcraft
Time Spiral
NextHand
Now!
Rememberer
Seer
Research & Development
Seer
Tech 2 card(s)
Get Paid - ($10)
Shimmer Ray and Fargo to fading 2.
Prynn, to maxband - ($2)
Exhaust Tinkerer, Prynn to fading 5
Trash both Taxmen, Prynn to fading 1.
Geiger and Fargo break tech 3, your base to 18.
Shimmer Ray and Seer break tech 2, your base to 16, Seer dies.
Chronofixer - ($0)
Discard a card, Shimmer Ray to fading 3.
Tech 2 card(s)
Get Paid + float - ($14)
Worker - ($13)
Rebuild Tech II
Drakk Ramhorn - ($11)
Kidnapping, Shimmer Ray kills Geiger - ($7)
Nautical Dog - ($6)
Float ($6)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Nautical Dog (1/1A) Frenzy 1
Elite:
Scavenger:
Technician: L1 Drakk Ramhorn (1/3) Explosive
Lookout:
Trashed:
Gunpoint Taxman (3/3) Anti-air, robbery
Gunpoint Taxman (3/3) Anti-air, robbery
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 5
Gold:
Gold: 6
Workers: 11
Thoughts
I guess for now I should kill Geiger, before he can do another R&D. Gotta try to stall until I can rebuild my tech buildings. Real shame to draw both Crashbarrows this turn when I can’t play them, and Prynn is about to slow my cycle, so I probably won’t be seeing them for a while. Not good.
STARTING HAND
Research & Development
Seer
Now!
Rememberer
Seer
WORKERS
Forgotten Fighter
Hardened Mox
Temporal Research
Battle Suits
Nullcraft
Time Spiral
NextHand
Rememberer
Shimmer Ray
Now!
Stewardess of the Undone
Yesterday’s Golgort
Discard
Fading Argonaut
Now!
Ebbflow Archon
Seer
Research & Development
Seer
Tech 2 card(s)
Get Paid - ($10)
Prynn fades away, levels fizzle, you skip your next discard/draw, Taxmen return.
Shimmer Ray to fading 2, Fargo to fading 1.
Rememberer - ($5)
Exhaust Tinkerer, Rememberer to fading 2, fetch Yesterday’s Golgort from discard.
Tech 3 - ($0)
Fargo trades with Dog.
Shimmer Ray kills Drakk, you draw, levels fizzle, my base to 18.
Discard a card, Shimmer Ray to fading 3.
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Rememberer (3/3A), fading 2
Elite:
Scavenger:
Technician: Yesterday’s Golgort (6/4), fading 2
Lookout:
In Play:
Shimmer Ray (3/2), fading 3
Chronofixer (1/1)
Tinkerer (1/2)
Buildings:
Base HP: 18
Tech I HP: 3
Tech II HP: 5 (Past)
Tech III HP: 5
Tech Lab HP: 4 (Present)
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
This is hard. Do I tech up, with both my Seers in discard and only Tinkerer to fetch Archon? Or do I flood the board, and hope that my card advantage can beat Nekoatl’s enormous float?
STARTING HAND
Now!
Shimmer Ray
Yesterday’s Golgort
Rememberer
Stewardess of the Undone
WORKERS
Forgotten Fighter
Hardened Mox
Temporal Research
Battle Suits
Nullcraft
Time Spiral
NextHand
Yesterday’s Golgort
Neo Plexus
Plasmodium
Shimmer Ray
Now!
Tech 0 card(s)
Get Paid - ($10)
Shimmer Ray to fading 2, Golgort to fading 1.
Rememberer - ($5)
Exhaust Tinkerer, Rememberer to fading 2, fetch Ebbflow Archon from discard.
Archon bounces your board.
Geiger - ($3)
Now! on Archon - ($2)
Archon, Golgort and Shimmer Ray hit your base for 18 and lethal.