Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Jaina Stormborne - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Nautical Dog (1/1A) Frenzy 1
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 Jaina Stormborne (2/3) Sparkshot
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
Only question for this turn is which hero to summon. Going forward, though… maybe I’ll try worker suppression to try to prevent teching up. That means I’ll need to be economical in deployment to shoulder the up-front costs of worker destruction. It also means I probably won’t be able to build a Tech II quickly. The other issue to consider is that buying hero levels isn’t going to be a good option, and the most effective fighter at level 1 is probably Jaina.
I’m curious if you have any insights from this first game. My big one is: never worker Battle Suits (obvious, I know). The more surprising one is: Chronofixer might actually be useful?
Chronofixer is very useful if you can protect it. There are times when it makes sense to worker Battle Suits, e.g. if you are facing [Peace]/Future/??? your opponent could Assimilate your Battle Suits to power up their Peace units while using Reputable Newsman to stop you from using Assimilate to take it back.
My biggest takeaway from Game 1 is that Blood is sorely lacking in air defense.
STARTING HAND
Makeshift Rambaster
Careless Musketeer
Scorch
Charge
Bombaster
WORKERS
Bloodburn
Scorch
NextHand
Mad Man
Careless Musketeer
Detonate
Makeshift Rambaster
Bloodrage Ogre
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Tech I - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Bombaster (3/2) Kamikaze
Scavenger: Nautical Dog (1/1) Frenzy 1
Technician:
Lookout:
In Play:
L1 Jaina Stormborne (2/3) Sparkshot
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
No Tinkerer in play, but there’s still the possibility of Seerx2 or Seer+Spiral. Without an efficient way to kill the Argonaut, it’s better to play defensively. Seems a bit awkward to tech in Detonate with a hero other than Zane summoned, but I know I’m going to want to cast them ASAP, and I’m not sure when “P” is going to be, so I may as well just tech them in now and see how it goes.
Temporal Research
Time Spiral
Fading Argonaut
Seer
Tech 2 card(s)
Get Paid - ($8)
Prynn to fading 3.
Worker - ($7)
Tech 2 (Future) - ($3)
Argonaut - ($0)
Seer trades with Jaina, Prynn to lvl 3, you get 1 gold.
Plasmo breaks Tower, takes 1, your base to 18.
Prynn pings your tech 2, to fading 4.
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Hardened Mox (2/1A)
Elite:
Scavenger: Argonaut (4/4)
Technician:
Lookout:
In Play:
Prynn lvl 1 (1/3), fading 4
Plasmodium (4/1)
Battle Suits
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Breaking a tech building seems almost too easy. Since Nekoatl can’t build tech 3 yet, I hope I can afford to let them stand.
STARTING HAND
Time Spiral
Temporal Research
Fading Argonaut
Seer
WORKERS
Nullcraft
Forgotten Fighter
Neo Plexus
Temporal Research
NextHand
Stewardess of the Undone
Stewardess of the Undone
Void Star
Now!
Seer
Tech 2 card(s)
Get Paid + scavenger - ($9)
Vir, take a peek - ($7)
Vir to maxband, Mech to forecast 2 - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Hardened Mox (2/1A)
Elite:
Scavenger: Vir lvl 7 (3/5)
Technician:
Lookout:
In Play:
Battle Suits
Mech, forecast 2
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
I did not expect the Marauder there. The good news is Nekoatl skipped worker, so Gunships are still at least 2 turns away.
With Prynn gone, I can’t dig for Void Star with TResearch, so I’ll try with Vir instead. Now! would also be nice. If I can’t get either, I’ll just instamax him.
STARTING HAND
Stewardess of the Undone
Now!
Void Star
Stewardess of the Undone
Seer
WORKERS
Forgotten Fighter
Neo Plexus
Temporal Research
NextHand
Time Spiral
Fading Argonaut
Temporal Distortion
Omegacron
Argonaut
Discard
Now!
Seer
Stewardess of the Undone
Stewardess of the Undone
Tech 0 card(s)
Get Paid - ($8)
Mech to forecast 1.
Vir peeks.
Mox hits Zane for 2.
Void Star, trash Mox - ($3)
Geiger - ($1)
Now! on Void Star - ($0)
Void Star kills Zane and overpowers 3 to tech 2, Geiger to midband.
Vir breaks tech 2, your base to 16.
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Geiger lvl 3 (2/4)
Technician:
Lookout:
In Play:
Vir lvl 7 (3/5)
Void Star (5/4)
Battle Suits
Mech, forecast 1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 8
Thoughts
All these trashed workers are starting to hurt. But I haven’t seen GPTs, so hopefully Void Star can carry me to victory before the gold advantage gets insurmountable.
Yeah, my intent was to lock you out of reaching your Tech II, but I think I was overly optimistic about the viability of that strategy. Either way, I botched the execution by leading with Jaina instead of Zane.
P2T1
StartingHand Workers
STARTING HAND
Makeshift Rambaster
Pillage
Bloodrage Ogre
Nautical Dog
Careless Musketeer
WORKERS
Careless Musketeer
NextHand
Charge
Bloodburn
Bombaster
Mad Man
Scorch
Discard
Makeshift Rambaster
Pillage
Bloodrage Ogre
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Nautical Dog - ($3)
Float ($3)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Nautical Dog (1/1) Frenzy 1
Technician:
Lookout:
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 3
Workers: 6
Thoughts
Going for a minimalist opening here to try to stockpile as much gold as possible. Also, I don’t want to be attacking into an indestrucbile Mox.
Hmm… can I afford to build a Tower? Zane + Detonate + Worker + Tech II would be $10, so I’d only need to float $3… unless I draw both Detonate next turn, in which case I’d want to float $6. Well… it’s unlikely that I draw both Detonate, but I’d be more disappointed to miss the chance to double cast than I would be to let the Argonaut live unnecessarily. Also, if I float the extra $3 and don’t draw both copies, I can use that remaining gold to field a unit or two for defense.