Hm well, proceed with plan A for now. I’m not sure what tricks they might have up their sleeve, but for now, I will hang back and try to build up my forces next turn. I probably need to put on some pressure to stop fast finesse tech 2.
tempting to go all in with TF+bloomed cal kill SL, midband heal & tech 1 while teching two feral strikes for my next cycle of then ten cards, but decided to go a more conservative route with Fargo only having one attack or patrol left if he is not going to TS surprise me.
Well as expected, looks like they’re going for fast tech 2. So I will play several things to increase my threat while also saving plenty of gold for teching up myself. Hopefully I can entice them into playing multiple cards and slowing down their cycle, so that they don’t hit too many tech 2 cards before I hit mine guaranteed turn 5. We’ll see what happens, I guess!
This turn genuinely took me three days because I didn’t want to work out if I can survive glorious ninjas. I still don’t think I can, but I think this is my best shot at not losing my tech 2. I very much still could though, and I’m picking up a kidnapping to turn them back on my opponent. If by some miracle my tech 2 lives, I should win the game. If not… it’s an uphill battle.
Tech 2 card(s)
Get Paid - ($8)
GN murders SL - ($3)
huntress #1 kills elite, sparkshots scavenger
huntress #2 kills Oni, sparkshot kills scavenger cadet. cal midband, you gain 1, you reshuffle draw 1
messenger pings tech2 - ($2)
cal + tenderfoot break tech2, base to 18
river - ($0)
skip worker
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: River (2/3A, lvl1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Cal (3/4, lvl3)
Glorious Ninja (4/3)
Huntress (3/1)
Huntress (3/1)
Timely Messenger (1/1)
Tenderfoot (1/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
YES! Tech 2 break possible and I even can have some protection against kidnapping. also this FF instead of neo is awesome! -1 gold for him, +1 card for me. going for the kill next turn with 70% chance to have 27 attack on the table if he kills nothing (+4 GN +4 two step +1 hero kill)
WORKERS
Fruit Ninja (2/2)
Granfalloon Flagbearer (2/2)
Spark
Wither
NextHand
Older Brother (2/2)
Two Step
Two Step
Nimble Fencer (2/3)
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
gn #2 murders SL, cal to maxband - ($2)
gn #1 murders cadet, you gain 1
river kills tinkerer, you draw
brick thief, 1 damage to your tech 2 - ($0)
cal breaks Tech2, base to 16
huntress attacks base to 13
messenger attacks base to 12
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Brick Thief (2/1A)
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
Cal (4/5, lvl5)
Glorious Ninja (4/3)
Huntress (3/1)
Timely Messenger (1/1)
Glorious Ninja (4/3)
River (2/2, lvl1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
ok, maximum kidnapping protection while going for maximum instant base damage with my tech choices
It’s really stunning how P2 favored your deck is. Also it really was helpful to know that in your past games you heavily favored to not attack in the first few turns and that mox is nullified with my wither…
Oh no, I know what happened there. I use Tabletop Sim to keep my game state safe for me; I had tinkerer the whole time, I must’ve mistyped the cadet when I did my turn. I was probably tired.