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Post by fodazd on Sept 3, 2016 15:28:56 GMT 1
I am currently really motivated to make Truth Tech II work.
Do you have any experience playing with it or against it? What should I keep in mind when going for Truth Tech II? What other Specs would combo well with it? What are some good Tech-lines for it?
My current idea is to play [Feral]/Future/Truth. -> Feral provides the Green Starter, Resist 1 for all my Units (including illusions) from Calamandra's Midband, and the Ability to cheat in Tigers from Calamandra's Maxband. Also, Feral Strike. -> Future provides Assimilate, some Cycling from Vir and some really cool Units to cheat in with Feral Strike if I go for that line.
What is your opinion on that? Do you have other ideas about what specs might work well with a primary gameplan of Truth Tech II?
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Post by ntillerman on Sept 3, 2016 20:46:29 GMT 1
Truth Tech II probably is just bad I think. The Illusion drawback actually matters at Tech II, lol.
Also if you're playing Future and not playing Future Tech II why are you playing Future?
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Post by fodazd on Sept 4, 2016 0:24:10 GMT 1
I have not played Truth Tech II yet, but I would like to actually play it before concluding that it's bad. It certainly doesn't look bad to me. ...If anyone wants to play against me, I would like that.
I play Future for Assimilate, Vir and Feral Strike Targets. I am pretty certain that I want to have Feral for Truth Tech II, but it could be the case that there is a better alternative to Future.
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Post by Bomber678 on Sept 5, 2016 21:16:49 GMT 1
This is relevant to my interests. I really like Truth Tech 2.
The problem I often find is that it requires quite a few combo pieces (Macchiatus for buffing and not auto-losing to targeting, Eyes of the Chancellor for protecting Macchiatus, Reteller to keep providing units to play, and actual good units like Tiger or Roc) and it's hard to get them all into play fast enough before your opponent just Does A Thing and you lose.
The most success I've had with it is rushing Tech 3 by stalling with Tigers+Retellers. Though one time I had an idea of playing Growth with it (I forget the exact reason for Growth, but green starter) so I could get out Verdant Tree and use the excellent cheapness of illusions to rush out Tech 2s super fast. I feel like Truth really just needs to get its units online fast but also struggles from lack of card draw/cycling to get them all out. While you're busy trying to remove all your Tech 0s from your deck, your not cycling through the illusions/Macchiatus that you've teched in.
However! I want to make it work too. What do you think?
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Post by fodazd on Sept 5, 2016 21:55:21 GMT 1
Going to Tech III with Truth is pretty good I think, since your Tech II Stuff is relatively cheap and Liberty Gryphon is really good (or so I heard).
When looking at it, I would probably not tech in Spectral Tigers or Rocs very often, because this gameplan already needs a lot of Tech-slots for other stuff, and I think big stats don't mean that much on illusions. You can't protect Macciatus 100% of the time, and losing 3 or 4 Gold because of any targeting ability isn't good. Losing 2 Gold for Reteller of Truths is fine I think, since at least you get the card back, and with Calamandra's midband the opponent had to pay at least 1 Gold too.
Verdant Tree *might* be a good option for Tech II, since "build Truth Tech II and play a Truth Tech II thing in the same turn" is feasible gold-wise, but you have to spend 2 Gold and a card in the early game for something that doesn't defend you. The stronger use of Verdant Tree is probably to accelerate Truth Tech III, since "build Truth Tech III and play Liberty Gryphon in the same turn" is also feasible gold-wise.
Again, I don't know how well this would actually work in practice.
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Post by Deleted on Sept 6, 2016 15:19:46 GMT 1
Could you tech lab for a Flagstone Garrison, maybe? That would help you accelerate your Illusions out much faster, clearly. That's one more tech slot used up though.
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Post by fodazd on Sept 6, 2016 15:33:49 GMT 1
Yes, Tech Lab might be an option here... Normally, I am skeptical of gameplans that need a tech lab, since I really need a tower as a counter to Stealth/Invisibility strategies.
Truth Tech II comes with a Detector, so the Addon-Slot normally reserved for a tower could be used for something else, like a Tech Lab for Flagstone Garrison, if I want to replace Future with Peace.
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Post by Bomber678 on Sept 7, 2016 12:29:33 GMT 1
Yeah, I think it was Feral I used. Calmandra midband certainly helps to prevent your opponents from just clearing your board so easily. Also if you're player two and you set it up right, you can even play Spectral Tiger turn 2. It's pretty hard though; you need to put out Verdant Tree turn one (and not have it killed) and then Young Treant and hit the 2/5. If you can manage it though, it's pretty cool against some decks!
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Post by fodazd on Sept 7, 2016 12:33:29 GMT 1
Also if you're player two and you set it up right, you can even play Spectral Tiger turn 2. I don't think so. You don't have 8 Workers on turn 2. EDIT: ...Ok, you probably meant Spectral Hound. Yes, that is possible.
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Post by Bomber678 on Sept 7, 2016 12:38:15 GMT 1
Also if you're player two and you set it up right, you can even play Spectral Tiger turn 2. I don't think so. You don't have 8 Workers on turn 2. EDIT: ...Ok, you probably meant Spectral Hound. Yes, that is possible. Yes, sorry, Spectral Hound. It's a pretty strong line when it works, but it requires specific setup. Still, if the opponent's turn 1 isn't threatening, and my cards line up right, I'd definitely try it. You can play Spectral Tiger turn 3, and that's bonkers!
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Post by flagrantangles on Oct 11, 2016 13:56:58 GMT 1
I enjoy Truth Tech 2 and will continue to try and use it effectively. Here's to hoping my experimentation yields results!
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