Wow, good hands again; I'll miss bodies on next turn though, as Hook removes Smoker from patrol. Being P1, I must keep the pressure up, as I know very well what happens if this deck, with P2's eco advantage, manages to seize the initiative.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Smoker - ($3)
Tech 1 - ($2)
Heroes' Hall - ($0)
Sensei and Grave hit your base for 3 damage
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Smoker 1/1 In Play:
lvl 1 Grave 2/3+A
Aged Sensei 1/1 Buildings:
Base HP: 20
Tech I HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0 Gold:
Gold: 0
Workers: 6
Thoughts
Hmmm. Saving money for some big hero ? Strange, as I can snapback it immediately. Let's see what EricF has in mind. For now I favor Partner over Fencer(s), for snowball and/or synergy with birds.
I wonder whether giving levels to Rook or Grave. Snapbacking Grave would hurt, but that'd cost a probably-not-surviving-my-turn hero plus 3, while Rook can die to double Fencer, or Fencer + advice if I put it in SQL, Fencer + Hook otherwise. Moreover, my board gets crippled by Discord, and there is little I can do, save for putting Smoker in Techn/scav. Anyway I can't counter both Fencer + buff and Discord, so I guess I'll accept I may lose Rook. Having Grave snapbacked would be quite fine, to tell the truth.
Not patrolling Grave because of Reversal and Hook both offer free kill; else, Lookout would’ve been an option.
Tech 2 card(s)
Get Paid + scav - ($8)
Techn draw
Bird's Nest - ($6)
Hook Sensei to Scav
Maxband Grave - ($4)
Grave kills both River and Sensei, taking 4 damage back. Rook lvl 3
Rook kills Savior Monk
Savior Monk - ($2)
Worker - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Savior Monk 2/2+A
Elite:
Scavenger: Bird 1/1
Technician: Bird 1/1
Lookout: lvl 7 Grave 4/1 [Sword] In Play:
Bird's Nest
lvl 3 Rook 2/1 Buildings:
Base HP: 20
Tech I HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 7 Gold:
Gold: 1
Workers: 8
Thoughts
No surprise, but it still hurts ! Grappling hook killing Partner no top of it doesn't help either. Advice won't be much useful this turn ! Now, I can either tech up and fetch some good guys (possibly Barbarians), or stick to Tech I for now and build on birds/Fencers. I favor this option, as I hope I won't face two hasty units this turn, so a clean boardsweep should be worth it. No Hook this time, so Grave in Lookout. I go down on cards so I can tech big guys and not reshuffle now.
STARTING HAND
Nimble Fencer
Nimble Fencer
Snapback
WORKERS
Fox Viper
Safe Attacking
Morningstar Flagbearer
Fox Primus
Snapback
NextHand
Aged Sensei
Sparring Partner 2/2
Tech 2 card(s)
Get Paid + float - ($9)
Snapback Rook into River - ($6)
Nimble Fencer - ($4)
Nimble Fencer - ($2)
Fencers break Tower
Grave and bird break Tech I
Grave slays River with his sword, Rook midbands
Rook kills Fencer
Float ($2)
Discard 0, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: In Play:
Bird's Nest
lvl 5 Rook 3/3
Nimble Fencer 2/2
Nimble Fencer 2/2
Bird 1/1
Bird 1/1
lvl 7 Grave 4/1 Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 2
Deck: 8
Disc: 0 Gold:
Gold: 2
Workers: 8
Thoughts
Skipping worker ? I guess that's always good news, but I must go down on cards all the same… AND I may skip worker as well. I favor breaking Tech I over Tech II as no Tech II has haste…