so probably looking at blood tech 2. my best bet I think will be present but CS could be a problem. his only hero power is Grave, but he does have better overall haste in Drakk. white starter means he will be somewhat limited. Bloodlust tax collectors or Rambasa maybe 6g and 2 cards for 8 surprise damage? sounds like a much worse surprise attack, but with the slim chance of surviving the end of the turn? aged Sensei/sparring partner frenzy anything? maybe I will get the chance to leverage snapback to avoid community service.
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
fox primus - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Fox Primus (2/2), frenzy, anti air
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 6
Thoughts
hmmm… dont like fox primus but she should be intimidating enough to force him to try to kill her… deciding between putting smoker in SQL or not… if he kills my board then I get the tech draw, nothing lost. If he just kills smoker I get to swing with a 3/2… if he grappling hooks smoker I’m back up on cards. OR I just patrol primus in scav, save a gold and likely get a gold… hard decision, as having the board presence of the primus this early could be nice, but building up some extra gold to be the first to t2 could be very nice, since I’ve got the almighty crashbarrow and they definitely can swing a game for p2.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Sensei buffs Grave
Grappling Hook moves Primus to Lookout, Grave kills Primus
Savior Monk - ($2)
Tech 1 - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Savior Monk 2/2+A
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Grave 2/2
Aged Sensei 1/1
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Still don’t have to worry about haste yet, so the question is spend card to deny gold? Probably a terrible idea, but I don’t want to make it that much easier to get tech 2 first.
I will want rambasa now, and might as well get sparring. Maybe I can try for temporal distortion on Rambasa into argonaut? its a pretty solid value, but it probably means trying to survive at tech 1 instead of moving to tech 2. Another possibility is WGD, but bloodlust is a pretty solid counter. I have a lot of good TD options in this codex, maybe I can leverage that, especially to get around injunction or community service, assuming i can get any card into play. I guess we will see how much blocking he can muster to keep up his tech 2.
Tech 2 card(s)
Get Paid + Healing - ($6)
Worker - ($5)
Rambasa Twin - ($1)
Grappling hook Savior to SQL
Sensei buffs Grave who kills your savior and sparkshot kills your sensei
Savior hits your tech 1 for 2
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Rambasa Twin 3/2
[I]Technician[/I]: Rambasa Twin 3/2
[I]Lookout[/I]:
[B]In Play:[/B]
Grave 2/2, lvl 1
Aged Sensei 1/1
Savior Monk 2/2
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 4
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
Ok, now there are haste problems. He has 8 gold, he could choose to get tech 2 now, or blow a bunch to hit me. I have Rambasa, kidnapping means he attacks me with only one thing, my rambasas die and he is left with drakk, so very unlikely, he might CS and find my sparring partner, or more risky try to hit my discard with whatever I get here. I think either way I am left in a fantastic position. Bloodlust on 2 things, that leaves him down 2 cards, or 3 if he keeps drakk back. A drakk that I should easily kill. My Ideal next turn puts down sparring partner, or senseis advice and midband grave and tech 2. As tempting as it is to grappling and get the kill on both with just grave (and deny him a card), do I really want to go down on cards even more? I think I will stick TD and Martial Mastery in my deck, and go ahead with grappling hook. This way I can put my tech 2 units in next turn even if I get tech bonus. Martial will also help me do better at avoiding CS and Kidnapping.
Sigh, total waste of time even bothering, you could have just looked at split and said " i had sensei in t1 hand, hook and savior in t2, and hook and t1 unit in t3, gg" And save us all the effort.
This game is a total waste of time in some situations. nuts p1 draws are too good. Thought a bloodlust rambasa twin play could be pretty strong but in this scenario I’m just feeding him patrol bonuses while I haven’t even gotten one.
[details=Reply to @Penatronic’s thoughts]
For what it’s worth, I think it’s a yomi problem as much as anything else. He has access to Taxman and Argo, which are both strong T1 units. If you had an anti-air-heavy codex, Taxman would be a possiblity. As it is, Taxman was not, but Argo was. If he had patrolled Argo+Grave, then bloodlusted Twins (or bloodlusted Twin+Drakk, leaving 1 Twin to patrol) would have been excellent, I think.
As it is, at least you’re likely stealing the econ bonuses instead of handing them to him. Hang in there! It might not be over yet! [/details]
STARTING HAND
Safe Attacking
Sparring Partner
Snapback
WORKERS
Fox Primus
Morningstar Flagbearer
Fox Viper
Safe Attacking
NextHand
Sensei’s Advice
Martial Mastery
Savior Monk
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 Anarchy - ($3)
sensei buffs rambasa, kills Bigby, grave to lvl 3
second rambasa and savior trade with your rambasas.
Sparring Partner - ($2)
Grave breaks tech 1
Float ($2)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Grave 3/4, lvl 3
[B]In Play:[/B]
Aged Sensei 1/1
Rambasa Twin 3/1
Sparring Partner 2/2
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 8
Thoughts
spec choices time. training grounds mind parry monk seem good but so is chameleon Lizzo or monkeys, to try and keep it locked out of blood. for this turn, I could use snapback to lock out Drakk and Bigby for a turn, or just save the card. I am 1 short of Max grave. if I trade savior I can break tech 1, but then I have less defense or a maybe easy grave kill with Bloodlust. Snapback to Drakk or grave doesn’t really gain me anything except a potential lockout for a turn.
@Penatronic it looks like you were waffling between two different worker options, and they both ended up in your “Worker List” - and also you should have ended your turn with Discard 2, Draw 4.
You should have 1 more card in hand, which means the Technician draw is going to cause a reshuffle, which will include the Rambassa Twin and the second listed Worker
Summary
That would be the Smoker
So, draw 1 of 7 cards, then have 6 in deck, and 5 in hand (including the card currently in your deck)
Kidnapping
Sensei’s Advice
Grappling Hook
Fox Primus
Snapback
Scribe
Scribe
Tech 2 card(s)
Get Paid + float + scav + tech - ($9)
no worker
rebuild t1
Drakk - ($7)
Kidnap Rambasa Twin - ($3)
Grave - ($1)
Sensei’s advice on rambasa twin - ($0)
Twin trades with your Grave, levels to my grave, twin back to your codex
Drakk is able to cast Sensei’s Advice at a 1g multicolor penalty, as it is a starter spell. You could kill grave and patrol with Drakk and even make a worker if you were so inclined…