[details=End of Turn Discard]
Nullcraft
Tinkerer
Temporal Research [/details]
[details=My Thoughts]
Going to start defensive, I rolled a bit of a weird deck but I can totally see Drakk working nicely to do some shenanigans at tech 1 with Rambasa and Stewardess [/details]
Mox is indestructable? And, unlike other persistent 1/1’s, you can buff it (attack value is not restricted to only 1.).
Hmm, what would a deck based around mox, +1/+1 counters (they are not attachments, right?), some T1 units (how about a 4/4 that discards when you get a T2?), and spells – never going to t2?
That might make a really nice deck. Fortunately, that’s not what I’m fighting here.
Mox + Boot Camp in [Purple]/Peace/X decks is exactly that. You go to Tech 2, but just get the Garrison. Zane pairs well in that combo, as chaos mirror is super effective on Nullcraft and Mox Thus, why Past/Peace/Anarchy is so popular.
And you’re correct that I count my gold down w/ my card plays, sorry if that was confusing!
[details=All Teched Cards]
Crash Bomber, Stewardess of the Undone [/details]
###Main:
Tech 1 (5)
Fading Argonaut (3)
Drakk (1)
Worker (0)
[details=Workers]
Plasmodium, Time Spiral [/details]
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 17
Tech1 HP: 5
####In Patrol:
Squad Leader: Hardened Mox (1/1+1armor)
Elite:
Scavenger: Fading Argonaut (2/3 fade 3)
Technician:
Lookout:
####In Play:
Drakk (1/3 lvl 1)
###Economy Info:
####Cards:
Hand: 5
Deck: 3
Disc: 0
####Gold:
Gold: 0
Workers: 7
[details=End of Turn Hand]
Neo Plexus
Forgotten Fighter
Stewardess of the Undone
Nullcraft
Temporal Research [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
I don’t think spending an extra card is worth 3 damage on my base there. I’m now safe to bring out a hero (to anything but Reversal + Hook, and I’ll reckon he didn’t go that route). Next turn we’ll see how much offense we can generate with some frenzy or a stewardess peel-up. If nothing great, just tech up. [/details]
When mox dies, it is exhausted. That means it did not ready at the start of this turn. So it cannot patrol.
This is why I was willing to go down a card to hit it.
Feel free to do a full redo this turn if you want (as opposed to just altering your patrol board)
[details=Starting Hand]
Neo Plexus
Forgotten Fighter
Stewardess of the Undone
Nullcraft
Temporal Research [/details]
##Events of Turn:
###Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
[details=All Teched Cards]
War Drums, Rambasa Twin
Crash Bomber, Stewardess of the Undone [/details]
###Main:
Midband Drakk (4)
Drakk kills Sparring Partner, you get 1g
Nullcraft (2)
Nullcraft + Mox, each with frenzy 1 from Drakk, kill Grave, Drakk maxbands and heals
Worker (1)
[details=Workers]
Forgotten Fighter, Plasmodium, Time Spiral [/details]
Patrol as below
Discard 3 Draw 3 rs Draw 2
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 17
Tech1 HP: 5
####In Patrol:
Squad Leader:
Elite:
Scavenger: Fading Argonaut (2/3 fade 3)
Technician:
Lookout:
####In Play:
Hardened Mox (1/1)
Nullcraft (1/1)
Drakk (3/4 lvl 6)
###Economy Info:
####Cards:
Hand: 5
Deck: 3
Disc: 0
####Gold:
Gold: 1
Workers: 8
[details=End of Turn Hand]
Battle Suits
Crash Bomber
Tinkerer
Stewardess of the Undone
Rambasa Twin [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Grave should not have been in elite here, I have nothing that’s going to be made different by 3 attack vs 4. Anything else would have made more sense, no offense Keybounce but good point of learning.
Not going to stop me from capitalizing grabbing War Drums and Rambasa Bros to further the onslaught, probably go Hero’s Hall and tech Origin Story next (the likely counter move is to max out Rook for him)
[/spoiler][/details]
Up until now, I did not really know how to run Ninjutsu.
Here’s a concern that I’m looking at. Origin story – three cost to wipe out a hero. Undo – return a tech-2 unit to its hand. Kidnapping – take control of one of my units and kill it and another unit. Reversal – effectively get rid of a card for two turns.
Origin story is bad enough; it makes a max band Sets impossible. The others are just worse.
Strength tech two will not give me enough defense. Ninjutsu tech two has glorious ninja and porcupine, but glorious ninja is too difficult to get up to attack five, and that isn’t sufficient anti-air.
Discipline, however, has Mind-Parry Monk, and young lightning Dragon. It even has training grounds, which makes my heroes much cheaper.
I’m consuming cards; Setsuki lets me get around that if I can keep her around. I don’t need the Ninjutsu tech-two, and the dirt cheap max Rook is a a bonus. And, birds nest is only useful if I can keep Rook out; yet another reason for Mind-Parry Monk.
Conclusion: teching into discipline, with Rook and Setsuki for support.