Hmm. Public note: Each of your heroes has a spell that can deal with my dragon. At first I was worried about Shimmer Ray (a 1g counter to it), but that’s not the tech you used.
I do have things that can deal with your spells; will I draw any of them?
P1T6
Tech StartingHand Workers
TECH
Mind Parry Monk (5/4; No targetting; 5g)
Mind Parry Monk (5/4; No targetting; 5g)
STARTING HAND
Fox Primus (2/2; 3g; frenz, AA)
Sensei’s Advice (2 units +1/+1; 1g)
Young Lightning Dragon (3/3; pump 3; 3g)
Sparring partner (2/2; 1g; gives +1/+1)
WORKERS
Snapback
Morningstar Flagbearer
Fox Viper (2/1; 2g; spark)
Safe Attacking (+1 arm T0/1; 1g)
Birds nest (Rook spell 2g)
Savior Monk (2/2; 2g; heal 1)
NextHand
Young Lightning Dragon (3/3; pump 3; 3g)
Aged Sensei (1/1; 1g)
Training grounds (1g; tap>max hero)
Birds nest (Rook spell 2g)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Young Lightning Dragon (3/3; pump 3; 3g) - ($5)
Rook (L1 2/4; 4g to L5) - ($3)
Grave (L1; 2/3; spark; 2g to L3) - ($1)
Sparring partner (2/2; 1g; gives +1/+1) - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Grave (L1; 2/3; spark; 2g to L3)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Sparring partner (2/2; 1g; gives +1/+1)
-
[I]Technician[/I]: Rook (L1 2/4; 4g to L5)
-
[I]Lookout[/I]: bird 2 (1/1 flying token)
[B]In Play:[/B]
- Young Lightning Dragon (3/3; pump 3; 3g)
[B]Buildings:[/B]
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 3 (Discipline)
-
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 8
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 10
Thoughts
This … is not clearly my best move.
The teching, mind parry monk, are to stop all your targetting shenanigans.
You have enough attack to take out all my heroes and max Pyrnn. Fine. You can take out the dragon for a turn.
Kidnapping is the biggest threat to the dragons. The monks will block that.
Soon I will be making max heroes for 2g. The next to tech in? Quake? Max sets? Mastery for the cycling?
Set’s maxband is really “Play 3 units a turn”. That’s a very powerful ability. More than “Get that ultimte spell”, it’s “get lots of units”. Ninja here is the “flood lots of units” form.
I’m really not sure if the sparring partner is worth bringing out or not. I do want that extra draw. But it gives a target other than rook – i.e., it gives you the chance to make a mistake and not hit rook.
In fact, that’s really what it’s about. Lets make it that much harder to hit rook. Now that looks like a much better play.
Do I even want rook out this turn? Two of my “winning” moves involve using rook next turn, either for spell or for … actually, that training building won’t max him the first furn. Faaa … significantly lowers the chance of this working.
No, I need rook. Otherwise, the play is: Pyrnn and Mox take out grave. Max pyrnn, remove sparring partner. Stewardess takes out the T2 building – and I can’t play any of my answers.