…but i really should take some time for my turns. i was already quite desperate yesterday evening before going to bed when i read your turn. then i came up with this solution today while playing with my daughter:
P1T4
Tech StartingHand Workers
TECH
Surprise Attack
Martial Mastery
STARTING HAND
Savior Monk
Sensei’s Advice
Smoker (1/1)
Grappling Hook
WORKERS
Fox Primus
Fox Viper
Morningstar Flagbearer
NextHand
Sensei’s Advice
Rambasa Twin
Nimble Fencer
Tech 2 card(s)
Get Paid - ($7)
grappling hook pulls your sql to lookout
sensei’s Advice on my two units - ($6)
buffed fencer kills garth, grave to lvl5
Max grave - ($4)
Grave kills your Technician, sparkshots Lookout (don’t have to pay for it, as it’s not targeting, right?)
exhaust Grave to throw sword at scavenger
Zane kills the haunt, buffed Sensei your javelineer, graveyard has too many bones and blows - ($2)
hire Savior Monk - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Savior Monk (2/2a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Grave Stormborne, L7 (4/2) - sparkshot, readiness
Aged Sensei (1/1)
Nimble Fencer (2/2)
Captain Zane, L1 (2/1)
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
hook and sensei’s Advice are a blessing this turn. I’m skipping worker for not serving him a hero kill next turn.
i hope, the combination of surprise attack and martial mastery will help me to cope with my reduced hand size
STARTING HAND
Nimble Fencer
Rambasa Twin
Sensei’s Advice
WORKERS
Fox Primus
Fox Viper
Morningstar Flagbearer
Sensei’s Advice
NextHand
Surprise Attack
Grappling Hook
Discard
Martial Mastery
Discord
Tech 2 card(s)
Get Paid, healing - ($7)
Worker - ($6)
Rambasa Twin - ($2)
second Fencer - ($0)
Grave kills Cal and sparkshots scavenger
Sensei, one Fencer and Savior Monk break your Tech 2
Zane deals 2 dmg to your Tech 1
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Nimble Fencer (2/3a)
Elite:
Scavenger: Rambasa Twin Alex (3/2)
Technician: Rambasa Twin Bob (3/2)
Lookout:
In Play:
Grave Stormborne, L7 (4/1) - sparkshot, readiness
Aged Sensei (1/1)
Nimble Fencer (2/3)
Captain Zane, L3 (2/2)
Savior Monk (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 2
Deck: 5
Disc: 2
Gold:
Gold: 0
Workers: 8
Thoughts
ok, i guess i gotta make a tech decission. mind-parry monks would be good against kidnapping and doom grasp. guess i’ll try that out.
i’ll probably see some drakk action next turn. bloodlust and kidnapping can both be very frightening - as i had to learn already. makes me wonder if i should patrol with more units than just my twins? guess i’ll keep a fencer in sql…(?) on the other hand, it is very unlikely that he has kidnapping and bloodlust and a unit to play at hand. so i’ll maybe try my luck here.
i’ll postpone my tech decission and go for a second copy of martial mastery and discord
Tech 2 card(s)
Get Paid, heal - ($8)
surprise attack - ($3)
fencer 1 stabs sql
sharks eat garth and technician, you draw
Zane to max, shove lookout to tech and deal damage, you draw again, me once - ($1)
Alex trades with scav
Worker - ($0)
exhaust Sensei to buff Grave
Grave breaks your Tech 2
Bob breaks your Tech 1
Zane breaks your Tower
ok, your deck sounds dangerous … but in the end, most opponent’s decks probably sound that way
can’t decide if i want to try purple starter with the classic past/peace/anarchy OR blood/fire/… finesse or maybe law… OR blood/law/peace… ??? too many options for me to process atm. so i’ll stick one more round of 2 games to discipline/anarchy/finesse, if you’re not already tired of it.
Jandra, the Negator
Summon Skeletons
Graveyard
Sacrifice the Weak
Discard
Deteriorate
Skeleton Javelineer
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Thieving Imp, discard #2 of 5 - ($0)
Pestering Haunt
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Pestering Haunt (1/1) Incorporeal
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 0
Workers: 5
Thoughts
This is a good starting hand, nice Imp/Graveyard split with Haunt on P1, shame Deteriorate is on P1 also though. Gonna drop units first and follow-up with Graveyard.
STARTING HAND
Poisonblade Rogue
Summon Skeletons
Deteriorate
Skeleton Javelineer
WORKERS
Skeletal Archery
Jandra, the Negator
Skeleton Javelineer
NextHand
Shadow Blade
Sacrifice the Weak
Dark Pact
Shadow Blade
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Deteriorate
Vandy kills Flagbearer
Midband Vandy - ($3)
Pestering Haunt emerges from Graveyard
Tech I - ($1)
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite: Thieving Imp (3/2)
Scavenger:
Technician:
Lookout:
In Play:
Graveyard (3)
L3 Vandy Anadrose (3/4) Sparkshot, resist 1, research
Pestering Haunt (1/1) Incorporeal
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
Would have liked to draw a Shadow Blade here, but attacking with Deteriorate is more efficient. My big concern is Shark attacks. Maybe I should postpone my Tech II to cast Summon Skeletons? No, that’ll just cause problems later. I guess the Shark issue isn’t so bad, he can’t cast it and pump levels into Zane, meaning he can’t kill Vandy without sacrificing Zane, and I can live with that value trade.