No Tech I, so spells were probably tech’d; most likely 1 Shuriken Hail and 1 Hidden Ninja, which is really hard to defend against, especially with my hero down and so little gold. At least I don’t have to worry about Assimilate or Deteriorate just yet.
Fox’s Den Students
Spark
Granfalloon Flagbearer
Fruit Ninja
Timely Messenger
Fox’s Den Students
Older Brother
Events of Turn:
Upkeep:
Get Gold (7+1float)
Draw 2 Sets
Tech 2 cards in (except turn 1)
All Teched Cards
Shuriken Hail, Ember Sparks
Fox’s Den Students x2
Main:
Fox’s Den Students, cue 4 hasty ninjas (4)
Tenderfoot + a Ninja kill SQL
Sets swift strikes BC, you get a card
3 Ninjas break your Graveyard
Granfalloon Flagbearer (1)
Worker (0)
Workers
Spark, Helpful Turtle, Brick Thief
Patrol as below
Discard 3 Draw 2 RS Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Granfalloon Flagbearer (2/2+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Setsuki Hiruki (3/4 lvl 6)
3x Ninja (1/1)
Economy Info:
Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Bloom
Wither
Fruit Ninja
Ember Sparks
Tenderfoot
End of Turn Discard
My Thoughts
Well I’m going to stay safe from Doom Grasp at least, Nether Drain however is another story. Debatable whether it’d be worth it to take out Haunt and put a dent in Tech 1, and just let the graveyard die of natural causes, but I think I like it this way better.
Fox’s Den Students
Fox’s Den Students
Shuriken Hail
Timely Messenger
Events of Turn:
Upkeep:
Get Gold (9+2float)
Tech 2 cards in (except turn 1)
Draw 2 for Sets Max
All Teched Cards
Shuriken Hail, Fuzz Cuddles
Lobber x2
Shuriken Hail, Ember Sparks
Fox’s Den Students x2
Main:
Shuriken Hail x2, you get a gold and a card, my base to 18, patrol zone cleared (9)
Fox’s Den Students x2, 5 kill your tech 1 and 3+flagbearer kill tech 2, your base to 16 (1)
Setsuki swiftly kills BC
Worker (0)
Workers
Timely Messenger, Ember Sparks, Spark, Helpful Turtle, Brick Thief
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Tenderfoot (1/2+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Setsuki Hiruki (4/5 lvl 6)
Granfalloon Flagbearer (2/2)
8x Ninja (1/1)
Economy Info:
Cards:
Hand: 3
Deck: 3
Disc: 5
Gold:
Gold: 0
Workers: 10
End of Turn Hand
Lobber
Bloom
Wither
End of Turn Discard
Fox’s Den Students
Fox’s Den Students
Shuriken Hail
Shuriken Hail
Older Brother
My Thoughts
With the choice to tech stuff in before or after the RS, I think I’ll go with before and tech a Shuriken Hail, hoping to dig it up. Fuzz Cuddles is a decent blocker so why not her too.
…
Pretty lucky draw for the Shuriken Hails but really just means I get the double tech kill + BC instead of just tech 2 + BC and some chunks of tech 1. I won’t be getting FDS off next turn, so I suppose I’ll be teching up.
Forgot to tech last turn which caused some spreadsheet weirdness, but I would have picked Ancients last turn and Bloodlust this turn, so they’re going into my discard pile before the reshuffle.
Squad Leader: L1 Drakk Ramhorn (1/3A) 1 base damage if killed
Elite:
Scavenger:
Technician: Skeleton Javelineer (1/1) [javelin]
Lookout:
In Play:
Skeletal Archery
Buildings:
Base HP: 14
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 6
Gold:
Gold: 7
Workers: 11
Thoughts
Forgot to tech last turn which caused some spreadsheet weirdness, but I would have picked Ancients last turn and Bloodlust this turn, so they’re going into my discard pile before the reshuffle.
Drew 2x FDS after Sets Max draw 2, so that + the board makes 21 damage, against 5patrol+14 base health that’ll take your base, GG WP!
The Graveyard on Turn 2 was a little Greedy I think, though I see why you did it: the math doesn’t work out great for other options, but even Garth makes a skeleton + Haunt makes it much harder for me to take the kill, or it’s reasonable enough to lay the Imp and delay tech 1 for a turn.
I think I just haven’t played against the Neutral starter enough times, as I completely overlooked the possibility of Wither on turn 2, and you did a good job of capitalizing on the early lead.
We can run it back if you want, but a new build ([Blood]/Past/Growth) just caught my interest, so I’m a bit eager to try it. Do you have a preference of which to play against?
Bloom
Tenderfoot
Fruit Ninja
Timely Messenger
Helpful Turtle
End of Turn Discard
Wither
Granfalloon Flagbearer
Brick Thief
My Thoughts
Awkward first hand, neither 1-drop, and ugh Stewardess is going to make generating early pressure tough… I think I’ll probably want Tenderfoot + Hero next turn. Not sure who the right leader will be for the job though, thinking it’ll probably be Jaina. Might go with Iron Man and try to tech into either Ninja or Fire. Not sure though! Guess we’ll have to see