STARTING HAND
Smoker
Sensei’s Advice
Snapback
Aged Sensei
Fox Primus
WORKERS
Fox Primus
NextHand
Safe Attacking
Morningstar Flagbearer
Grappling Hook
Savior Monk
Fox Viper
Discard
Smoker
Sensei’s Advice
Snapback
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Grave - ($1)
Hire Aged Sensei - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Grave (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Aged Sensei (1/1)
[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: 0
Workers: 5
[details=Thoughts]
Ok, so he will probably turtle up with Rook, but I can threaten some big early damage with Grave. I’d like to keep the aggression up because if he is relaxed enough to tech then the Gunships will appear before I can deal with them. Let’s see how it goes!? [/details]
Bloodburn
Mad Man
Bombaster
Careless Musketeer
Scorch
WORKERS
Bloodburn
Next Hand
Pillage
Charge
Bloodrage Ogre
Nautical Dog
Makeshift Rambaster
Discard
Scorch
Careless Musketeer
Mad Man
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Bombaster - ($2)
Summon Argagarg and Wisp - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Bombaster (2/2+a)
Elite:
Scavenger: Wisp (0/1)
Technician:
Lookout: In Play:
Argagarg Garg (1/3) Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3 Gold:
Gold: 0
Workers: 6
[details=Thoughts]So, Rook and Anarchy didn’t work too well last game. Partly that was because I underestimated how strong a hero-centric plan without Young Lightning Dragon could be, but his Tower and Snapback also shut them down. This time I’m inclined to go with Arg for my hero, since having him get hit with Snapback hardly feels like a loss – sure, he can’t cast spells for a turn, but it means I get to summon another Elemental later. That makes me want to go with Strength, but I’m still a bit worried about Porcupine… [/details]
STARTING HAND
Savior Monk
Morningstar Flagbearer
Grappling Hook
Fox Viper
Safe Attacking
WORKERS
Fox Primus
Safe Attacking
NextHand
Snapback
Sensei’s Advice
Fox Viper
Morningstar Flagbearer
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Aged Sensei gives Grave +1ATK/+1A
Grave casts Grappling hook on Wisp, moves to Elite.
Grave attacks SQL Bombaster, kills him and takes 1 damage, Sparkshots Wisp!
Hire Savior Monk - ($2)
Build Tech I - ($1)
Float ($1)
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
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 6
[details=Thoughts]
I think Grave is mostly safe. He can Nautical Dog and Charge, but he has Arg out so I think his aggression is limited because Charge is more expensive. Bonus - if Savior Monk lives, Grave will heal a damage! [/details]
Pillage
Bloodrage Ogre
Makeshift Rambaster
Nautical Dog
Charge
WORKERS
Bloodburn
Pillage
Next Hand
Makeshift Rambaster
Bombaster
Calypso Vystari
Mad Man
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($3)
Recruit Bloodrage Ogre - ($1)
Recruit the Nautical Dog! - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Nautical Dog (1/1+a) (Frenzy 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Bloodrage Ogre (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Garg Lv. 1 (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts]Well, Grappling Hook made that a bad trade, but at least he had to go down a card to do it. Patrolling to make using Hook again a bit less appealing and teching for anti-air and a cheap unit that’ll work well with a spell-centric plan. [/details]
Good turn, hero kill, board wipe and almost max Grave. Really debated putting flagbearer in Tech because my hand is tiny, but decided then he could scorch + Zane to snipe Grave. Probably wont tech II next turn, its got both my tech Is and I would rather play them and delay teching.
Welp, you’ve already blown me up. I don’t see much chance of recovering from that… Checked what card I draw from Technician, and it doesn’t really let me do much more than continue to block badly. Not sure what I did wrong, and whether I could have done better – I haven’t had that much experience against the White starter, though I have played as mono-white a few times. If it’s OK with you, I’d rather get some of your thoughts on the opening and try again instead of dragging this one out.
Well I think Rook is an excellent hero as P2 and summoning him would give you some breathing room that Arg wouldn’t. The reason I dislike him as P1 is because he is expensive to level, but as P2 you’re more interested in how much blocking he can provide. While Arg technically puts up 4 HP worth of blockers (over 2 bodies!) they are much weaker, with the wisp usually being no more than a speedbumb. Especially against White starter and it’s grappling hook, I think Rook is a better blocker.
Snapback is almost always a late-game card. Whenever I cast it early I feel as though I’ve made a mistake. Even snapping back a mid-band hero and killing the hero that comes in can be just spinning the wheels. There is usually the 3rd hero who can come in and at that point what have I really accomplished? It’s excellent late-game when you can banish a max-level Rook who is otherwise really hard to deal with or get rid of any max-band hero who is defending with good stats. When I’m P2, I usually plan on Rook dying at some point, but the trick is to have him die at a high-cost to P1. If he has to spend 2 cards and I can get a gold out of the death, then really I didn’t come out far behind on a 2g investment (I believe this scenario occurred in our CAPS game).
A small patrolling error was during T2 - I think you could have put BRO in SL and Naut Dog in Technician. It wouldn’t have drastically changed things, but I would have had to use my Savior Monk to kill him (with Sensei’s Advice) and I would have lost the monk.
I don’t have a ton of experience with Red starter, but that is what sprang to mind.
Good points all around. I keep trying Argagarg, but I feel like he only helps if you can keep the board equal. You’re right that I was too worried about Snapback, though I will say that it feels a bit stronger against my Codex than many others, since Rook is a good target for it if I max him and Zane is one of the best heroes to snap in.
That’s an interesting perspective on Rook dying, but it’s also important to consider the free levels the opponent can get. I don’t think that helped me in our CAPS game, but it can make it less appealing to let Rook die.
That patrol was due to being worried about Grappling Hook. I totally forgot about Sensei’s Advice because of how much your Turn 2 surprised me…
When I read that someone doesn’t have much experience with the Red or Green starter, my immediate thought is that they haven’t played enough of the Core Set matchup.
Would you be interested in some Red vs Green? I’m getting a bit tired of all [Anarchy]/Strength/Growth all the time, and it’s one of my favorite matchups (possibly my actual favorite). You can pick either side, I’m comfortable with both.
STARTING HAND
Scorch
Careless Musketeer
Makeshift Rambaster
Bloodburn
Charge
WORKERS
Bloodburn
NextHand
Pillage
Bloodrage Ogre
Mad Man
Bombaster
Nautical Dog
Discard
Scorch
Charge
Makeshift Rambaster
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Hire Careless Musketeer - ($2)
Summon Jaina - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Careless Musketeer (2/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina (2/3)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
It’s a weird opening hand. I’m glad I got at least one unit! I’m trying Jaina because she’s good at sniping heroes with spells which could turn things around if he ends up going for Calamandra. Alternately she can ping/sparkshot wisps from Arg. I’m not happy with Careless Musketeer, but that’s what I have to work with!
[details=Thoughts][spoiler]Playing to keep Pillage off the table and make it expensive for him to do anything useful. Specifically, attacking with Jaina is expensive (since failing to heal her lets me snipe her for 2 free levels with Calamandra’s topband) and having Musketeer shoot Prospector costs his Player 2 gold. I don’t think it’s possible for him to hurt Calamandra this turn, and any method that might exist is too expensive to be worth it. Workered Ironbark Treant because it’s too expensive as Player 1 and I might want Verdant Tree for faster tech and healing later.
Looking at my new hand, I missed both of my techs. That’s OK, I can fish for one with Young Treant or just put money and/or cards into other things.[/spoiler][/details]
STARTING HAND
Bombaster
Bloodrage Ogre
Mad Man
Nautical Dog
Pillage
WORKERS
Bloodburn
Bombaster
NextHand
Makeshift Rambaster
Fire Dart
Scorch
Charge
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Hire BRO - ($3)
Build Tech I - ($2)
Hire Nautical Dog - ($1)
Careless Musketeer deals 1 damage to Merfolk Prospector, my base takes 1. - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: BRO (3/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Nautical Dog (1/1), Frenzy 1
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina (2/3)
Careless Musketeer (2/1)
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
So, he threw the merfolk out there knowing I could ping it and forcing me to spend a gold to do so. I’m not sure this will achieve the desired effect, because I am willing to spend a gold! He could spend gold and cards to kill Jaina, but right now I’ve only tech’d one card for her and it wouldn’t be so bad without her. At this point I’d prefer Drakk! But I won’t make it too easy for him to kill her because she can still represent a lot of potential. I never see anyone tech Fire Dart, but I like 2 mana 3 damage spells in Magic and think it’s a good deal!
Verdant Tree
Playful Panda
Rampant Growth
Young Treant
Tiger Cub
Tiny Basilisk
WORKERS
Rich Earth
Ironbark Treant
Tiger Cub
Next Hand
Playful Panda
Forest’s Favor
Galina Glimmer
Ferocity
Merfolk Prospector
Tech 2 card(s)
Get Paid - ($6)
Recruit Young Treant, drawing a card - ($4)
Recruit Tiny Basilisk - ($2)
Worker - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Spore Shambler (2/3+a) (++)
[I]Elite[/I]:
[I]Scavenger[/I]: Young Treant (0/2) (Can’t attack)
[I]Technician[/I]:
[I]Lookout[/I]: Tiny Basilisk (1/2) (Deathtouch, unattackable and unstoppable by Tech 0, resist 1)
[B]In Play:[/B]
Calamandra Moss Lv. 1 (2/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
[details=Thoughts]Not happy about floating with Pillage possible, but doing that probably puts him down on cards (and is most likely worth it only if he kills Young Treant. So far I’m just teching based on EricF’s build order for a Growth plan. We’ll see if that’s what I go with, but it’s at least given me a fairly solid game pre-Tech II. [/details]
STARTING HAND
Scorch
Makeshift Rambaster
Fire Dart
Charge
WORKERS
Bloodburn
Bombaster
Makeshift Rambaster
NextHand
Firebat
Fire Dart
Pillage
Mad Man
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Jaina casts Fire Dart on Tiny Basilisk! Grilled basilisk treats for everyone - ($3)
Careless Musketeer shoots Spore Shambler for 1 damage, breaking his armor. My base takes 1 damage. He shouldn’t chew on basilisk and shoot at the same time.
BRO trades with Spore Shambler, classic Tech 0 battle
Nautical Dog kills Young Treant, you get a gold.
Jaina to 4 - ($0)
Jaina kills Calamandra, takes 2 damage, gets 2 levels. Dun Dun Dun It was all worth it!
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
L6 Jaina (3/1)
Careless Musketeer (2/1)
Nautical Dog (1/1), Frenzy 1
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts]
No pillage punish, but I think this turn speaks for itself. It seems like I’m getting really good value at the expense of some base damage. Musketeer is out-performing but maybe he’s just good against Green? Fire Dart was a lucky draw and it paid off. He’s using the resist slot to gold-punish me, but Im P2 so gold is not a big issue. I’m thinking of going Fire for Tech II. Surprise right? [/details]
You could have easily Pillaged for $2 and 2 damage thanks to Musketeer after killing Treant. You’d still have plenty to level Jaina and take out Cal. In fact, you’d have one extra to bring Jaina to max. Was it just not worth it to go down to 3 cards?
I tend to think anytime you can pillage for a net gain it’s worth it, because it hurts their gold plans so much (esp. when they’re player 1).
EDIT: MY BAD! I was reading your next hand instead of Starting. Bummer!
And kudos for Fire Dart! I’ve been meaning to try it out myself!