@petE GL/HF and thanks for playing with me.
Player 1 Turn 1
[details=StartingHand Workers]
[spoiler]STARTING HAND
Grappling Hook
Aged Sensei
Sensei’s Advice
Fox Viper
Smoker
WORKERS
Fox Viper
[/spoiler][/details]
[details=NextHand]
[spoiler]Safe Attacking
Savior Monk
Fox Primus
Morningstar Flagbearer
Snapback
[/spoiler][/details]
[details=Discard]
[spoiler]Grappling Hook
Smoker
Sensei’s Advice
[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Oni - ($1)
Aged Sensei - ($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]:
- [I]Lookout[/I]:
[B]In Play:[/B]
- Aged Sensei (1/1)
- Oni lvl 1 (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: 5
[details=Thoughts]
[spoiler]As P1, I should probably bring early pressure, though with the green starter, he’s uniquely equipped to deal with it. It was really tough to decide which hero to play. I’d like to get Orpal out early, but he puts the least pressure on the board. I want to choose the option that’s most likely to deter him playing a hero. As P2 with Cala, he can potentially patrol a 3/4 hero in SQL. Oni hits the hardest, and with the sensei he’s threatening to swing as a 4/4 next turn, or even a 5/5 if I go nuts and level him. Grave threatens to level, then swing as a 4/5. Neither of them can actually kill a SQL lvl 2 Cala, but either of them could if I had Grappling Hook. So really Oni is threatening Grappling Hook+swing, and Grave is threatening Grappling Hook+midband+swing. The question is which of those threats he respects more. The secondary question is which hero I want out on turn 3. I dig the fast midband of grave, and Reversal is a strong early card. On the other hand, I love Boot Camp (it’s the main reason Oni is in this codex). I unfortunately will not have a 1-drop I can play next turn, so I’m probably going with Tech 1 rather than Heroes’ hall. The best targets for boot camp are Plague Spitter and my other heroes, so I’ll probably tech something like Spitter+Sparring Partner on T2, and Boot camp+something on T3. I’m not sure, though. I might actually head for Discipline Tech II with Training Ground, rather than Disease tech II with Plague Lab. Hmmm… I think I’m going with Oni turn 1, though I’m uncomfortable about it.
You know what, in retrospect, I wish I’d picked Grave. Reversal is a strong answer to 2 of his 3 tech 1 threats (Basilisk and Centaur), and the third (Fencer) is probably best handled with, Idk, Rambasa Twin? Killing his heroes to prevent it being buffed? Hmm… Nimble Fencer+Rampant Growth seems like a strong turn 3 tempo play I’ll have to figure out how to deal with. Martial mastery might have helped to at least see it coming, maybe.
Now I’m wondering if I can justify building both tech 1 and Heroes’ Hall next turn. That gives me a lot of options for turn 3. I’m still not sure if I have a way to prepare for all of his potential T3 plays, though. He has really strong tech 1. I mean, I have pretty strong tech 1 myself, but I still feel his is significantly stronger. Maybe my best option is to build a heroes hall and tech something like Carrion Curse+Boot Camp, relying on card advantage and Orpal’s control prowess to deal with his threats.
[/spoiler][/details]