No spells, unfortunately, Grappling Hook would have been great for me there. I’ll follow him down a card, hope for some buffs next turn. Need Smoker out so his Prospector doesn’t get established.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grave to mid - ($3)
Aged Sensei buffs Grave, he kills Elemental
Sparring Partner - ($2)
Smoker trades with Prospector
Float ($2)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Savior Monk (2/2)
Technician: Sparring Partner (2/2)
Lookout: In Play:
Aged Sensei (1/1)
Grave lvl 3 (3/2) Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0 Gold:
Gold: 2
Workers: 7
Thoughts
Shame once again I don’t have Grappling Hook in hand, would have cleared Elemental+Ironbark nicely.
He skipped Tech 1, so likely teched Arg spells. I’ll trade a couple of his units away so I’m not too vulnerable to Stampede, and float some $$ so I can max Grave if needed next turn to sword a unit with SotP.
Teching Training Grounds and YLD, both effective if he walls up with Ironbark + Arg.
Could take away the Stampede threat by maxing Grave to sword Arg, while putting down Rambasa Twins for board. Though misses out on the chance to build Tech2 before he’s even built Tech1, and with good Tech2 cards next hand (YLD, Training Grounds). So think I’m better blocking up with Twins+Smoker, absorb the likely Stampede (with 9HP Base hit), and tech on ahead.
STARTING HAND
Spore Shambler
Tiger Cub
Stampede
Forest’s Favor
WORKERS
Young Treant
Rich Earth
Circle of Life
Spore Shambler
NextHand
Feral Strike
Stampede
Circle of Life
Galina Glimmer
Discard
Forest’s Favor
Tiger Cub
Tech 2 card(s)
Get Paid + tech - ($8)
Worker - ($7)
Stampede - ($1)
Ironbark Treant (7/1AAA) kills Smoker and deals 5 to your Base on 15
Wisp (3/1AAA) kills Twin #1 and deals 1 to your Base on 14
Playful Panda (5/2AAA) kills Twin #2 and deals 3 to your Base on 11
Tech I - ($0)
Tech 2 card(s)
Get Paid + scav, tech draw - ($9)
Worker - ($8)
Training Grounds - ($7)
YLD - ($4)
Grave to max - ($0)
Grave (+1atk from Training Grounds) kills Arg
Grave’s sword kills Ironbark
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: YLD (3/3, flying) In Play:
Grave lvl 7 (5/4)
Training Grounds (4) Buildings:
Base HP: 11
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6 Gold:
Gold: 0
Workers: 9
EDIT: corrected HP on Grave
Thoughts
He can hit my base for 2-4 more this turn, but with YLD and Training Grounds in play I should be able to close the game down after that. Teching a Versatile Style (to add HP to Base) and Earthquake.
Readiness means that mid or max Grave doesn’t exhaust when he attacks. So he is able to patrol, or alternatively to exhaust to use his maxband sword ability. He can’t patrol after using the sword.
STARTING HAND
Feral Strike
Stampede
Circle of Life
Galina Glimmer
WORKERS
Young Treant
Rich Earth
Circle of Life
Spore Shambler
NextHand
Rampant Growth
Verdant Tree
Ferocity
Merfolk Prospector
Discard
Forest’s Favor
Tiger Cub
Ironbark Treant
Circle of Life
Stampede
Feral Strike
Behind the Ferns
Final Showdown
Tech 2 card(s)
Get Paid - ($9)
Tower - ($6)
Galina Glimmer - ($5)
Midori - ($3)
Circle of Life Wisp into Huntress - ($0)
Playful Panda deals 2 to your Base on 9
STARTING HAND
Safe Attacking
Aged Sensei
Training Grounds
YLD
WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook
Savior Monk
Safe Attacking
NextHand
Sparring Partner
Rambasa Twin
Earthquake
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
YLD #2 - ($5)
Training Grounds #2 - ($4)
Rook - ($2)
Grave trades with Huntress, Midori to lvl 3
YLD #1 kills Midori, Rook to lvl 3
Tap Training Grounds #1 to max Rook
Tech 2 card(s)
Get Paid + float + Galina 1 - ($11)
Cali - ($9)
Behind the Ferns - ($7)
Forest’s Favor on Galina - ($5)
Galina and Panda deal 5 to your Base on 4
Ironbark Treant - ($2)