Thoughts: Going with Grave because I know I’m drawing Grappling Hook next turn and might be able to set up a good sparkshot. Considered t1 Heroes’ Hall but that’s probably dumb because it makes my deck bigger next cycle.
Playing Sensei istead of Savior Monk to keep my options open for next turn, since I’ll have a rather expensive hand.
[/details]
Turn:
Start of turn:
Tech 2 cards [edit: obviously teched 0]
Collect 5 gold (5)
Main phase:
Summon Grave (3)
Summon Aged Sensei (2)
Hire a worker (1)
End of turn:
Discard 3, draw 5
Float 1
Patrol:
Leader: L1 Grave (2/3A)
Elite:
Scavenger:
Technician:
Lookout: Aged Sensei (1/1 | resist 1)
Board:
Buildings:
Base (20)
Economy:
Workers: 6
Gold: 1
Hand: 5
Deck: 0
Discard: 3
New hand
Fox Primus, Grappling Hook, Fox Viper, Sensei’s Advice, Morningstar Flagbearer
This is a bit of a wild turn. Let’s see if I can manage do undo the damage of my last turn.
P2T2
[details=Turn secrets]* Hand: Fox Primus, Grappling Hook, Fox Viper, Sensei’s Advice, Morningstar Flagbearer
Worker: Fox Viper
Tech: 2x Reversal
Thoughts: First things first: WHAT WAS I THINKING?!
We can probably all agree that my last turn was a big misplay. Playing Sensei over Monk was obviously bad because it only needed Deteriorate to lead to this fiasco of a board+hand state.
I went through several options in my head but almost all of them lead to me losing horribly to Shadow Blade and having Grave die to Vandy. With Vandy’s midband and Dark Pact in the equasion, that’s too much of a risk to take.
For a while, I considered stalling for T2 by variations of {grave to mid, kill Jandra, patrol + tower/elite slot}. The problem is that my big discard pile will make my chances of drawing T2 stuff very slim, and that’s if I can manage to get Technician bonuses for the next two turns.
Instead, I’m trying something unconventional. I hope he teched lots of Shadow Pacts and other Vandy stuff…
I’d tech Reversal+Martial Mastery but I’m deliberately slowing down my cycling to have a draw pile with many T2 card in turn 5.
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 6 gold +1 float (7)
Main phase:
Hire a worker (6)
Level Grave to 3/mid (4)
Grave kills Jandra, taking 3 damage; you draw a card
Thoughts: It’s unfortunate that he teched Twilight Baron. It’s pretty much the only thing my max Grave can’t kill. Extra unfortunate that I did not draw Reversal.
Oh well, I have a good patroller and can protect him from most shenanigans with the Flagbearer. Hopefully PiHalbe does not have TOO many spells in hand.
Sensei to somewhat mitigate Sacrifice the Weak.
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 7 gold (7)
Main phase:
Hire a worker (6)
Construct Tech I Building (5)
Summon Morningstar Flagbearer (2)
Summon Aged Sensei (1)
End of turn:
Discard 2, draw 4
Float 1
Patrol:
Leader: MAX Grave (4/5A)
Elite:
Scavenger: Morningstar Flagbearer (2/2 | must be if possible)
Technician: Aged Sensei (1/1)
Lookout:
Board:
Buildings:
Base (20)
T1 (5)
Economy:
Workers: 8
Gold: 1
Hand: 4
Deck: 1
Discard: 4
New hand
Grappling Hook, Reversal, Fox Primus, Safe Attacking
Discard
Young Lightning Dragon, Mind-Parry Monk, Savior Monk, Snapback
[details=Turn secrets]* Hand: Grappling Hook, Reversal, Fox Primus, Safe Attacking
Worker: Safe Attacking
Tech: Vigor Adept, Focus Master
Thoughts: Considered not workering in order to draw more cards in the next critical turn but deckthinning and long-term economy seemed more important. I can always spend money on heroes next turn.
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 8 gold +1 float (9)
Main phase:
Cast Grappling Hook and pull Twilight Baron to Lookout (9)
Thoughts: Gotta secure the board. I think protecting MPM is high value. Having Grave survive for max-banding also sounds very attractive. Spending two cards to kill a level 1 hero feels bad but a max-band Garth doesn’t sound like something I need in my live right now. Eliminating that threat hopefully is worth going to 0 cards for.
[/details]
Turn:
Start of turn:
Draw a card from Technician bonus
Tech 0 cards
Collect 10 gold (10)
Main phase:
Summon Grave (8)
Cast Grappling Hook to move Garth to Elite (8)
Cast Reversal to kill Garth (5); Grave levels to 3/mid
Summon Mind-Parry Monk (0)
End of turn:
Discard 0, draw 2
Float 0
Patrol:
Leader: L3 Grave (3/4A)
Elite:
Scavenger: L1 Rook -2 (0/2)
Technician: Mind-Parry Monk (my units can not be )
Thoughts: Maybe should have played Focus Master instead of building Tech 3. The chances of drawing my one t3 card were pretty slim.
Teching TPoS might have been dumb/unlikely to proc, but it can be important for removing his Abominations or Plague Lords.
I’m STILL planning to build a Surplus (hence the worker).
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 10 gold (10)
Main phase:
Hire a worker (9)
Max Grave (5)
Build Tech III Building (0)
Grave spends his Sword Rune on Gorgon; you draw a card
Mind-Parry Monk destroys your Tech III Building; your base takes 2 damage
Too scary. D:
I think this is the turn in which you get ahead in tempo.
P2T8
[details=Turn secrets]* Hand: Fox Primus, Snapback, Young Lightning Dragon
Worker: -
Tech: -
Thoughts: Pleague Lab and Spreading Sickness are super dangerous to me so I have to expand resources to destroy them. That means a) attacking Lab instead of other options and b) maxing Rook and giving him another -2/-2. I could have also Snapbacked but I don’t want a ready Vandy in play either.
Wish I had had 1 more gold to at leats summon Vandy and get some benefit out of killing Orpal.
All in all, it’s not looking good. Garth will also be able to tutor a T2.
[/details]
Turn:
Start of turn:
Tech 0 cards
Collect 11 gold (11)
Main phase:
Max Rook (4)
Summon Young Lightning Dragon (1)
Grave kills Plague Spitter and spark-kills the Skeleton, taking 3 -1/-1 runes; you draw a card and gain 1 gold
Rook kills Orpal, taking 2 -1/-1 runes
Mind-Parry Monk destroys your Plague Lab
End of turn:
Discard 2, draw 4
Float 1
Patrol:
Leader:
Elite:
Scavenger:
Technician: MAX Grave -3 (1/2)
Lookout:
Board:
Characters:
MAX Rook -4 (0/2 | two lives)
Mind-Parry Monk -1 (4/3 | my units can not be )
Young Lightning Dragon (3/3 | flying)
Buildings:
Base (19)
T1 (5)
T2 (1)
T3 (5)
Spec: Discipline
Economy:
Workers: 11
Gold: 1
Hand: 4
Deck: 6
Discard: 2
New hand
Hero’s Monument, Vigor Adept, True Power of Storms, Focus Master