Well I’ve seen enough of this White Finesse deck to know I can’t let him own the board early for free (otherwise he can hero’s hall and bring river to this hellish pressure), but I also can’t give away levels. So I think I will try to get him investing into Grave (where he has to put damage on him after leveling up) so that I can keep some Zane threat, and go either for Surprise Attack, SotP, or Hoodies to help turn the pressure over to my side. Fencers will be annoying, but if I can get past the first four turns roughly even, I think I can wear him out at tech 2. We shall see though, discord is a pain in the side of BA plans, and all eggs in the MoLaC is a tough sell against Versatile Style. Might be a good game to try Anarchy T2.
None of my obvious workers in this hand but I prefer keeping Rambaster to Mad Man, so mad man is the reluctant choice.
I’m expecting Fencers, , which makes Surprise Attack less appealing, but I don’t feel like I’ll be able to stick much of anything otherwise. Grabbing Sharks and a Hoodie, and we’ll see what he makes of some float. I should be safe to tech up next turn if not much else
…
Woof, I whiffed… Bad luck, brian. He’ll probably end up having gone bird’s nest and I’ll feel like a fool for not grabbing Taxman…
Steam Tank
Marauder
Bloodrage Ogre
Pillage
Nautical Dog
Charge
My Thoughts
So I think I want rook dead, as birds are just a mess for me in so many ways, and any pressure I can buy off the board is a big plus. Probably that means shoving him to scav, grabbing the gold then pillaging it away, and dropping Bombaster to force him to come at me with everything if he wants the kill on Zane. Either way, I probably drop Hoodie + tech up next turn. That makes me feel like I’ve bought enough space to run Anarchy, so lets tech a Steam Tank, but just in case I’ll probably want a GPT anyway, so we’ll have the other tech go that way for now.
I guess you meant Scavenger. Good job Rook, taking one for the team!
P1, Turn 4
Nimble Fencer
Snapback — Magic -> Worker //Sensei’s Advice will likely be more useful going forward, and I think I would rather delay cycling for a turn, to get more information.
Sensei’s Advice — Magic
Rambassa Twin
Attacks: 2, 2, 1, ++ for 3, + for 2, 2 for 2 = 5-11 total … except I can’t play Grave this turn
Defense: 3 / 2, 4 … and I could actually keep Nimble Fencer alive through it
Or, leave Zane alive, let him trade off with another 2 gold, but put him out of commission for turn 5.
Planning on Bird summoning next turn, so let’s get set up to take down Tokens / Buildings:
Tech in 2-step and Discord
7 gold (7)
Nimble Fencer (5)
Spar with Fencer
Fencer kills Bombaster
Smoker pings your Base for 1
Savior Monk hits Tech I for 2 more
Rambassa Twins (1)
Worker (0)
Discard 1, Draw 3
Hooded Executioner, Spirit of the Panda
Steam Tank, Gunpoint Taxman
Surprise Attack, Hooded Executioner
Main:
Surprise Attack, sharks arrive (3)
Shark trades with SQL
Zane trades with techn, we both rs draw1
Other shark takes down Fencer
Hooded Executioner (1)
Worker (0)
Workers
Careless Musketeer, Scorch, Bloodburn, Mad Man
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 19
Tech1 HP: 2
In Patrol:
Squad Leader: Hooded Executioner (3/3+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Nothin
Economy Info:
Cards:
Hand: 4
Deck: 5
Disc: 2
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Bloodrage Ogre
Gunpoint Taxman
Nautical Dog
Hooded Executioner
End of Turn Discard
My Thoughts
Can’t tech up with a board that big… I have to try and shell up. Discord is a concern, no doubt, so I don’t feel super comfortable relying on LB. I am grabbing SotP for some extra heft to offer a WE or Brogre if I can manage to combo draw (though I do need to be careful of Vines as well.) Really anything I can do to stop the onslaught. Hopefully another Hoodie can help with that as well. Dropping Hoodie in my hand if I don’t draw the GPT to block, he’ll need the other Fencer (which he almost certainly has) to break my tech 1).
…
RS draw Surprise Attack, that’s okay I spose, since Zane is taking a day off anyway
Defense: 4 / 2, 19
Attack: 2, 2, 1
+1 for 2-3
+4 for 4 - so, the choice is between Pressure and Birds. Toughie.
I think I just go for the birds, though.
Tech in 2x Grounded Guide (If I can redraw into one of these, it should be approximately lethal with 2 birds and a Smoker getting in and busting stuff up)
RS and Draw, then tech 2 cards.
8 gold (8)
Rook (6)
Bird’s Nest (4)
Grappling Hook the Executioner to Lookout
Mentor the Savior Monk
Savior Monk semi-safely kills Executioner
Smoker pings your Base for another point
Tech II Finesse (0)
Discard 2, Draw 3, rs, Draw 1
Bloodrage Ogre
Gunpoint Taxman
Nautical Dog
Hooded Executioner
Events of Turn:
Upkeep:
Get Gold (9)
Tech 2 cards in (except for turn 1)
All Teched Cards
Surprise Attack, Disguised Monkey
Hooded Executioner, Spirit of the Panda
Steam Tank, Gunpoint Taxman
Surprise Attack, Hooded Executioner
Main:
Gunpoint Taxman (7)
Tech 2 Anarchy (3)
Worker (2)
Workers
Nautical Dog, Careless Musketeer, Scorch, Bloodburn, Mad Man
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 2
Tech2 HP: 5 ANARCHY
In Patrol:
Squad Leader: Gunpoint Taxman (3/3+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Nothin
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 2
Workers: 10
End of Turn Hand
Bombaster
Charge
Steam Tank
Spirit of the Panda
End of Turn Discard
My Thoughts
Well I feel like I better tech up now while I have a chance, despite the likely double tech kill incoming. I could drop Brogre in addition… But I think I would rather have extra float and the card to throw attacks out next turn? Idk tbh, I just can’t keep up without sharks… Who knows, maybe I get to keep my tech 2, and I can go like Zane + Arg + Charge + Steam Tank next turn, and cause some havoc? Wishful thinking most likely, but gotta try…
Defense: 4 / 5, 2, 18
Attack: 2+, 3, 2, 1, 1, 1 = 10 plus 6 … clearly not Actual Lethal
Pay 2 for +1 any amount
Pay 2 for +2
Pay 1 for +2
Pay 4 for discord //nope, not this
Tech in Nimble Fencer and Maestro //probably won’t matter, but this should clean things up if it does.
Monk heals
8 gold (8)
Nimble Fencer (6)
Sensei’s Advice on Savior Monk and Nimble Fencer (5)
Savior Monk (4/2+2) semi-safely kills Taxman (Safe Attacking MVP)
Nimble Fencer and Sparring Partner break Tech II
Birds break Tech I
Rambassa Twins (1)
Smoker and Rook hit your base, leaving it at 11 hp.
Discard 1, Draw 3. Float 1 gold.
Yeah, White starter as P1 is very, very good. Especially with a little bit of haste & pump
P1, Turn 7 -
8 gold (9)
River (7)
2-step on Mario and the Nimble Fencer that got left off my backline status (5)
Grounded Guide (0)
Nimble Fencer (6/6 +1) kills Water Elemental
Mario (5/4) kills Arg
Smoker kills the Wisp
Sparring Partner (3) + Bird break Tech 1. Base to 9
Savior Monk (4), Tweety Bird (2), Smoker (2), Luigi (4), Rook (2) attack Base for 14 more.