Due to some unusual circumstances, I won’t have time to give this match the attention it deserves until late Sunday night at the absolute earliest, and most likely I’ll be too exhausted until Monday morning. Apologies in advance for the delay.
Tech 0 card(s)
Get Paid - ($5)
Worker - ($2)
General Onimaru - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 General Onimaru (2/3) Frenzy 1
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 0
Workers: 8
Thoughts
Necro/Growth/Truth might be the strongest possible build I could go up against here. Necro/Growth is a very strong combo, and Truth synergizes with both and can shut down my core strategy. I’ll probably need the Mind-Parry Monk to guard against strong removal like Doom Grasp, Polymorph: Squirrel, and Mind Control. I’ll probably need Tech II Balance to remove MoLaC if he specs into Growth. I should probably save Nature Reclaims for Blooming Elm, as I expect to have a hard enough time defending without also having to worry about Overpower. Against the threat of armor buffs like Dinosize, I can really only counter with Deathtouch, so I probably should spec into Discipline and Balance regardless of his tech choices. It might be hard to keep up in terms of cards without the Garrisons, though… maybe I could rely on Circle of Life for early Tech II Balance presence, and then switch a Tech Lab from Peace to Balance once the Garrisons have been dropped, but that seems… iffy. For one thing, destroying those Garrisons should be a high priority for him, and for another, if he’s diligent with Free Speech, I might not even get the chance to cast Circle of Life. For right now, though, I just need to force him to slow down his tech progression.
As expected, he has Oni out. I can throw out my own hero and accept the slow down on tech, or let him break my tech 2 again (and have his soldiers go largely unchallenged again). I think I’ll go with extra worker and skeleton, and challenge his possible oni play with garth. I don’t have to worry about losing the tech 2 race because he has no tech 1 yet. Im going to try to overwhelm with ancients and bargains, as something he can’t really break with parry or nature reclaims. I’ll have to lockdown with free speech eventually, maybe i’ll tech an ancient and free speech next turn and the turn after.
STARTING HAND
Snapback
Aged Sensei
Sensei’s Advice
Grappling Hook
WORKERS
Morningstar Flagbearer
Fox Viper
Fox Primus
Sensei’s Advice
Grappling Hook
Snapback
NextHand
Safe Attacking
Tiny Basilisk
Tech 2 card(s)
Get Paid - ($8)
Tech I - ($6)
Aged Sensei - ($5)
Worker - ($2)
Heroes hall - ($0)
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: L1 General Onimaru (2/3A) Frenzy 1
Elite:
Scavenger:
Technician: Aged Sensei (1/1)
Lookout:
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 2
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
No Tech II building yet, that’s interesting. Also, Garth with no Heroes Hall. He might be planning to Doom Grasp me, but merely being able to generate a Skeleton each turn to patrol as Technician is a problem. I’m kind of tempted to Snapback him for Argagarg, but that’s a really bad trade in terms of value since he hasn’t invested any gold in levelling up. It might be better to just let him Doom Grasp. I’ll tech Basilisks to bypass those patrolling Skeletons.
Wow, Lich’s Bargain. It was a mistake to overlook that, as this is probably the ideal situation for it to be played. And, I workered my Snapback, so I have to actually attack Garth to kill him.
Tech 2 card(s)
Get Paid + float - ($10)
Sacrifice the Weak, basilisk and 1 skeleton die - ($8)
Horror trades with Grave, Garth to lvl 3
Garth to lvl 4 - ($7)
Garth and 2nd Skeleton kill Oni, Garth to lvl 6
Garth to max, fetch Blooming Ancient - ($6)
Quince, +2 Runes - ($4)
Move runes zombie, 3rd skeleton and zombie break Tech 2, base to 18
Make another skeleton, +1 Rune - ($3)
Make another Mirror, +1 Rune - ($1)
Skeleton Javelineer, +1 Rune - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Garth 3/4, lvl 7
Zombie 4/4, +2 Rune
Skeleton 1/1
Quince 1/3, lvl 1
Mirror 0/1
Mirror 0/1
Skeleton 1/1
Blooming Ancient 5/7, +3 Rune
Skeleton Javelineer 1/1
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Moment’s Peace here would slow me down, but otherwise I think I’ve got this locked in. And even then free speech is likely on its way to hopefully stem the tide.
Tech 2 card(s)
Get Paid - ($9)
Move 2 of 3 runes on BA to Javelineer
Javelineer walks past Basilisk, kills Midori with javelin, Quince to lvl 3
Both Mirrors become Blooming Ancients with midband - ($5)
Garth makes a skeleton, +1 Rune to each BA - ($4)
Sac newest skeleton to draw
Lich’s Bargain, +3 Runes to each BA - ($2)
Sac newest skeleton to draw again
Deteriorate Basilisk, Garth kills it safely
2 existing skeletons trade with savior Monk
both Mirror Ancients, currently 6/8, hit base for 12 down to 4
Move all 8 runes on mirror ancients to real ancient (which had 5 already), now 15/17, and hit base, GG!