[details=End of Turn Hand]
Morningstar Flagbearer
Sensei’s Advice
Snapback
Aged Sensei
Fox Primus [/details]
[details=End of Turn Discard]
Snapback
Morningstar Flagbearer
Grappling Hook [/details]
[details=My Thoughts]
Similar hand to my warm-up game 1, and I think a similar start is appropriate. Sparkshot and hero pressure that Grave brings, I think he’s the stronger P1 hero in this matchup over Rook, and Smoker compliments him fine (though all things considered, of course I’d rather have Safe Attacking and Grappling Hook in my T2 hand [/details]
[details=My Thoughts]
I’m taking the risk of Deteriorate + Investing in Orpal allowing him to get maxband off a Grave kill, mostly because Birds are just too key in this matchup. Patrolling such that I have the best possible chance to go Rook + Birds + Sparring Partner + worker next turn, and if Grave is alive through all that well even better! [/details]
[details=My Thoughts]
Oof for StW? I don’t feel like that’s worth it to him, maxband Orpal isn’t going to be that super effective against white. I get two chunky units down behind Orpal, and hope to draw Snapback next turn for a snap out and hero kill. He’ll need to bleed more cards to stay even on the board, and I’ll get birds down next turn.
…
Success, Snapback drawn, commence Grave and Rook show XD [/details]
Your board state shows a completely different set of units and hero than your turn summary. I’m assuming you forgot to edit your copied board from last turn?
[details=My Thoughts][spoiler]
Well he skips a worker to get massive board position, I don’t really want Orpal spreading -1/1 to everything so Snapback is happening, I want my Birds so that’s happening, and I would like to have Grave around to clean house after a reversal next turn, so I guess I’ll match the worker skip to keep board pressure high. Let’s hope he tries to shell up for a tech rush, and I just beat that down. It’s possible he’ll go for a Rook kill here, but it means giving up both Spitters and I don’t think he’ll do that against birds, sparring partner AND grave
Teching in cheap T1 stuff since I want to press my card advantage further still, and I’m not likely going to tech 2 anytime soon.
…
Boulder on the turn, solid option for going to tech 2 if I want to.
[/spoiler][/details]
[details=My Thoughts][spoiler]
I’m not sure if I want to break the tech 2 or just kill Garth. It’s a bummer I don’t keep Sensei’s Advice b/c that’d be nice to keep, but let’s clear out this patrol then MM to see what he’s up to. Grabbing Twins and another MM, as I’m still not sure what I want at tech 2 and my deck’s going to be a bit bloated for the worker skip.
So double Abom, not what I would have expected so really glad to have seen his hand! 100% breaking that tech 2 then, and with the Summon Skeletons and Jav in hand I think I’d like to kill Garth as well to avoid skeleton stacking.
…
Safe Attacking I actually probably want to play next turn, so I can finish that spitter I sidelined with Monk and have him still live.
[/spoiler][/details]