[details=My Thoughts]
Pretty unlikely he has Demon tech 2 units in the deck I think, more likely spells for Garth and Vandy. With Demonz as the spec choice I don’t want to be getting into a tech 3 race, so I’m going Earthquake and planning to spend next turn maxbanding Rook again, hoping he misses a Nether Drain. I’m not sure how well I like that plan, but I suppose the pass will definitely help either way? I’m so low on cards it’s hard to imagine recovering hand size besides perhaps with a surplus, so perhaps next turn will be max Grave + Surplus… [/details]
Maxband Grave, healing him, he chucks a sword at backline BC to kill it (5)
Tower (2)
Rook (0)
[details=Workers]
Aged Sensei, Jefferson DeGrey, Ghostly Diplomat, Morningstar Flagbearer, Fox Viper, Fox Primus [/details]
Patrol as below
Discard 1 rs Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 19
Tech1 HP: 5
Tech2 HP: 2 STRENGTH
Tower HP: 4
####In Patrol:
Squad Leader: Rook (2/4+1armor)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Safe Attacking
Big Bird (1/1)
Tweetie Bird (1/1)
Grave (4/5 lvl 7 no sword)
###Economy Info:
####Cards:
Hand: 3
Deck: 10
Disc: 0
####Gold:
Gold: 0
Workers: 10
[details=End of Turn Hand]
Martial Mastery
Earthquake
Whitestar Grappler [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
I’m pretty certain to lose Rook and my Tech 2 next turn, possibly tower or Grave as well (shadow blade or soul stone could do it) But I put down the BCs and hope to mitigate skeletons with the tower. Grabbing 2x MM at least gives me a potential out to try and dig for Boulder + Mythmaking to get that down, perhaps also snapback (in the likely event of Vandy maxbanding), and hope that that’s enough to stall out for Earthquake or Tech 3 or Grappler advantages, but really I think I’ve lost already. It’s going to be really difficult to win as P2 in this matchup, for either side I think. Probably have to utilize an earlier tower or Thunderclap perhaps might have helped here. [/details]
Yeah lol that’s one way to end the game. Mind doing one more as p1? I really struggle with white p2 and want one more go at this matchup specifically. I feel like the general start of birds and Boulder is right, but I feel like I drifted from there
[details=My Thoughts]
Gonna try Grave against the skeletons, I have hook in the next hand too so might help. Considered Smoker + tower and think that’d do okay too but it’s pretty weak for board pressure. Maybe we’ll tech IPN (risky against StW but possible to pull off?) [/details]
Grappling Hook Jav to elite, Grave kills SQL and Sparkshots Jav down to graveyard
Midband Grave, he heals (1)
Worker (0)
[details=Workers]
Fox Primus, Fox Viper [/details]
Patrol as below
Discard 1 rs Draw 3
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
####In Patrol:
Squad Leader: Savior Monk (2/2+1armor)
Elite:
Scavenger: Smoker (1/1)
Technician: Aged Sensei (1/1)
Lookout:
####In Play:
Grave (3/4 lvl 3)
Safe Attacking
###Economy Info:
####Cards:
Hand: 3
Deck: 4
Disc: 0
####Gold:
Gold: 0
Workers: 7
[details=End of Turn Hand]
Snapback
Safe Attacking
Morningstar Flagbearer [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Okay here comes the pain, I go all out on offense and board position to just buy space for a tech 2 rush. He’ll need to have drawn StW + Deteriorate to come at me, and even then he can’t do much damage with it. Glorious Ninja will be great early game shutdown, I just need to make sure to protect it from StW. I think I can do that though, I guess we’ll see. [/details]
$$ (6)
Deteriorate Sensei
Haunt = Smoker
StW > Savior (4)
Bone Collector (2)
+Skele (1)
Haunt comes back from the Grave to annoy Grave
Garth hits your base to 19
dc1, d3
Patrol:
Leader:
Elite: 4/3 BC
Scavenger:
Technician: 1/1 Skele
Lookout:
[details=My Thoughts]
I think this is pretty solid right? Ninjas + Birds pretty well shuts down Garth plays, Shadow Blade and Soul Stone can mess with it a little but I think on the whole this will be stalwart offense and defense for long enough to make an econ advantage count. I suppose we’ll see though. [/details]
[details=My Thoughts]
Losing Rook last turn was a major detail I missed… I suppose backline Sets might have been better, but oh well. He’ll get the Gargoyle to kill GN, but it’s still my best pressure play so I have to spend the gold on him. Good news is next turn I can hopefully set up what I wanted to this turn (Rook + Birds + GN) [/details]
[details=My Thoughts]
Yep set up what I want, bummer I can’t also kill Garth (2 gold shy of midbanding Sets in addition to the core plan) but I guess that’ll just wait until next turn (maybe? who knows what he’s bringing from hand this turn). [/details]
[details=End of Turn Discard]
Fox’s Den Students
Fox’s Den Students
Glorious Ninja
Snapback
Entangling Vines
Hidden Ninja
Morningstar Flagbearer [/details]
[details=My Thoughts]
On mobile so I’ll be brief, but aside from sickness I’m in good shape to keep sets maxband and slam these buildings down next turn. [/details]