That or more, Iāve played very little red, which is why I picked it. Definitely donāt feel like an expert yet, as I normally play very conservative controlling styles and I rarely play this kind of yolo. Start the game!
Youād have unstoppable lethal from hand that way, whereas @petE probably grinds out a win against 2x Flame Arrow if he just patrols Rook while breaking your HH and T2 (instead of killing Zane, if Birds hit HH and tech 2 and Sets hits base, you wouldnāt get to squeeze that rambaster through)
Definitely happy for more warming up. Havenāt played White very often, and somehow always struggle to turn midgame positions into wins. Need to get to grips with effective builds for the 3 specs, not just be a serial Quaker. Appreciate the comments @FrozenStorm
STOP GIVING AWAY A T2 HERO KILL EVERY GAME, YOU IDIOT !
Boulder did a good job as a cheap Crashbarrow block. Not sure that Mythmaking was worth the extra card. Combo would make more sense if Iām teching Boulder T2 instead of T3, expecting to play it twice. Or as part of a Strength plan including DeGrey (though heād kill my Birds).
ā¦
For this game, looks like Iāve an ideal Grave opening split, Aged Sensei/Grappling Hook in T1/T2 hands. Letās give that a try, maybe head for Rambasa Twins for pressure.
time to try to turtle again. the hero situation is frustrating as red p2 because they are all so flimsy and itās so easy for white to get around that
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Sensei taps to give Grave 1/1
Grave kills Dog
Rambasa Twins - ($1)
Sparring Partner - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Smoker (2/1)
[I]Scavenger[/I]: Rambasa Twin #1 (3/2)
[I]Technician[/I]: Rambasa Twin #2 (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Grave lvl 3 (3/3)
Aged Sensei (1/1)
Sparring Partner (2/2)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts][spoiler]
Letting his Ogre attack into my patrol, to trade down or give me a scav/tech bonus. Think itās worth going down to 3 cards here to get both of my Tech1s out. If I keep board control then Sparring Partner could stay around most of the game and give great value (eg buff Glorious Ninja to 5/4 swift strike, safe from 3HP arrival damage from a Bamstamper Lizzo). Iāve two sets of techs before my next cycle, so teching Birds Nest and Vines (clear blocker to destroy that Tower?) and decide next turn which Tech2 spec to go for.
Well that was a very nice draw for him, not looking so good for the turtle plan. I donāt want to go so far down in cards but I have to keep up to not get so far behind I canāt come back
WORKERS
Morningstar Flagbearer
Fox Viper
Grappling Hook
Savior Monk
[/spoiler][/details]
[details=NextHand][spoiler]
Safe Attacking
Fox Primus
Entangling Vines
Whitestar Grappler
[/spoiler][/details]
Tech 2 card(s)
Get Paid + scav - ($8)
Worker - ($7)
Sensei taps to give Rambasa Twin +1/1
Rambasa Twin trades with Taxman
Sparring Partner taps to give Grave +1/1 rune
Grave kills Jaina, to lvl 5, sparkshot 1 to Bombaster
Smoker trades with Bombaster
Grave to max - ($5)
Tech 2 Strength - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Grave lvl 7 (5/6 + 1, with 1/1 rune and sword)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Aged Sensei (1/1)
Sparring Partner (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
**Rambasa Twins card back in my Codex, as one Twin died on your turn and the other on this turn.
[details=Thoughts][spoiler]
Tempted to go Ninjutsu with Glorious Ninjas. But instead trying Strength, and teching 2xWhitestar Grapplers. Big enough to block a Crashbarrow if he goes Blood, grapple down a Bamstamper Lizzo or Firebird if he goes Fire, and cheap enough to leave $$ to level Rook or Sets.
i dont think tower up and wait works in this matchupā¦ it may in another one, but white can work around the tower pretty easily and you dont really want them on the offensive anyways. back to the drawing board i fear
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Sensei taps to give Grave +1/1
Grave kills Ogre
Graveās Sword kills Steam Tank
Grappler grapples Taxman, takes no damage
Birdās Nest, summon Birds - ($6)
Rook to max - ($1)
Rook breaks Tech2, your Base to 18HP
Sparring Partner taps to give a Bird +1/1 rune
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bird #1 (1/1 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Grave lvl 7 (5/2, with 1/1 rune)
GG. Think these games have been a bit skewed so far by me getting very good draws ā keep getting double Tech1 cards on T3. Grave/Sensei with that follow-up pretty hard to stop.
See you teched Bamstamper Lizzos T4, were you going for Tech Lab Fire, or were they Chameleon Lizzos?