Player 1, Turn 2
##Events of Turn:
- Tech 2 cards
- Get 5 gold (5)
[details=All Teched Cards]
- Play Brick Thief (3) your base loses 1 HP
- Worker Up (2)
- Build Tech I (0)
- Tenderfoot kills Smoker, you gain 1 gold
- Onimaru hits your base for 3 damage.
Fruit ninja, Helpful Turtle
Patrol as below
- Discard 3, rs, Draw 5
- Float 0
Base : 20HP
- Tech I: 5HP
Squad Leader: Brick Thief 2/1 +1
- lvl 1 Onimaru 2/3, Tenderfoot 1/1
[details=End of Turn Hand]
[details=End of Turn Discard]
T1: that could be worse. Bashing is possibly my least favorite spec, especially with two different colors around, but Neutral starter is decent, while Strength and Peace offer solid geroes, good spells and a reliable Tech II plan. zhavier’s deck is fearsome, wih many cheap, efficient tech Is backed by Vandy’s spells, a decent Metamorphosis target with Grave. Growth II with ancients/MotL&C with Dark Pact and cheap bodies looks like a good plan, but hardly superior to the Peace engine. On top of all, white starter is a bit weak as P2, lacking solid blockers without Rook, especially facing Oni with neutral starter.
Basically, my plan will be putting enough pressure on early with Oni and neutral starter to prevent zhavier from setting up any threat around Metamorphosis; if I can harrass him away from T3 tech II, my endgame should beat his.
T2: I really don’t get zhavier’s plan ? Safe Attacking seems very bold, to say the least, as I see no hasty unit, nor any way to hasten them, and for the moment I should be able to break his board every turn. Not to mention he’s now down on cards. There must me some secret plan I missed ?
I’ll stick to the plan and go for double Cadets, keeping my gold for levelling Oni, Tech II and garrisons, or maybe Heroes Hall and Rook + birds.
(thoughts for T1 and T2)