Player 2, Turn 5
(just noticed I didn’t correct P1 to P2 ><)
Cadet from techn
Draws from garrison: Garrison, Sergent, Sergent, Cadet, Wither (AT LAST)
##Events of Turn:
- rs, Draw from technician
- Tech 2 cards
- Get 9 gold + float (13)
[details=All Teched Cards]2x Cadet
2x Drill Sergent
2x Entangling Vines[spoiler]
- Play Flagstone Garrison o/ (10)
- Play Cadet, draw 1 (10)
- Play Timely Messenger, draw 1 (9)
- Play Drill Sergent, draw 1 (6)
- Play Tenderfoot, draw 1 (5) 1 rune on Sergent
- Play Cadet, draw 1 (5) 2 runes on Sergent
- Summon Onimaru (3)
- Wither on Grave, Oni lvl 3 (1)
- Older Brother kills Wisp
- Messenger gets both runes from Sergent and trades with Elemental
- Worker (0)
Fruit ninja, Heplfull Turtle, Flagbearer, Brick Thief, Spark
Patrol as below
- Discard 2, Draw 1, rs, draw 3
- Float 0
Base : 18HP
- Tech I: 5HP
- Tech II: 5HP
- Tower: 4HP
Squad Leader: Cadet 2/2+1
Scavenger: Cadet 2/2
Technician: Tenderfoot 1/2
- lvl 3 Onimaru 2/3, Older Brother 2/2, Drill Sergent 3/3
[details=End of Turn Hand]
[details=End of Turn Discard]
MotL&C isn’t a surprise, and zhavier chose to lvl up Arg instead of Grave. While it adds another potential attacker, it means Grave stays with only 1hp, so my plan becomes drawing Wither.
I need to kill everything but 2 things, ie all but Arg (too tough) and sparring partner. The best way to do it is: brother kills wisp, buffed messenger trades with Elemental, and grave dies from Wither. I already have most of the pieces in hand: Garrison + cheap chars, including messenger, and Spark if ever I lack some damage. That means I must play Garrison, then draw a Sergent and play it, then at least 1 unit (ideally 2+) so messenger + Spark, or messenger alone, can deal with Elemental; and keep 4 gold for hero (I guess Onimaru, as I’m starting to be the agressor) + wither.
The Sergent part shouldn’t be a problem: having 2 in the deck and 3 cheap drawers already in hand + another in deck, I should find one before having played every drawers (the only ways for that part to fail is drawing everything but sergents, everything but sergent-cadet, or a sergent in 3rd draw and then not drawing a cadet). Won’t do the math, but having 2 sergents highly raises the odds.
On the other hand, I’ll fail to draw wither if I draw both Sergents, Garrison and Bloom before it. That’s 80% chances to success. Fingers crossed !
After draw: WOW I really thought it would fail when I drew Garrison-Sergent-Sergent It ended up well though, with Cadet + Wither, so I could worker Spark instead of casting it.