[b]P2T1[/b]
StartingHand Workers
STARTING HAND
Aged Sensei
Safe Attacking
Savior Monk
Fox Primus
Morningstar Flagbearer
WORKERS
Fox Primus
NextHand
Sensei’s Advice
Fox Viper
Grappling Hook
Smoker
Snapback
Discard
Aged Sensei
Safe Attacking
Morningstar Flagbearer
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
savior monk - ($2)
grave - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Savior Monk (2/2+A)
-
Elite:
-
Scavenger: Grave, lvl 1, (2/3)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
hmmm, so, i’ll try and learn from last game, and slow down to think about some strategy.
fire/present/growth
early game: agressive, scary for me to bring out a hero early. can go down on cards to swing through my patrol
tech 1: i see argo, lobber, and firebat as the best options, although, i think firebat would be super niche.
tech 2: with versatule style on my codex, i dont see molac as a big deal. tech 2 present would be a problem though. basically stadard Present strat but with red starter.
tech 3 - not that good. id be surprised if they went this route.
hero’s - not as good as mine. bwahahaha. actually, watch out for the green spells…
discipline/disease/law
early game: probably need to play defensively. savior monk, smoker,…might need a tower. remember, i can give him free levels from hero’s so long as i have snapback ready in the next hand.
tech 1: i like rambasa twins of course. goes well with anything. after that, honestly sparring parter is the only other one i prefer.
tech 2: lots of options. i honestly could go with all three. given his direct building damage, i dont think discipline with traiing grounds is good. im not as confident with Law. If i go insurance agents, it would HAVE to be to pair with hero’s (Grave and Orpal).
tech 3 - probably not happening.
heros - i LIKE the idea of a hero’s hall here.
IDEAL: tech 2 law, tech lab disease, insurance agent runes ramabasa twin, plague lab doulbles rune, suicide, get paid.
possible tech plan?
T1 - na
T2- RT / SP
T3 - (LAW - IA / IA), Disease (Abom, Sickness)
T4 - Judgement Day? DaD?
T1 Review
Dog and Musketeer. Next turn, im looking at gg 5, worker 4, tech 1 2, (possible brogre/mad man). they COULD drop jaina and charge to get at a backline hero’s. seems safe enough to drop a hero. and if he skips tech 1, ill just tech up and snapback on a future turn. that leaves me with a choice. does savior monk really net me anything here (other option is aged sensei and save a gold)? i supposed if they have mad man, it helps me to keep grave on the board however, dont want to get pillaged. ill just drop SM
SM -> SQL
Grave->SCAV
Next turn
grave lives - gg 6, worker 5, tech one 3, mid grave 1, smoker 0, possible grappling hook.
grave dies - gg 6, scav 7, worker 6, tech one 4, fix viper, 2, bigby 0
not sure yet. need more coffee.