Map: MYSTICAL FOREST: Whenever you would ready a unit or hero during your turn, you may put a +1/+1 rune on it instead.
P1T1
StartingHand Workers
STARTING HAND
Fox Viper
Aged Sensei
Savior Monk
Grappling Hook
Morningstar Flagbearer
WORKERS
Fox Viper
NextHand
Safe Attacking
Fox Primus
Smoker
Sensei’s Advice
Snapback
Discard
Morningstar Flagbearer
Savior Monk
Grappling Hook
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Play Aged Sensei from hand - ($2)
Summon Rook - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L1 Rook 2/4+a
Elite:
Scavenger: Aged Sensei 1/1
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
Weird map, and almost a mirror matchup! Boot Camp is gonna be obnoxious here, along with Cadets. Sparring Partner is a huge exploit, and I need to either be first on the board or else have a way to deal with it, which I don’t. Birds are a good way to push forward over Sparring Partner here, so that might be a better pre-emptive move. Right here, I have to put stats on the board that will let me powerhouse through whatever board Bomber puts on. Snapback answers Rook, and gives me a potential rune on both Sensei and Rook (or just a rune on Rook, although this is also vulnerable to Snapback)
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Safe Attacking - ($3)
Aged Sensei kills Smoker safely
Rook kills your Aged Sensei and takes 1 damage
Summon Smoker - ($2)
Build Tech 1 - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Smoker (stealth) 1/1
Lookout:
In Play:
Safe Attacking
L1 Rook 2/3
Aged Sensei 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
I can Sensei’s Advice to get free kills on Smoker and Sensei, or I can Safe Attacking to trash a card from my deck. I like the latter better. I don’t have a good follow-up play that doesn’t stop me from building tech 1, but I can at least play Smoker?
Hand: Saviour Monk, Morningstar Flagbearer, Safe Attacking, Sensei’s Advice, Fox Primus
Tech: Rambasa Twin, Boot Camp
Workers: Morningstar Flagbearer
Tech 2 cards
Get paid (+$6, $7)
Build Tech 1 ($5)
Summon Saviour Monk ($3)
Summon Fox Primus ($0)
Onimaru kills Smoker, you draw
Discard 2, reshuffle, draw 4
Patrol:
Squad Leader: Fox Primus (2/2+A)
Elite:
Scavenger:
Technician: Saviour Monk (2/2)
Lookout:
Buildings:
Tech 1: 5
Units/Heroes:
General Onimaru (2/2)
Base: 20
Other:
Economy:
Workers: 7
Gold: 0
Hand: 4
Deck: 4
Discard: 0
Hand
Smoker, Snapback, Rambasa Twin, Aged Sensei
Discard
Thinking
Neither of us achieved a hero kill. Still, I’m a bit concerned he’s about to start buffing rook. I don’t think I want to snapback next turn though… and I don’t know if I want to build tech 2. We’ll see how this goes.
WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
NextHand
Savior Monk
Sparring Partner
Snapback
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Rook casts Grappling Hook to pull Primus to Lookout
Play Sparring Partner from hand - ($5)
Rook plays Sensei’s Advice, targeting Sparring Partner and Aged Sensei, - ($4)
Aged Sensei kills Primus safely
Level Rook to 5, he midbands and heals - ($0)
Rook pushes past the lone puny patroller and kills Onimaru, leveling to 7
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Sparring Partner 2/2
Lookout:
In Play:
Safe Attacking
L7 Rook 3/3
Aged Sensei 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Sparring Partner for 1, Sensei’s Advice for 1, Grappling Hook Primus to Lookout and kill it for free with Sensei. 4 more gold to midband Rook, kill Onimaru, Rook to 6. Worker Snapback I guess, Flagbearer seems too valuable? Nah, I gotta just keep Snapback and make Bomber play around Flagbearer. It doesn’t stop Sparring Partner anyhow. It’s a lot of cards, but I want to get to a point where I can be ahead enough to safely stockpile runes.
I really have no idea how to deal with mono white. I decided against snapback this turn because either other hero is just as scary, and I have no units in hand next turn. I think boot camp may have been a poor choice. I’ll head for discipline tech 2 and hopefully play a hero based strategy once I’m there.
Tech 2 card(s)
Get Paid, ready everything - ($7)
Worker - ($6)
Summon Sparring Partner Lee and retroactively name other Sparring Partner Bruce - ($5)
Aged Sensei exhausts to give Rook +1 ATK/1 Armor
Rook kills Squad Leader Rambasa into your Codex, taking 2 after armor
Maxband Rook, he heals - ($4)
Sparring Partner Bruce safely kills your Aged Sensei, you draw
Activate Sparring Partner Bruce’s “ready” ability, but put a +1/+1 rune on him instead - ($2)
Activate Sparring Partner Bruce’s “ready” ability, but put a +1/+1 rune on him instead - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Sparring Partner Lee 2/2+a
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Safe Attacking
L8 Rook (Two Lives) 4/6
Aged Sensei 1/1
Sparring Partner Bruce (++) 4/4
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 3
Gold:
Gold: 0
Workers: 8
Thoughts
Hmm hmm hmm. Sensei boosts Rook, Rook kills Rambasa, Spar kills Sensei, summon Spar, maxband Rook, “Ready” Spar (rune), “Ready” Spar (rune). Rook is naturally vulnerable to Snapback, but I’ve got enough forward momentum that I can protect Rook. Begin the Sparring Partner engine! Then I’ll throw in Barbarbarians because I can get the engine rolling with them.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Sparring Partner kills your squad leader, taking 2 damage after armor
Ready Sparring Partner, it exhausts to put a rune on Aged Sensei - ($5)
Aged Sensei trades with Savior Monk
Ready Sparring Partner, it exhausts to put a rune on Rook - ($3)
Rook stomps past your puny lone patroller and breaks your Tech 1, taking 1 damage; your base takes 2.
Play Bird’s Nest from hand, summoning two birds - ($1)
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Bigger Bird (flying) 1/1
Technician: Big Bird (flying) 1/1
Lookout:
In Play:
Safe Attacking
L8 Rook (Two Lives, +) 5/6
Bird’s Nest
Sparring Partner Bruce (++) 4/2
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 9
Thoughts
Hmm, should I have double-teched Earthquake? I can break this patrol if I go Sensei’s Advice and lose Sensei, sending Rook to the backline to bust up Tech 1. That’s 6 gold +1 for worker. 1 gold remains. Alternately I could sit tight and Sparring Partner the Sensei up, Rook and Sensei kill SQL and Elite. Bird’s Nest goes up, I have 5 gold to play with, building my Sparring Juggernaut up past the range where Rambasa kills it outright. Or maybe I boost Rook up to 5 ATK, that seems like a good thing to establish.
Ehh I can either kill tech 1 or sparring partner. I think if I do it this way, he’s very unlikely to kill my tech 1, so I can easily snapback and tech up. Hopefully that will get me ahead, but I reckon he’s teching up next turn, so… probably not.
STARTING HAND
Grappling Hook
Smoker (stealth) 1/1
Aged Sensei 1/1
WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
Savior Monk
Sensei’s Advice
Smoker (stealth) 1/1
NextHand
Hidden Ninja
Sparring Partner Lee 2/2+a
Doubling Barbarbarian
Discard
Sparring Partner Bruce
Grappling Hook
Martial Mastery
Versatile Style
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Tech 2 – Strength - ($5)
Rook kills Fox Primus, taking 3 damage
Big Bird safely kills Aged Sensei
Bigger Bird safely pings your Tech 1
Play Aged Sensei from hand - ($4)
Build a Tower - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Aged Sensei 1/1
Lookout:
In Play:
Safe Attacking
L8 Rook (Two Lives, +) 5/3
Bird’s Nest
Bigger Bird (flying) 1/1
Big Bird (flying) 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 4
Gold:
Gold: 1
Workers: 10
Thoughts
Rook kills Primus, bird kills Sensei, other bird pings Tech 1. Seems okay to me, waiting for the Overeager Cadet shoe to drop. I wanted to build a Surplus, but I need to protect my Tech 2 here, since max Oni breaks it.
STARTING HAND
Hidden Ninja
Sparring Partner Lee 2/2+a
Doubling Barbarbarian
Doubling Barbarbarian
WORKERS
Fox Viper
Fox Primus
Morningstar Flagbearer
Savior Monk
Sensei’s Advice
Smoker (stealth) 1/1
NextHand
Earthquake
Earthquake
Snapback
Discard
Sparring Partner Bruce
Grappling Hook
Martial Mastery
Versatile Style
Bird’s Nest
Hidden Ninja
Sparring Partner Lee 2/2+a
Tech 0 card(s)
Get Paid + float - ($11)
Both birds attack Brave Knight, removing his armor and dying
Level Setsuki 3 times - ($8)
Aged Sensei exhausts to give Setsuki +1 ATK/+1 Armor
Setsuki attacks, gaining swift strike, and kills Brave Knight without taking damage (armor absorbs Tower ping)
Cast Hidden Ninja on Setsuki and Sensei, they gain stealth and I draw a card - ($6)
Summon double Doubling Barbarbarian - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Doubling Barbarbarian 3/5 + aa
Elite: Doubling Barbarbarian 5/5
Scavenger:
Technician:
Lookout:
In Play:
Safe Attacking
L4 Setsuki 2/3
Aged Sensei 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 7
Gold:
Gold: 0
Workers: 10
Thoughts
Birds remove SQL armor, triple level Setsuki, Sensei to Setsuki, Setsuki kills Brave Knight and takes no damage. Spar, Barbarbar, Hidden Ninja (6 gold), use 2 to max Setsuki?