The turn 1 safe attacking really paying off
(I actually played it to get it out of my cycle but ya know)
Turn 7
Hand: Whitestar Grappler, Grappling Hook, Earthquake
Tech: Doubling Barbarbarian, Boot Camp
Workers: Fox Viper, Smoker, Morningstar Flagbearer, Fox Primus, Versatile Style, Earthquake
- Tech 2 cards
- Healing
- Get paid (+$9, $9)
- Hire a worker ($8)
- Summon Whitestar Grappler ($5)
- Build Surplus ($0)
- Aged Sensei buffs Barbarbarian
- Barbarbarian kills Seer, overpowers 3 to Golgort
- Bird kills Golgort
- Grave kills Prynn, sparkshots Seer, you draw and gain 1 gold, Onimaru gains 2 levels
- Onimaru kills Vir, midbands
- Saviour Monk, Rook, and Bird destroy your Tech 2, your base takes 2
- Discard 1, draw 3
- Patrol:
Squad Leader: Whitestar Grappler (3/5+A)
Elite:
Scavenger:
Technician:
Lookout: Grave Stormborne lvl 7 (4/3)
- Buildings:
Tech 1: 5
Tech 2: 5
Surplus: 4 - Units/Heroes:
Saviour Monk (2/2)
Aged Sensei (1/1)
Doubling Barbarbarian (3/5)
Bird (1/1)
Bird (1/1)
Garus Rook (2/4)
General Onimaru lvl 5 (3/4) - Base: 20
- Other:
Safe Attacking
Birdās Nest
Economy:
- Workers: 10
- Gold: 0
- Hand: 3
- Deck: 1
- Discard: 6
Hand
Snapback, Overeager Cadet, Training Grounds
Discard
Grappling Hook, Elite Training, Boot Camp, Young Lightning Dragon, Sparring Partner, Doubling Barbarbarian
Thonk
I donāt see a way for him to come back here. No prynn means no rewind, no origin story, no tech 2 means no big defenceā¦ I think this should wrap it up. With training grounds I should have lethal next turn, and if not, double tech break.