[details=Thoughts]I have an interesting split really, and he has an at least decent starting split.
With flagbearer squad leader I can limit his ability to push above a two damage threat immediately, but I’ll also be forcing him to put out more units, and it doesn’t threaten that damned prospector who will basically eliminate my P2 ‘advantage’.
I’ll need to be wary of him going worker+tech 1+hero’s hall while still having enough to drop a 2 cost/rich earth if I take that route – OR he could go for maxband Arg.
On the flipside dropping flagbearer definitely limits the immediate threat of Arg to maxbanding for his water elemental, and I can spend next turn on bloom+wither+hero+worker and presumably kill his squad leader water elemental if he goes that route.
If I go for a more traditional route of OB+hero he can do shenanigans between arg midband, rampant growth, etc. and probably kill OB but not my hero? So Grave (I’ll want the sword and such – maybe looking to hero’s hall next turn and river + nimble Fencer+two step?) Probably not that but maybe. We’ll see.
As we’re going for Tech 2 Ninjutsu I think I maybe worker Tenderfoot or Timely Messenger. (It will be important to keep him from getting a maxband Midori to accompany Mimics.
I think my tentative plan is (Sparring partner or Rambasa Twins) + Two Step T2, and T3 we go for Glorious Ninja + Flying Fox.[/details]
STARTING HAND
Spore Shambler
Verdant Tree
Playful Panda
Rich Earth
Ironbark Treant
WORKERS
Tiger Cub
Rich Earth
NextHand
Spirit of the Panda
Verdant Tree
Rampant Growth
Nimble Fencer
Ironbark Treant
Tech 2 card(s)
Get Paid - ($5)
Tap Prospector - ($6)
Worker - ($5)
Tech 1 - ($4)
Max Arg - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water Elemental (3/3 + A)
[I]Elite[/I]:
[I]Scavenger[/I]: wisp (0/1)
[I]Technician[/I]: Arg (1/5, lvl 5)
[I]Lookout[/I]:
[B]In Play:[/B]
Merfolk Prospector (1/1)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Having got Merfolk prospect on turn one allow me the max arg plan. I can’t go growth, as versatile style will quickly deal with MoLaC, and I don’t have the token generating cards I need for Blooming Ancient to work well without feral, so we’re going Balance. With that in mind and the fact I am player one I need to be aggressive. He currently has a very powerful board, so I can’t just tech 2x stampede, as it’s likely he can just kill some of my units, making that less effective. Nimble Fencer are great tech 1s and I want them for Wandering Mimics later, plus they make Growth spells much more reliable. Spirit of the Panda will allow me to increase my gold machine while still piling on a lot of pressure.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Spirit of the Panda Prospector - ($1)
Prospector kills Older Brother - ($2)
Nimble Fencer - ($0)
Fencer kills Grave
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Arg (1/5 + A, lvl 5)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Pandafolk Prospector (3/1, healing 1)
Spirit of the Panda (Attached to Prospector)
[B]Buildings:[/B]
Base HP: 20
Tech 1: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Leaving Grave alive is a bad idea, as with a +1/+1 rune, max grave is truly terrifying. Using Spirit of the panda over Rampant growth only cost me one gold more (as I get one gold back straight away) but also threatens healing and increased gold every turn. The alternative was to give Spirit of the Panda to the wisp, and then buff it with Arg’s midband, but that leaves me with no patrolers for only 1 gold more. Given that Timely messenger is in his starter and Nimble Fencers are a top tech priority, it is unlikely to last until next turn. Teching in the Second fencer for the reasons stated last turn, and Stampede to push further advantages with my board control.
Tech 2 card(s)
Get Paid - ($7)
Healing 1
Young Treant - ($5)
Tap Prospector - ($6)
Worker - ($5)
Tech 2 (Balance) - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Young Treant (0/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]: wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Pandafolk Prospector (3/2, healing 1)
Spirit of the Panda (Attached to Prospector)
Arg (1/5, lvl 5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
Went for young treant over playful panda to get back up on cards, also allows me to reshuffle before I discard this hand which is nice (I don’t want to draw most of these cards over the rest of my deck). Drawing Stampede hurt, would have been nice to have over the next few turns. Flag bearer is going to eat most of my buffs, so I can’t kill him this turn without sacrificing my Pandafolk, which is not a good trade on my end (whether or not the tempo/board control is worth it is a different question.)
Sorry if that came off nit-picky, I thought it was the most recent turn and then kept scrolling and realized it was totally unnecessary to point it out lol
[I]Squad Leader[/I]: Potent Basilisk (3/5 + A, Deathtouch, untargetable)
[I]Elite[/I]:
[I]Scavenger[/I]: Young Treant (0/2)
[I]Technician[/I]: wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Pandafolk Prospector (3/1, healing 1)
Spirit of the Panda (Attached to Prospector)
Arg (1/2, lvl 5)
Midori (2/3, lvl 1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
I don’t want to go too far down in cards, so although I could kill his second twin with a nimble fencer, refreshing his hand while killing mine is not good. Summoning Midori allows me to get started on leveling him up fro flying for my mimics (Fairie Dragon is my other option). Potent Basilisk should easily 2 for 1, and will allow me to break any large patroller he has.
Nimble Fencer
Forest’s Favor
Stampede
Playful Panda
Discard
Spirit of the Panda (Attached to Prospector)
Merfolk Prospector (1/1)
Wandering Mimic
Wandering Mimic
TRex
TRex
Tech 2 card(s)
Get Paid + float - ($10)
Healing 1
Worker - ($9)
Pandafolk Prospector attacks Porcupine, dealing 3 and dieing - ($10)
Fearie Dragon, putting rune on porcupine, porcupine dies - ($6)
Tech 3 - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Potent Basilisk (3/5 + A, Deathtouch, untargetable)
[I]Elite[/I]:
[I]Scavenger[/I]: Young Treant (0/2)
[I]Technician[/I]: wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Arg (1/3, lvl 5)
Fearie Dragon (4/2, flying)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 6
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
I’m guaranteed to hit Stampede next turn, so long as arg/a few of my units live it should be a good turn. Getting to T3 first was unexpected and gives me a good way of breaking his patrol open. It was unfortuneate that I had now nimble Fencers around to give my wandering mimics haste, but that can all come back to not killing his stupid flag bearer on T4.
While you seem to be never drawing what you need, I seem to be drawing duplicated of everything, which is not very helpful when you can’t afford everything half the time, and the card economy is awful the other half.
P1T7
StartingHand Workers
STARTING HAND
Forest’s Favor
Nimble Fencer
Playful Panda
Stampede
Nimble Fencer
[details=Thoughts]
Fearie Dragon can kill either Hero or Tech 2. Tech 2 leads to more glorious Ninja’s, Grave leads to little, while Setsuki leads to Fox’s Dens Students and more cards then I can hope to kill. So Setsuki has to die. Otherwise just playing as much as I can to hopefully allow nimble fencer to live (unlikely, he learned from that mistake in previous games), as wondering Mimics need that haste. If I draw TRex and my Tech 3 is alive, then its also probs game.
Post Draw, got double wandering mimic (why do I always draw both? ), so if nimble fencer lives it’s probs game. [/details]