CAPS 2017: Shadow-Night-Black ([Balance]/Growth/Finesse) vs. Kaelii ([Finesse]/Discipline/Ninjitsu)

@Kaelii Ahh we meet again :smiley: GL, HF!

P1T1


StartingHand Workers

STARTING HAND
Forest’s Favor
Young Treant
Tiger Cub
Merfolk Prospector
Rampant Growth


WORKERS
Tiger Cub


NextHand

Verdant Tree
Rich Earth
Ironbark Treant
Playful Panda
Spore Shambler


Discard

Forest’s Favor
Young Treant
Rampant Growth


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Arg - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Arg (1/3 + A, lvl 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
Thoughts

Like the last couple of matches we played, I’m going for Nimble Fencers + Growth spells into Balance Tech 2 with Wandering mimics.

[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]

P2T1


StartingHand Workers

STARTING HAND
Older Brother
Timely Messenger
Helpful Turtle
Granfalloon Flagbearer
Tenderfoot


WORKERS
Timely Messenger


NextHand

Brick Thief
Wither
Spark
Fruit Ninja
Bloom


Discard

Tenderfoot
Helpful Turtle
Granfalloon Flagbearer


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Older Brother - ($2)
Grave - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Older Brother (2/2+A)
  • :psfist: [I]Elite[/I]: Grave (3/3)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

P1T2


Tech StartingHand Workers

TECH
Nimble Fencer
Spirit of the Panda


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]

  • :psblueshield: [I]Squad Leader[/I]: Water Elemental (3/3 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: wisp (0/1)
  • :pschip: [I]Technician[/I]: Arg (1/5, lvl 5)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Merfolk Prospector (1/1)
    [B]Buildings:[/B]
  • :heart: 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.

P2T2


Tech StartingHand Workers

TECH
Sparring Partner
Rambasa Twin


STARTING HAND
Fruit Ninja
Bloom
Brick Thief
Wither
Spark


WORKERS
Timely Messenger
Spark


NextHand

Tenderfoot
Fruit Ninja
Helpful Turtle
Brick Thief
Granfalloon Flagbearer


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloom Grave - ($3)
Midband Grave - ($1)
Tech 1 - ($0)
Kill water elemental with Grave

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Older Brother (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Grave (4/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

P1T3


Tech StartingHand Workers

TECH
Nimble Fencer
Stampede


STARTING HAND
Spirit of the Panda
Ironbark Treant
Verdant Tree
Rampant Growth
Nimble Fencer


WORKERS
Tiger Cub
Rich Earth
Verdant Tree


NextHand

Playful Panda
Young Treant
Spore Shambler
Forest’s Favor


Discard

Nimble Fencer
Ironbark Treant
Rampant Growth
Nimble Fencer
Stampede


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]

  • :psblueshield: [I]Squad Leader[/I]: Arg (1/5 + A, lvl 5)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Pandafolk Prospector (3/1, healing 1)
  • Spirit of the Panda (Attached to Prospector)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: 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.

Welp, Congrats on drawing tech cards. Apparently I can’t.

P2T3


Tech StartingHand Workers

TECH
Glorious Ninja
Porcupine


STARTING HAND
Tenderfoot
Brick Thief
Helpful Turtle
Fruit Ninja
Granfalloon Flagbearer


WORKERS
Timely Messenger
Spark
Fruit Ninja


NextHand

Wither
Brick Thief
Bloom
Sparring Partner
Rambasa Twin


Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker - ($7)
Granfalloon Flagbearer - ($4)
Tech 2, Ninjutsu - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Granfalloon Flagbearer (2/2) Flagbearer
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

Ouch, that is always painful.
P1T4


Tech StartingHand Workers

TECH
Wandering Mimic
Potent Basilisk


STARTING HAND
Forest’s Favor
Spore Shambler
Young Treant
Playful Panda
Stampede


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Spore Shambler


NextHand

Nimble Fencer
Potent Basilisk
Nimble Fencer
Ironbark Treant
Rampant Growth


Discard

Playful Panda
Stampede
Forest’s Favor


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]

  • :psblueshield: [I]Squad Leader[/I]: Young Treant (0/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: wisp (0/1)
  • :pschip: [I]Technician[/I]:
  • :target: [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]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: 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.)

P2T4


Tech StartingHand Workers

TECH
Two-Step
Flying Fox


STARTING HAND
Wither
Rambasa Twin
Sparring Partner
Bloom
Brick Thief


WORKERS
Timely Messenger
Spark
Fruit Ninja
Bloom


NextHand

Older Brother
Helpful Turtle
Tenderfoot
Porcupine


Discard

Brick Thief
Wither
Two-Step
Flying Fox


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rambasa Twin A and B - ($3)
Sparring Partner - ($2)
Grave - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rambasa A (3/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Sparring Partner (2/2)
  • :pschip: [I]Technician[/I]: Rambasa B (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Granfalloon Flagbearer (2/2) Flagbearer
  • Grave level 1 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 1
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

I think you meant Prospector :wink:

1 Like

That oops, will adjust.

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

ahh it’s fine, I would rather it is correct incase other people look at my turns and get confused about what is going on :stuck_out_tongue:

1 Like

P1T5


Tech StartingHand Workers

TECH
Wandering Mimic
Fearie Dragon


STARTING HAND
Rampant Growth
Potent Basilisk
Ironbark Treant
Nimble Fencer
Nimble Fencer


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Spore Shambler
Ironbark Treant


NextHand

Fearie Dragon
Wandering Mimic
Wandering Mimic
Rampant Growth


Tech 2 card(s)
Get Paid + float - ($9)
Healing 1
Worker - ($8)
Nimble Fencer - ($6)
Fencer and Arg kill Twin A
Prospector kills Sparing Partner - ($7)
Potent Basilisk - ($3)
Midori - ($1)

Float ($1)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Potent Basilisk (3/5 + A, Deathtouch, untargetable)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]: wisp (0/1)
  • :target: [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]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: 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.

Well my deck has conspired to give me exactly the draws that don’t matter.

P2T5


Tech StartingHand Workers

TECH
Two Step
Hidden Ninja


STARTING HAND
Porcupine
Tenderfoot
Helpful Turtle
Older Brother


WORKERS
Timely Messenger
Spark
Fruit Ninja
Bloom
Older Brother


NextHand

Glorious Ninja
Brick Thief
Tenderfoot
Helpful Turtle


Tech 2 card(s)
Get Paid + Scavenger - ($10)
Woker - ($9)
Porcupine - ($6)
Maxband Grave - ($0)
Sword Midori, levels fizzle.

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Porcupine (2/6+A) Deathtouch
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Rambasa B (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave level 7 (4/5)
  • Granfalloon Flagbearer (2/2) Flagbearer
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

P1T6


Tech StartingHand Workers

TECH
TRex
TRex


STARTING HAND
Wandering Mimic
Wandering Mimic
Fearie Dragon
Rampant Growth


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Spore Shambler
Ironbark Treant
Rampant Growth


NextHand

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]

  • :psblueshield: [I]Squad Leader[/I]: Potent Basilisk (3/5 + A, Deathtouch, untargetable)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Young Treant (0/2)
  • :pschip: [I]Technician[/I]: wisp (0/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Arg (1/3, lvl 5)
  • Fearie Dragon (4/2, flying)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Balance)
  • :heart: 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.

Must Target Flagbearer with Faerie Dragons

1 Like

Dragon can only target Tech 1 or Tech 2 things, so the Flagbearer is not a legal target.

4 Likes

Fffffffffffidsfk
Yup.

1 Like

ONE TURN SOONER GLORIOUS NINJA.
THAT WOULD’VE BEEN FINE PROBABLY.
BUT NO.
P2T6


Tech StartingHand Workers

TECH
Martial Mastery
Fox’s Den Students


STARTING HAND
Glorious Ninja
Tenderfoot
Brick Thief
Helpful Turtle


WORKERS
Timely Messenger
Spark
Fruit Ninja
Bloom
Older Brother


NextHand

Flying Fox
Sparring Partner
Wither
Two Step
Two-Step


Discard

Porcupine
Granfalloon Flagbearer (2/2) Flagbearer
Brick Thief
Helpful Turtle
Tenderfoot
Martial Mastery
Fox’s Den Students


Tech 2 card(s)
Get Paid - ($10)
Glorious Ninja - ($5)
Flagbearer bops dorkleader for 1+A, and dies.
Ninja swiftly slays dorkleader gloriously, taking no damage.
Setsuki - ($3)
Grave kills scavenger and tech. Draw and gold
Rambasa B kills Arg – Sets +2
Maxband Sets - ($0)
Pray to not die.
Probably die.

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Setsuki level 6 (3/4+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Grave level 7 (4/5)
  • Glorious Ninja (4/3) Swift Strike, Haste
  • Rambasa B (3/1)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

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


WORKERS
Tiger Cub
Rich Earth
Verdant Tree
Spore Shambler
Ironbark Treant
Rampant Growth


NextHand

Merfolk Prospector (1/1)
Wandering Mimic
Wandering Mimic


Tech 0 card(s)
Get Paid + float - ($11)
Scav + tech Draw - ($12)
Midori - ($10)
Forest’s Favor Faerie Dragon - ($8)
River
Nimble Fencer # 1 - ($6)
Nimble Fencer # 2 - ($4)
Faerie Dragon kills Setsuki, Midori to lvl 3
Nimble Fencer 1 kills Rambasa
Nimble Fencer 2 hits Tech 2 for 2
Playful Panda - ($2)
Mid band Midori - ($0)

Float ($0)
Discard 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Wisp (1/2 + A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: River (2/3, lvl 1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Fearie Dragon (5/3, flying) +
  • Nimble Fencer (2/3, haste)
  • Midori (3/4, lvl 5)
  • Playful Panda (2/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5
  • :heart: Tech III HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[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? :frowning:), so if nimble fencer lives it’s probs game. [/details]