Tiger Cub + Cal is my obvious turn 1 here. The main question is what to worker. Keeping Rampant Growth and Treant means I have to choose Playful Panda or Verdant Tree. Think I worker Verdant Tree as a Verdant rush seems a lot less likely against bully Grave and I might want the extra Tech 0 unit to shore things up.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Ironbark Treant - ($0)
Discard 2 cards, Calamandra has Stealth this turn
Calamandra kills Grave, takes 2, Calamandra midbands
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Ironbark Treant 1/2AAA
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L3 Calamandra Moss 3/4 [Units have Resist 1]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Going down on cards feels ok to get rid of Grave right now. I’m jumping straight to Tech II here so that I have a decent chance of getting a Hyperion into play on the turn after next. Hopefully that catches him off guard.
9 attack, +5/3, +2/1, +1/2, level up rook are my options.
Want to land Tech II & break Tech II regardless, so that leaves me 3 gold to play with
I think locking out Bloodlust is probably better than a +1 rune, so we’ll go with Snapback
Defense: 5, 2 // 5
Tech Grounded Guide and Nimble Fencer
7 gold (8), Fencer heals
Worker (7)
Tech II Finesse (3)
Snapback Cal, bringing in Geiger (0)
Sparring Partner kills Treant, you draw
Nimble Fencer, Savior Monk, and Aged Sensei break Tech II
Discard 2, Draw 3, rs, Draw 1
Of course he had snapback. This is looking real bad. Immortals to get something to stick if I get to keep Tech II but not feeling too hopeful about it.
Defense: 4, 3, 2 // 5, 5, ?18 -> 14 or 19 total
Attack: 2, 2, 2, 2, + -> 9 total, plus:
8 gold for:
Pay 2 for +1 any number of times
Level up to bypass Tiger Cub, maybe
Discord: +2 for 2
Martial Mastery: 2-3 for +2, with a chance at a bonus 5 for +5
I kind of forgot about Fencers and that proved to be a big mistake. That and I I really do loathe snapback. It seems it’s always in hand at the worst possible times.
Yeah, the fast Tech II was a little ambitious as Player 2 against White/Grave/Fencers. As you could see from the notes, I could have gotten through to break Tech II even without Snapback, but it would have delayed my Tech II - though without Tech I options to put up an efficient defense, I think you were in for a bad time regardless.
Yeah I hadn’t really processed the size of the tempo shift your deck could make and thought I could get away with early Tech II. I’ve not been enjoying this deck as much as I thought I would so it’s actually quite a relief to be put out. Need to go back to the drawing board.
I think Snapback is hard to play around so it feels like a one card version of the Sac the Weak/Deteriorate combo. It doesn’t help my feelings about it that any time I’ve ever thought “maybe they’ll not have Snapback in hand” the opponent always does