My biggest threats here are probably Mind-Parry Monk and Nimble Fencer. I’ll want to keep an eye on his hand, shutting down techs and voiding heroes as appropriate. If I can manage to swipe a Mind-Parry Monk for myself, that’d offer some nice protection against targeted Strength & Finesse harassment. This is a really nice card split, so I should be able to get off to a strong start.
To tell the truth I prefer being the one playing Sensei + Grave as P1. Even Rook dies to Hook + midband Grave, and I've no hope for revenge-kill as I drew Sensei's advice. Best I can do is playing my own Grave and try to counterattack if may be… My patrol loses to sensei's advice + Mid grave, but that means he spends two cards and skips Tech I so it seems a decent risk-taking for me to play this way.
STARTING HAND
Morningstar Flagbearer
Safe Attacking
Grappling Hook
Smoker
Fox Viper
WORKERS
Fox Primus
Smoker
NextHand
Grappling Hook
Safe Attacking
Sensei’s Advice
Fox Viper
Savior Monk
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Grappling Hook to Lookout
Grave kills Savior Monk
Tech I - ($2)
Float ($2)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Aged Sensei (1/1)
Technician:
Lookout:
In Play:
L1 Grave Stormborne (2/1) Sparkshot [2 damage]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 2
Workers: 6
Thoughts
Actually, I should really be wary of Snapback. I can’t rely on my heroes, and unlike my opponent, I do have to worry about multicolor spell penalties. That Mind-Parry Monk is looking more and more attractive, although getting all 3 heroes in play could work as a defense as well, though that’s easier said than done. For now, I’ll just stick with cost-effective units and try to build a gold advantage.
STARTING HAND
Fox Primus
Fox Viper
Aged Sensei
Smoker
Grappling Hook
WORKERS
Safe Attacking
Fox Viper
NextHand
Nimble Fencer
Fox Primus
Bird's Nest
Snapback
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($4)
Heroes' Hall - ($2)
Smoker - ($1)
Aged Sensei - ($0)
Grave kills Aged Sensei, taking 1 damage back, you gain 1
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Smoker 1/1+A
Elite:
Scavenger:
Technician:
Lookout: Aged Sensei 1/1 In Play:
lvl 1 Grave 2/2 Buildings:
Base HP: 20
Tech I HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0 Gold:
Gold: 0
Workers: 7
Thoughts
Sadly, I can't defend effectively against both Hook and Stewardess… I hope Bird's Nest will help in this match, and Fencer offers a decent way (and my only one) to hit back.I doubt Rook will survive long though.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Rook - ($4)
Bird's Nest - ($2)
Midband Grave - ($0)
Both Graves trade, mine accusing yours to be a fraud.Rook lvl 3
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Bird 1/1
Technician: Bird 1/1
Lookout: lvl 3 Rook 2/4 In Play:
Bird's Nest (channel) Buildings:
Base HP: 20
Tech I HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6 Gold:
Gold: 0
Workers: 8
Thoughts
??? What's supposed to happen with this gold ? Max Prynn/Bigby + Ultimate seem worthless, Snapback, well, would be not that bad but far from fearsome. Unless he teched Twins + Stewardess and wants to build Tech II, I don't get it; but I guess he knows his thing. Anyway, that's good news, as I can set up Rook + birds and slay Grave before he maxbands and I'm forced to Snapback without even being sure I can get a hero kill after that.
Counting: I’ve worth 4 gold on board (not counting levels), plus heroes’ Hall, so 6 gold neat. Nekoatl has 5 spare gold, and card adv -5 to 4-, but as P2 having board advantage, I think it could have been worse. Sensei’s Advice should help getting valuable hits and still save gold for Tech II, either Discipline or Strength.
WORKERS
Fox Primus
Smoker
Safe Attacking
Morningstar Flagbearer
NextHand
Savior Monk
Sensei’s Advice
Aged Sensei
Snapback
Judgment Day
Discard
Rambasa Twin
Tax Collector
Insurance Agent
Shimmer Ray
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Tech II: Past - ($7)
Sparring Partner - ($6)
Bigby Hayes - ($4)
Tech Lab: Law - ($3)
Float ($3)
Stash 1, Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Sparring Partner (2/2A)
Elite:
Scavenger: L1 Bigby Hayes (2/3)
Technician:
Lookout:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Tech Lab HP: 4 (Law)
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 4
Gold:
Gold: 3
Workers: 8
Thoughts
There’s not much point in getting rid of Bird’s Nest if I’m not also getting rid of the birds; getting Rook and his patroller-bypassing habits out of my hair is another matter. Speaking of birds, it might be worth teching in a Shimmer Ray to hold them off. Playing Rambasa Twin without dealing with those birds would be a mistake, as a Sensei’s Advice could allow each bird to take out a twin. He doesn’t have a Tech II yet, which means I probably don’t need to worry about being able to Judgment Day, so summoning Bigby might work.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon River - ($5)
Tech II - Strength - ($1)
Sensei's Advice on birds - ($0)
Birds kill Bigby,Rook midbands
Rook killsSaviorMonk, taking 2 damage
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: lvl 1 River 2/3 In Play:
Bird's Nest (channel)
lvl 5 Rook 3/3
Bird 1/1
Bird 1/1 Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0 Gold:
Gold: 0
Workers: 9
Thoughts
No big surprise then. I guess Nekoatl stashed Snapback, else he wouldn't throw away Bigby. Or maybe it is a strong Tech II and he's OK to give two lvls away to ensure I wont Mid Rook and bypass patrol to hit tech II with all my board ? If so, I can't do much (Hookmonk to Lookout, advice birds, kill monk with bird, midband Rook and destroy tech II costs far too much in terms of both cards and gold). Now he has 11 gold to spend, no hasty options, while I've a 6-cost board, a bit more if counting levels, and 9 for next turn, so I'm still ahead for now, but with my poor teching last turn, with a Sparring Partner instead of a solid Tech II, I may very well find it hard to get good trades anymore…
I can’t rely on drawing Snapback after the reshuffle, so I need to dismiss Rook now, lest I risk losing to Earthquake. My #1 priority right now is getting my Tech III up next turn, so I’ll pay for an extra patroller in case of Snapback, Grappling Hook, Reversal, etc. Hopefully it’s enough to protect my Tech II.
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Nimble Fencer - ($6)
Bird #1 hits off Monk's armor
River kills Monk
Grave hits yours and sparkshots Prynn
Bird #2 finishes Grave, mine midbands and heals
Fencer kills Prynn, taking back 1 damage. River midbands and heals
Surplus, destroying Heroes'Hall, my base loses 2hp - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: In Play:
lvl 3 Grave 3/4
Bird 1/1
Bird 1/1
lvl 3 River 2/4
Nimble Fencer 2/2 Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5
Surplus HP: 4
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 5 Gold:
Gold: 1
Workers: 10
Thoughts
Now I'm the rich one. What to do with all my coin ? Sinking money in heroes isn't worth, with Snapback/Origin story around. White Tech III aren't that good, and I won't cycle annytime soon. So… Surplus ? Seems fine, as I want to play multiple cards at once, especially Two Step/Barbarian/Fencer. If ever I'm hit by Judgement Day/Rewind, I'll be glad to refill hand twice as fast.
Noticed I forgot to put Snapback in discard after casting, rolled back and corrected, redid draws, drew worse hand. Instant karma.
P1T6
Tech StartingHand Workers
TECH
Jurisdiction
Origin Story
STARTING HAND
Grappling Hook
Fox Viper
Rememberer
Sensei’s Advice
Sparring Partner
WORKERS
Fox Primus
Smoker
Safe Attacking
Morningstar Flagbearer
Aged Sensei
Fox Viper
NextHand
Judgment Day
Insurance Agent
Rememberer
Rambasa Twin
Shimmer Ray
Discard
Savior Monk
Grappling Hook
Sensei’s Advice
Jurisdiction
Origin Story
Tech 2 card(s)
Get Paid + float + Scavenger - ($12)
Worker - ($11)
Sparring Partner - ($10)
Bigby Hayes - ($8)
Tech III - ($3)
Float ($3)
Stash 1, Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Sparring Partner (2/2A)
Elite:
Scavenger:
Technician: L1 Bigby Hayes (2/3)
Lookout:
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Past)
Tech III HP: 5
Tech Lab HP: 4 (Law)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 5
Gold:
Gold: 3
Workers: 10
Thoughts
Okay, I succeeded in getting my Tech III up, but I don’t expect everything to stay up. So, the question is, what cards should I tech to have the best chance of stabilizing the board and creating space to deploy my combo? Guess I’ll take a Jurisdiction as a wild card, and an Origin Story as a means to reduce his hero count. Stashing the Rememberer in case he makes the mistake of taking down my Tech III and leaving my Tech II.
Tech 2 card(s)
Get Paid + float - ($11)
Draw 1 from Surplus
Nimble Fencer - ($9)
Two step both Birds - ($7)
Build Tech III - ($2)
Sparring Partner - ($1)
Birds kill both patrollers. Maxband River
River and Fencer #1 break Tech II
Grave and Fencer #2 break Tech III
Float ($1)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Sparring Partner 2/2+A
Elite:
Scavenger:
Technician:
Lookout: lvl 3 Grave 3/4 In Play:
Bird 3/3
Bird 3/3
lvl 5 River 3/4
Nimble Fencer 2/2
Nimble Fencer 2/3
Two Step (channel) Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5
Surplus HP: 4
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0 Gold:
Gold: 1
Workers: 10
Thoughts
Well, good news ? I can easily wipe off the patrol and break both Tech II and III. Main choice is whether or not snapbacking Bigby. I could bring Prynn in so I'm sure not to face any reset on next turn, but honestly, it'd cost far too much to Nekoatl to get rid of the birds (as both Fencer would hastily return). As he can play only one hero anyway, I suppose I'll save money. I can build Tech III as well, mainly as a way to play all 3 heroes, but again, I doubt it's worth the cost. Yet, whatever I draw, I won't have any way to spend 16 gold…
STARTING HAND
Rememberer
Rambasa Twin
Judgment Day
Shimmer Ray
Insurance Agent
Seer
WORKERS
Fox Primus
Smoker
Safe Attacking
Morningstar Flagbearer
Aged Sensei
Fox Viper
NextHand
Tax Collector
Judgment Day
Snapback
Savior Monk
Origin Story
Tech 2 card(s)
Get Paid + float - ($13)
Rebuild Tech II
Prynn Pasternaak - ($11)
Seer, add to Prynn - ($10)
Maxband Prynn - ($4)
Prynn trashes both Birds
Rambasa Twin - ($0)
Float ($0)
Discard 4, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: L7 Prynn Pasternaak (3/5A) [1 time]
Elite:
Scavenger: Rambasa Twin (3/2)
Technician: Rambasa Twin (3/2)
Lookout:
In Play:
Seer (2/1)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Past)
Tech Lab HP: 4 (Law)
Economy Info: Cards:
Hand: 5
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Sure would have been nice to have drawn this Shimmer Ray last turn. Or to have not drawn Judgment this turn. Or to have teched in a Stewardess of the Undone. Sigh. At least I have enough gold to be able to put up some resistance.
With Prynn being off next turn, what I've to fear most is Judgement Day, but that'd mean Bigby alone on the board, and skipping disc/draw may be a good thing, as I can play units and cast spells after that. Plus Surplus still works.
Tech 2 card(s)
Get Paid + float + scav - ($12)
Draw from Surplus and techn
Birds respawn
Snapack Bigby into Grave - ($9)
Grave readily kills yours and ups to lvl 5
Rook and River destroy your tech III
Doubling Barbarian - ($6)
Whitestar Grappler - ($3)
Float ($3)
Skipping Discard/Draw phase
Board Info: In Patrol:
Squad Leader: Doubling Barbarian 3/5+AA
Elite:
Scavenger: Bird 1/1
Technician: Bird 1/1
Lookout: Whitestar Grappler 3/5 In Play:
lvl 5 River 3/4
Bird's Nest (channel)
lvl 5 Grave 3/2
lvl 1 Rook 2/4 Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5
Surplus HP: 4
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 11 Gold:
Gold: 3
Workers: 10
Thoughts
2 min after I posted my turn I realized how stupid I was not to buff Grave with Partner instead of Barbarian, as I could break both techs. Oh well. As planned, I block Nekoatl to use any hero on next turn, but I must choose between techs II and III. While I doubt he teched two archons, he may very well have fetched Gryphons… I can't take the risk. Depending on what he can play, I may find a way to lethal on next turn !