Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Savior Monk heals self, has fool for a patient
Rook casts Bird’s Nest, summoning Woody and Winnie Woodpecker - ($4)
Grappling Hook SQL Rambasa to Elite
Savior Monk trades with Elite Rambasa, back to the Codex with you.
Maxband Rook - ($1)
Aged Sensei boosts Rook
Rook unstoppably breaks Tech 2, your base to 18
Discard 2, draw 3, reshuffle, draw 1
[I]Squad Leader[/I]: Stewardess of the Undone 2/3+A
- lvl 8 Garus Rook 4/6
- Aged Sensei 1/1
- Bird’s Nest
- Woody 1/1
- Winnie 1/1
Base HP: 20
Tech I HP: 5
- Hand: 4
- Deck: 5
- Disc: 0
- Gold: 1
- Workers: 8
Yeah, Rambasa, of course. Decent answer to my board I guess, clearable in a variety of ways but none of them super clean. Adding to the complexity is whether or not I even WANT a full clear, given the way Rambasa works. In the long run it’s probably better to leave it in his cycle but in the short run it’s going to be a threat when it comes back. Basically, I have 2 decisions here A) would I rather kill both Rambasas or have more defenders? B) would I rather build my Tech II (Truth) or maxband Rook?
I went through a whole bunch of permutations but I eventually decided that the biggest problem for me in the coming turns would be Wandering Mimics, likely hasted by Lobbers. They’d also be flying if I put down my Bird’s Nest (which I would prefer given my current hand) and possibly Stealth from Chameleons. Since that’s my big problem, I figured if possible I should hit it at the source, that being his Tech II. And the only way that I can see to do that immediately is Aged Sensei boosting maxband Rook. So that settles decision B.
As for decision A, well, if I’m committing Rook and Sensei to breaking the Tech, then the only way I actually kill the remaining Rambasa is by trading it for Stewardess, and with his Tech II broken, I think it’s actually BETTER for me to get both Rambasa’s back in his codex, since if he only has access to Tech 0 & I, not having access to arguably the strongest single Tech I unit is brutal. Yeah it’d be nice to cycle Stewardess but it’s not as important I think as PREVENTING him from cycling the Twin. So, that’s where we are.
I still plan on going for Tech II Truth next turn, so to avoid getting too far behind on Teching I’ll throw in a Spectral Roc, and since I’m going to have a Bird’s Next and maxband Rook in play next turn, well Earthquake is gonna be viable.
Great draw as it turns out, getting EQ immediately and I SERIOUSLY doubt he can put up anything that’s going to stop a whole bunch of base and building damage next turn, PLUS Roc didn’t show up so I have the option of skipping a worker to hit Tech II and having something to show for it. Fingers crossed!