When I first started playing this deck I played a bunch of games against frozenstorm’s monowhite, never winning. Rook is definitely a problem. Birds will eat me alive, and a maxband Rook in Squad Lead can tank 2 Crashbarrows without blinking. Will probably tech an early Nether Drain to keep Rook from sitting at maxband and threatening Earthquake, and maybe a Doom Grasp if he insists on hanging around. Perhaps an early tower too if he goes for birds, unless I can get Skeletal Archery to line up before I otherwise worker it.
Seems worth spending the 1 gold to get rid of Sensei before it becomes a huge pain in the ass. Patrolling this way, I do risk him midbanding Rook and killing Garth, but that seems too all-in for T2. I’ll risk it.
Flagbearer is only a real pain if I want to Doom Grasp something, which won’t be for a bit. So for now it’s an expensive 2/2.
Teched Bone Collector because Bone Collector, and Nether Drain for Rook insurance. Again I risk Garth dying to a midband Rook, but he’ll have to either trade flagbearer or give me a technician draw to do that so I’m ok with it.
I still have all my midgame options open. Could go Growth or Blood for Tech II, or level Drakk. I could build Tech II as soon as next turn, so I’ll have to make a decision soon.
Blergh, not a good hand to have after the Garth kill, and Sac the Weak was the least useful of my 4 card deck for me to draw of Technician. I have a real risk of Maxband Rook + Aged Sensei charging through my patrol zone to kill a tech building next turn if I’m not careful. I think this way I should be safe from that barring Grappling Hook, which he’s had 3 chances to worker so far.
Debated not building the Graveyard and just floating the gold, but it’s nice to be able to threaten to replay the Imp and I should still be able to afford Bone Collector + Tech II.
Teched a Crash Bomber and Lich’s Bargain because they are both good options for any of my possible plans.
FYI I haven’t forgotten about this. I’ve been busy moving the past couple of days so I haven’t had a block of time to sit down and figure out how to get out of this predicament you’ve put me in. I’ll try to post my turn by the end of tomorrow
I realized that I messed up earlier and put bird’s nest in the discard instead of on my board, I’ve fixed that now.
P1T5
Tech StartingHand Workers
TECH
Glorious Ninja
Flying Fox
STARTING HAND
Grappling Hook
Snapback
Ardra’s Boulder
WORKERS
Fox Primus
Smoker
Savior Monk
Safe Attacking
Grappling Hook
NextHand
Flying Fox
Sensei’s Advice
Glorious Ninja
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II (Ninjutsu) - ($3)
First Rambasa Twin trades into crash bomber (goes to codex, my base takes 1 damage)
Tap aged sensei to buff a bird
Buffed bird kills your imp, armour absorbs the tower hit, you get a gold
Other bird kills your skeleton javelineer, dies, you draw
Maxband Rook - ($2)
Rook destroys your tower, takes one damage, your base @18
Rambasa Twin destroys your graveyard
Tech 2 card(s)
Draw a card from Technician
Get Paid + Scavenger - ($10)
Worker - ($9)
Tech II (Blood) - ($5)
Arg suicides into Rook, dealing 1 damage
Garth - ($3)
Lich’s Bargain. My base to 14 - ($1)
Skeleton Token - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Horror (3/3+A, Deathtouch)
[I]Elite[/I]: Zombie (2+1/2)
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Lvl 1 Garth
[B]Buildings:[/B]
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
My thoughts
Walling up and really hoping he doesn’t have an Earthquake coming. If not, next turn I Nether Drain Rook and try to resurrect a Crashbarrow and bust some heads.
I’m starting to think that my usual strategy of opening with Garth is a bad idea against Rook. It’s too easy and too damaging to give up an early hero kill
Tech 2 card(s)
Get Paid + float - ($11)
Bird’s Nest resummons a bird
Glorious Ninja - ($6)
Glorious Ninja kills your horror
Sensei’s Advice the active bird and twin - ($5)
Bird kills zombie
Rambasa Twin kills your scavenger Skeleton
Tap aged sensei to buff rook this turn
Rook charges through the patrol, destroys your T2 (base@12)
Flying fox - ($3)
Setsuki - ($1)
Float ($0)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Bird Token (1/1, flying)
[I]Technician[/I]: L1 Setsuki (1/3)
[I]Lookout[/I]: Flying Fox (3/1, flying)
[B]In Play:[/B]
L8 Rook (4/4)
Aged Sensei (1/1)
Bird Token (1/1, flying)
Rambasa Twin (3/2)
Bird’s Nest
Glorious Ninja (4/3, Swift strike)
[B]Buildings:[/B]
I can’t do too much about that, so I’ll concede here. GG! @EricF
I think my biggest mistake was going for my standard T1 Garth. It’s really hard to protect him against Rook’s midband, and giving Rook free levels is just bad news.
Yeah I felt like your turn 2 was the point where it started getting bad, once I saw a weak patrol like that where I could kill part of it and then barrel through to kill garth, I felt fairly confident.