Workering fruit ninja turn 1 is a good sign. Red finesse is pretty strong, but hopefully as player 1 I can take the lead early and squeeze his board.
It is unfortunate I drew my best combo tricks turn 1 though!
Curious building tech 1 on turn 1, I don’t see any kind of play that deck has to take advantage, or anything my deck can do that would punish not building it. So I don’t know!
I’ll just work on improving my board and keeping their board down, with the hope to take strong board control.
Not drawing either of my teched cards here is pretty rough…
That was a pretty good response by him, though he’s bold to bank on me not having a fencer I think. Really feeling that bottom deck.
My position is nowhere near as good as I wanted, and he certainly could tech up here while defending. My momentum has been slowed down significantly, shall we say.
Hey pal I’m not wishing to rush you while you’re playing two matches, just want to forewarn you that from Friday onwards I will probably not have any time to post until like Wednesday.
So if we got this match cleared up before then, it’d help.
If not, oh well. Not the first time a tournament has been held up
He’s only reshuffled once, so only one set of teched cards. Finesse tech 2 does nothing by itself. I could’ve opted to kill Jaina and break a tech building here, but I don’t think it’s worth my time. Better to tech up myself and again threaten board, forcing him to spend cards to defend.
Man, not seeing the drakk line there was a pretty clear blunder. Sets me back quite a bit. I’ll bank on him not being able to clear grave with only river and no tech 2 and go for a surplus play in order to increase my pressure. Then maybe I can hit tech 3 first, or just flood better at tech 2.
Fencers and Starlet trade with Grave, River to level 3
Timely Messenger, trades with your fencer (1)
Tenderfoot hits your tech2 to 4hp
Worker (0)
Workers
Granfalloon Flagbearer, Spark, Helpful Turtle, Fruit Ninja
Patrol as below
Discard 2 Draw 4
Maybe Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 17
Tech1 HP: 5
Tech2 HP: 5 FINESSE
In Patrol:
Squad Leader: River (2/4a lvl 3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Tenderfoot (1/2)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 8
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Bloom
Maestro
Older Brother
Wither
End of Turn Discard
My Thoughts
Well whiff not so bad now… I can take out Grave (expensive but I mean he’s a huge threat) and the fencer, minimizes the threat of getting hit back, and go Maestro + Tech 3 next turn, permanently threaten that, meanwhile I have tons of T1/T2 stuff and desperation to fish for it? Could work…
Hmm, he drew quite well there, but now his only haste lies with drakk. A kidnapping would be quite strong here though. I think my aim is to keep the surplus alive and hit tech 3 to win, probably. Need to keep thinning bad cards out of my deck though.
Fingers crossed the tech 3 is enough of a threat that Bomber goes after it. Grabbing a kidnapping to hopefully give an alternative. We’ll see if the draws line up!
Hrmm, I did not take board control as well as I’d have liked. Killing his maestro here lessens the chance of the value of a free blademaster, but it’s not a great stalling tactic; he will probably still get them out before me, and I think I’m sunk if he does. Maybe maxband rook can save the day? But not likely.
Maestro, hasted, kills your Rivier, you get 1g, my River maxbands (0)
Tenderfoot taps to hit your surplus to 1hp
Star-Crossed Starlet for free
Star-Crossed Starlet for free
Workers
Older Brother, Granfalloon Flagbearer, Spark, Helpful Turtle, Fruit Ninja
Patrol as below
Discard 1 Draw 3
Maybe Tech 2 cards after your turn
Board Info:
Buildings:
Base HP: 17
Tech1 HP: 5
Tech2 HP: 5 FINESSE
Tech3 HP: 4
In Patrol:
Squad Leader: Drakk (3/4a lvl 6)
Elite:
Scavenger: Star-Crossed Starlet (3/2)
Technician: Star-Crossed Starlet (3/2)
Lookout:
In Play:
Tenderfoot (1/2)
Maestro (3/3)
River (3/4 lvl 5)
Economy Info:
Cards:
Hand: 3
Deck: 6
Disc: 2
Gold:
Gold: 0
Workers: 10
End of Turn Hand
Blademaster
Timely Messenger
Brick Thief
End of Turn Discard
My Thoughts
Don’t like my chances for my tech 3 to survive… I could kill the Grounded guide but that draws a card and also really hurts my Maestro, only one for this cycle. I think taking the levels on River is a safer play, and hope I can survive the remaining attack sufficiently There’s a lot of heat coming though
Well, that turned out alright, didn’t it?
Truth be told, I actually calculated my lethal and found myself one short, so then set off pursuing other lines, and while calculating combat for a triple tech break I remembered brick thief does building damage. And so, I found my extra point for lethal!