Sigh, that’s 2 games in a row where I’ve allowed Oni to kill my Grave on Turn 3, both (and especially in this case) through my own stupidity. And much harder to come back from as P2
Note that you forgot to list your Tech 1.
P2T3
Tech StartingHand Workers
TECH
Sparring Partner
Lobber
STARTING HAND
Ember Sparks
Rambasa Twin
Snapback
Fox Primus
Sensei’s Advice
WORKERS
Morningstar Flagbearer
Fox Viper
Fox Primus
NextHand
Sparring Partner
Aged Sensei
Grappling Hook
Sensei’s Advice
Safe Attacking
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Rambasa Twins - ($2)
Smoker comes back for another go - ($1)
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Rambasa Twin (3/2+A)
-
[I]Elite[/I]: Smoker (1+1/1)
-
[I]Scavenger[/I]: Rambasa Twin (3/2)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 4
- Disc: 0
[B]Gold:[/B]
- Gold: 1
- Workers: 8
Thoughts
OK: Mox, Battle Suits, Boot Camp. He’s definitely playing this as a standard Purple Starter + Peace build. Except must remember that Drakk is available to him, as well as that he is playing Present rather than Past (which I feel OK about). I don’t think I entirely forgot about the possibility of him playing Boot Camp, but I decided that I was OK with him buffing one of my units at this early stage, just to sideline it. What I completely failed to appreciate was that by putting Smoker there I gave him the perfect BC target
I don’t miss Grave hugely, but giving Oni free levels is definitely a bummer. Once again I find myself way behind early on. So I’ll just play my Rambasa brothers (no point playing ES when he has no patrollers, I don’t fancy spending 3 gold to just do 3 non-lethal damage to his tech 1 or base), and another blocker. I could have played Jaina or Quince (most likely the latter, for some mirror fun) instead of Smoker, but that puts me at risk of another hero kill if he has redrawn BC. Smoker has the major merit of threatening to take out Oni next turn, so he’ll have to do something about it. Although he probably wanted to spend 2 to midband and heal Oni anyway.
I would have liked to use my P2 tech advantage to get Tech 2 up and running, but I can’t afford to do so and leep it safe. So I’m not teching any Tech 2s yet (since I’m almost certain to draw one), instead going for my 2 favourite cheap Tech 1s from this codex.
I suspect I need aggression in a hurry, before his Peace engine gets properly up and running. For this reason, I am vaguely leaning towards Fire Tech 2 (using Firebirds for sure, with possibly Firehouse/HF if I can play them without falling too far behind on board. Oh, and how can I forget the awesomeness that is Chameleon Bamstamper - thanks @Hobusu - Lizzo?) - but Discipline is still a definite possibility.
(Just a footnote to complain about how terrible my next hand is. Yes I can and will play SP, but he’ll probably have to go on blocking duty…)