Casual: Dreamfire [Discipline/Strength]/Finesse vs Zango [Finesse]/Demon/Necro

Now I understand why I liked not playing against white starter for a while… those starting deck combat tricks really have the potential to be devastating and I can’t play secure against everything. This paired with your excellent spells got me into a situation where it feels like a gamble… do I want to stay in a good position against these 3 cards but get board wiped against these 2? ARG!
That’s definitely something that my inner monk can’t deal with. I like to be prepared for worst case scenarios, which is just impossible over here.

game3 P2T3

P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy

Link to all relevant rule changes


Tech StartingHand Workers

TECH
Maestro (3/5)
Leaping Lizard (3/5)


STARTING HAND
Nimble Fencer (2/3)
Brick Thief (2/1)
Helpful Turtle (1/2)
Nimble Fencer (2/3)


WORKERS
Fruit Ninja (2/2)
Wither
Helpful Turtle (1/2)


NextHand

Bloom
Granfalloon Flagbearer (2/2)
Timely Messenger (1/1)


Discard

Nimble Fencer (2/3)
Brick Thief (2/1)
Maestro (3/5)
Leaping Lizard (3/5)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
vandy kills SL
fencer trades scavenger, you gain 1 - ($4)
fencer - ($2)

Float ($2)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Nimble Fencer (2/3)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • vandy (4/2, lvl5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 4

Gold:

  • Gold: 2
  • Workers: 8
Thoughts

hook, snapback, SA, fencer, starlet, two-step, reversal, even safe attacking… there are just too many yikes available for him, but at least I get some value from vandy before the expected snapback. next turn tech up, then 2-3 turns with a broken tech 2 before stabilization and the turn of the tides is what I’m expecting…