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:
Squad Leader: Nimble Fencer (2/3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
- vandy (4/2, lvl5)
Buildings:
Base HP: 20
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…