Tech 2 card(s)
Get Paid - ($9)
Garth+skel - ($6)
Maestro - ($3)
2x Fencer for free
exhaust fencers, to deal 4 damage to tech 2
wither AS - ($1)
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Maestro (3/5)
Elite:
Scavenger: skel (1/1)
Technician: Garth (1/3, lvl1)
Lookout:
In Play:
Nimble Fencer (2/3)
Nimble Fencer (2/3)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 2
Deck: 6
Disc: 3
Gold:
Gold: 1
Workers: 9
Thoughts
I’m putting him on the following tech choices:
fencer+birds
fencer+ SPartner/twins
Maestro+MM
Guide + MM/Maestro/(two-step)
He also has three cards from his starter deck left besides AS and safe attacking. Snapback will be included for sure. I deem it highly unlikely that the other two are SA & hook. At least one of them is going to have been workered.
best patrol for no combat trick (~7% probability for him to have this hand, not considering MM): Garth scav, skel techn so that rook can’t walk past patrol after birds kill skel
for SA/two-step/Guide (37%-82% depending on how many of these are left in his deck plus MM): skel scav, garth technician
for fencer/snapback (~64% plus MM): skel technician, fencer instead of Garth scavenger
Tech 2 card(s)
Get Paid + float - ($10)
midband Garth - ($7)
make & sac skel - boo, no haste, so grave survives - ($6)
maxband Garth fetch guide - ($3)
Garth kills SL
skel trades other twin
2x lizzo - ($1)
Worker - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Leaping Lizard (4/5)
Elite: Leaping Lizard (4/5)
Scavenger: Nimble Fencer (4/4)
Technician: Nimble Fencer (4/4)
Lookout:
In Play:
Garth (3/1, lvl7)
Grounded Guide (4/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 2
Deck: 3
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
so I wasn’t lucky… really would have loved to draw one of my two hasters from that skeleton in order to kill grave. now my fetched guide is going to get killed for sure, at least sworded, more likely killed by pumped birds. So it’s no attack with fencers for me as I don’t want to make it too easy for him to get rid of my haste. Garth has done his most relevant duty, but maybe he even survives.
Tech 2 card(s)
Get Paid+scavenger - ($11)
tenderfoot - ($10)
Thief breaks your tech 2 - ($8)
river - ($6)
Tech 3 - ($1)
Tech lab - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Brick Thief (2/1)
Elite: river 2/3
Scavenger: Tenderfoot (1/2)
Technician: Leaping Lizard (3/5)
Lookout: Leaping Lizard (3/5)
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech Lab HP: 4 (Demonology)
Economy Info: Cards:
Hand: 3
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
looks like game over unless I’m extremely lucky with my draws and he has besides the expected fencer & MM his second guide in hand (which I deem highly unlikely for him to even have teched it) and has dead draws from MM.
STARTING HAND
Nimble Fencer
Martial Mastery
Two Step
Martial Mastery
Nimble Fencer
Aged Sensei
Rambasa Twin
WORKERS
Fox Viper
Fox Primus
Smoker
Sensei’s Advice
Savior Monk
Morningstar Flagbearer
Two Step
NextHand
Thunderclap
Grappling Hook
Snapback
Discard
Martial Mastery
Martial Mastery
Aged Sensei
Tech 2 card(s)
Get Paid + float + Bird - ($11)
Rebuild tech 2.
Worker - ($10)
Nimble Fencer, for free.
Martial Mastery, nothing to discard, I reshuffle and draw 2, then look at your hand - ($9)
Nimble Fencer #2, for free.
Martial Mastery, nothing to discard, I draw 2 - ($8)
Grounded Guide kills Brick Thief.
Maestro kills River, Rook to midband.
Exhaust Fencers to deal 4 damage to tech 2.
Bird trades with tech 2, your base to 18.
Rambasa Twin, other Twin arrives - ($4)
Rook to maxband - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Rambasa Twin (4/2A)
Elite:
Scavenger:
Technician: Rambasa Twin (4/2)
Lookout: Rook lvl 8 (4/6)
In Play:
Grave lvl 7 (4/1)
Maestro (4/2)
Grounded Guide (4/2)
Nimble Fencer (4/4)
Nimble Fencer (4/4)
Bird (2/1)
Safe Attacking
Birds’ Nest
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 3
Gold:
Gold: 1
Workers: 11
Thoughts
Thunderclap for the win?
…
Not if I can’t draw it.
Yeah well, that’s GG. You being able to kill my heroes (with my help or with the right cards) in T2, T4 AND T5 was neck breaking. I wasn’t able to get my superior draw engine live at any time in the game.
Very well played!
If I drew one of my remaining two hasters T6 in order to kill grave it might have changed everything. Really a fun game!
Are you up for another one? Do you want to swap P1/P2 again or do we stick to this more interesting game where you’re P1? But in case we swap please please do redraw until you have monk in your opening 5 (or whatever you prefer as a starting hand)
Yeah, that card is absolutely awesome against those cheap biggies. Sorry for neglecting you that possibility but you had me already completely wrecked, even without that awesome card…
Now another time: GL & HF
game6 P1T1
P1 [Finesse]/Demonology/Necromancy vs. P2 [Strength]/Discipline/Finesse
if he teched two spells like reversal, Garth kill is possible (28,6% to draw one of the two, assuming he teched two Barbarbara in turn 3), but then he has little to none defense left and will be overrun. I like!