Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
fetch & play DP - ($5)
Maestro - ($2)
starlet & tenderfoot for free
Thief, pings your tech 2, my base to 19 - ($0)
exhaust starlet & fencer for tech 2 break
exhaust tenderfoot for 2 damage on tower
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Maestro (3/5)
Elite:
Scavenger:
Technician: Brick Thief (2/1)
Lookout:
In Play:
Vandy (3/2, lvl3)
Nimble Fencer (2/3)
Tenderfoot (1/2)
Star-Crossed Starlet (3/2)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
again not my a game. completely forgot safe attacking when evaluating my future turns and what the board state then will be. but still this game is already won. He has no way to recover his hand size properly and let him overextend to do some damage (two-step plus starlet really would be a threat) - this deck recovers so ultra fast, there is nothing to worry about
Tech 2 card(s)
starlet takes 1
Get Paid - ($9)
worker - ($8)
Maestro - ($5)
messenger - ($4)
Thief trades SL, pings tech 2, heals my base
tenderfoot breaks tower
fencer kills flagbearer
starlet trades monk
Garth - ($2)
skel - ($1)
messenger trades river, vandy to maxband, doom AS & skel
vandy breaks tech 2
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: skel (3/3) doomed
Elite:
Scavenger:
Technician: Maestro (3/5)
Lookout:
In Play:
Vandy (4/5, lvl5)
Nimble Fencer (2/1)
Tenderfoot (1/2)
Garth (1/3, lvl1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Finesse)
Economy Info: Cards:
Hand: 2
Deck: 4
Disc: 6
Gold:
Gold: 1
Workers: 10
Thoughts
maxband rook is probable, but don’t see him as a problem especially in case Maestro survives or if I draw another virtuoso and garth survives. But with two virtuosos, possibly a technician draw, midband Garth draw and two DP in my current deck of 6 it should be a safe bet, even in case of Snapback/reversal/whatever
Tech 1 card(s)
Get Paid + float - ($11)
DP my base - ($10)
fencer for free
lizzo - ($9)
skel - ($8)
turtle - ($6)
Tech 3 - ($1)
exhaust my three virtuosos to bring your base down to 5
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Leaping Lizard (3/5)
Elite:
Scavenger: Helpful Turtle (1/2)
Technician: skel (1/1)
Lookout: Vandy (4/5, lvl5)
In Play:
Nimble Fencer (2/1)
Tenderfoot (1/2)
Garth (1/3, lvl1)
Nimble Fencer (2/3)
Maestro (3/5)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech III HP: 5
Economy Info: Cards:
Hand: 2
Deck: 0
Disc: 8
Gold:
Gold: 1
Workers: 10
Thoughts
was shortly considering soul stone…
This should be it, so tech 3 obviously is overkill, but well…
On the off chance he snapbacks vandy and plays double discord this is the safest bet to a direct victory.
That early discord was timed perfectly. Do you think you might have a real chance as P2 or should we focus on you being P1 in order to evaluate the need for further nerfs of this deck?
Make the best of this transition phase! I chose to leave academia after the PhD but I can relate to this very special phase in life having it’s virtues, so enjoy!
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
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…
I’m going to prefer neutral starter over white starter every single time as I’m struggling too hard to deal with strong decks as P2 with white starter. But maybe I’m just not experienced enough with it.
PS: your turn count is off
game3 P2T4
P1 [Strength]/Discipline/Finesse vs. P2 [Finesse]/Demonology/Necromancy