Fenrir, Turn 3
Upkeep
Tech
Overeager Cadet, Elite Training
Hand at start of turn
Scribe, Spectral Aven, Arrest, Bluecoat, Reputable Newsman
Get Paid ($6)
Main Phase
Worker a card ($5)
Worker
Bluecoat Musketeer
Play Scribe ($3)
Draw a card
Manufactured Truth
Arrest Water Elemental - Sideline, Exhaust, Doesn’t ready next turn.
Traffic Director kills wisp, you gain a gold.
Onimaru hits Arg for three and takes one damage in return
Float ($1)
Discard 3; Draw 5
**Board Info : **
Patrol
Squad Leader: Scribe (1 / 3 + 1 )
Elite:
Scavenger:
Technician:
Lookout:
In Play
Onimaru (2/2)
Traffic Director (1/1)
Jail (3) - With Madman safely locked up for his own protection.
Buildings :
Base HP: 20
Tech I HP: 5
**Economy Info : **
Cards :
Hand: 5
Deck 4
Discard 0
Hand at end of turn
Overeager Cadet, Overeager Cadet, Reputable Newsman, Building Inspector, Spectral Aven
[details=Thoughts]Well, this seems pretty much fine. By the time the Elemental comes back online I’ll have the units to deal with it, in the meantime I’m looking at Arg being unlikely to do much that’s scary and probably mad man arriving on the board next turn to also not be that scary.
Meanwhile I’ve still got jail to slow down his units and I’ve got Oni on the board with two other units. I’ve got options on my turns. Right now my deck is flexible enough that I could go any way I want with techs. If Feathers goes to tech 2 this turn I’ll tech reactively to that, if not I’ll just go Peace and tech in a debilitator and a garrison first and a couple of air hammers second.[/details]