The irony is that I’m not actually using Mono-White in RACE… I decided to force myself to learn Red and Green, at least for this one. It’ll still be good to practice against Black, even if I won’t be using this Codex during the tournament. Good luck!
Player 2 Turn 1
Starting Hand and Workers
STARTING HAND
Smoker
Morningstar Flagbearer
Aged Sensei
Fox Primus
Savior Monk
[details=Summary][spoiler]So, what do I know about Black? I know they like to use spells to kill units (and heroes, but that’s not until turn 3 at least, I believe). So obviously I want to patrol my unit in Lookout if I have Rook on defense. Yeah, Sacrifice the Weak doesn’t target, but it costs the same as my Savior Monk and also kills his Skeleton, right? Anyway, I brought out Rook both for defense and birds. Hopefully I get to use them at some point…
Workered Fox Primus because I’m not expecting to need the anti-air soon, and without that he’s only useful player 1 turn 1.[/spoiler][/details]
[/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4)
Play Safe Attacking - ($3)
Build Tower - ($0)
Patrol as shown below
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Garus Rook Lv. 1 (2/4)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Savior Monk (2/2) [Healing 1]
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts][spoiler]Maybe it’s bad to not play another unit, but the only one I had was Fox Viper. Sure, sparkshot would have helped with all the skeletons, but only if Pestering Haunt didn’t suicide into it. Now he can’t rely on the skeletons, since they’ll only do damage to my Tech 0 and I attackers if patrolling in Elite, and they’ll automatically die if they attack anything, including buildings.
Teched following the white reference sheet. Sure, it was mainly geared toward fighting purple, but it still seems like it’ll work well against black early on. I’ll switch things up if it feels necessary. I’m a tad worried about Doom Grasp on Rook preventing Bird’s Nest, but there wasn’t much I could do last turn anyway. Maybe next turn I can get Flagbearer out?
Workered Fox Viper because Deteriorate exists. Also Pestering Haunt. If it had more than 1 HP, then it would be great against skeleton shenanigans…[/spoiler][/details]
[details=Starting Hand]
Jandra, the Negator
Thieving Imp
Bone Collector
Deteriorate
Summon Skeletons [/details]
##Events of Turn:
###Upkeep:
Get Gold (6+1float)
Tech 2 cards in
[details=All Teched Cards]
Twilight Baron, Dark Pact
Nether Drain, Bone Collector [/details]
###Main:
Level Garth to 5 (3)
Two Skeletons and Haunt ping 3 off Rook and die
Garth kills rook, takes 3 damage and maxbands, fetch a Twilight Baron from discard
Construct a Hero’s Hall (1)
Deteriorate Savior Monk
Javelineer trades with Monk, you get 1 card
Worker Up (0)
[details=Workers]
Jandra, the Negator, Graveyard, Poisonblade Rogue [/details]
Patrol as below
Discard 3 Draw 3 rs Draw 2
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Twilight Baron (4/4)
####In Play:
Garth Torken (3/4 lvl 7)
###Economy Info:
####Cards:
Hand: 5
Deck: 5
Disc: 0
####Gold:
Gold: 0
Workers: 7
[details=End of Turn Hand]
Nether Drain
Sacrifice the Weak
Skeletal Archery
Thieving Imp
Skeleton Javelineer [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
I don’t want to deal with Birds in the next couple turns, so ice his board right now, build momentum back up moving forward. [/details]
[/details]
Tech 2 card(s)
Get Paid - ($7)
Draw a card from Technician dying
Play Sparring Partner - ($6)
Play Smoker - ($5)
Hire a Worker - ($4)
Build Tech II - Discipline - ($0)
[details=Thoughts][spoiler]Honestly didn’t have many good options here. Maybe should have put down Lv. 3 Grave instead of Tech II, but even if he breaks it I can rebuild for free. Now all my gold next turn is able to go toward stopping him!
Teched Rambasa Twins & Mind-Parry Monk. The latter should be obvious – a strong unit that also shuts down Doom Grasp, Deteriorate, etc. The former is in case Tech II is unavailable, so I can still drop 2 units (making spell-based removal harder).
Probably should have workered something other than Grappling Hook, but what?! Everything was useful![/spoiler][/details]
[details=All Teched Cards]
Plague Spitter, Soul Stone
Twilight Baron, Dark Pact
Nether Drain, Bone Collector [/details]
###Main:
Vandy (5)
Twilight Baron kills Smoker, overpowers Sparring Partner, you get a gold, Baron takes 2 damage
Garth pings your tech 2 down to 2hp, takes 1 damage
Nether Drain Garth down two levels, moves Vandy up to lvl 3 (4)
Make a skeleton (3)
Skeleton Javelineer (2)
Worker Up (1)
[details=Workers]
Skeletal Archery, Jandra, the Negator, Graveyard, Poisonblade Rogue [/details]
Patrol as below
Discard 2 Draw 4
Float 1g, Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
####In Patrol:
Squad Leader: Vandy (3/4+1armor, lvl 3)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Garth Torken (2/3 from 1 damage lvl 5)
Skeleton Token (1/1)
Skeleton Javelineer (1/1)
Twilight Baron (4/2 from 2 damage)
###Economy Info:
####Cards:
Hand: 4
Deck: 1
Disc: 5
####Gold:
Gold: 1
Workers: 8
[details=End of Turn Hand]
Dark Pact
Bone Collector
Summon Skeletons
Deteriorate [/details]
[details=End of Turn Discard]
Nether Drain
Soul Stone
Plague Spitter
Thieving Imp
Sacrifice the Weak [/details]
[details=My Thoughts]
He teched up, that helps really own the board Let’s see if he drew well on that reshuffle, I think even if he gets 2x YLD down I’m still probably in okay shape. [/details]