STARTING HAND
Grappling Hook
Fox Viper
Savior Monk
Morningstar Flagbearer
Fox Primus
WORKERS
Smoker
Fox Primus
NextHand
Sensei’s Advice
Sparring Partner
Safe Attacking
Fox Viper
Grappling Hook
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Expensive Tech I - ($0)
Grave and Sensei reduce your base to 17 HP.
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 Grave Stormborne (2/3) Sparkshot
Savior Monk (2/2) Healing 1
Aged Sensei (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Whoa, leaving an empty board and dropping a Tech I on T1… I guess he had an awful opening hand? I have to figure he wants me to go after the Tech I, because otherwise why not just wait to build it next turn? I guess he could be hoping for a lucky draw off of Young Treant, but to prevent that, I would have to break the Tech I completely, and I don’t have that kind of firepower on hand. Teching Sparring Partners for the early-game power boost and as late-game Illusion poppers.
Now he might have Lobbers, so I need to defend. Going with Flagbearers to guard against stuff like Doom Grasp. He might actually have been aiming for a spell with his first round of techs, because if I had gone after his Tech I instead of his base, I could finish destroying it this turn. With that in mind, I probably should have gone for Flagbearers right away… except that Ember Sparks would rip right through them. Regardless, I’ll go for Macciatus next turn, and I guess Eyes to protect him. Probably a good idea to get Eyes anyway, with stealthy Feral over there.
Hmm, that’s a tough one. I was lucky to start with the Sensei, and you had a painfully awkward opening hand. In general, if you can’t deal with your opponent’s board, you should try to mitigate the damage as efficiently as possible. In this case, I would have played the Panda and put the Wisp in SQL and floated $2, because if I had Grappling Hook on T2, there’s no way you could keep a hero alive. With this play, if I did have Grappling Hook, I would have an advantageous trade, but if I wanted to further build my board, I’d have to reduce my hand size. Without the Hook, at most I’d be able to kill your Wisp, leaving the Panda as a threat and putting you in a better position to field some defense on turn 2.
If I may, I think that with green starter and P2, in your shoes T2 i would have teched huntress and ferocity. Huntress because is cheaper, and gold is scare early on, ferocity to gain tempo, since your opponent could not attack for a turn.
Too bad I don’t have Safe Attacking in hand atm. Man, that Treant is imposing; worth the $5. I can kill it by burning through cards and skipping my Tech I, but that’s not a price I’m keen to pay. I guess if I tech in Martial Mastery, it’s not so bad, as I can maybe skip the discard portion and gain a card. In light of that, I’ll spend my last gold and card on the Sensei.
Wasn’t sure what Martial Mastery would produce, so I didn’t count on getting a Tech I up this turn when making my tech choices. But my opponent doesn’t know that. Was very surprised to see Lich’s Bargain in hand with Calamandra in play and no Heroes Hall. Maybe she was meant to die? In any case, I’m glad I picked Argagarg as her replacement.
Right, not sure how I jumped tracks there. It wouldn’t be fair for me to choose after Martial Mastery let me see your hand, so I’ll random it… and the winner is Jaina.