Tech 2 card(s)
Get Paid - ($7)
Technician draw
Worker - ($6)
Tech II Blood - ($2)
Tiger Cub - ($0)
Crash Bomber trades with Savior Monk, your Heroes’ Hall to 3
Float ($0)
Discard 4, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Tiger Cub 2/2+1A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Can’t do much to Grave with that Savior Monk healing every turn, so it has to go. I can’t get a decent patrol going here, so I’ll just have to tech up and hope he can’t boost both the Flagbearer and Grave this turn to destroy my Tech II.
… OK, Kidnapping might save me if he does destroy my Tech II.
Also, GG, can’t keep up with that. Having real problems dealing with early Grave here, I guess I should have just RG’d the Panda on Turn 2 to get rid of the Monk, generally go for even trades so Hook+Sparkshot has less of an effect?
GG. That sounds like a good strategy; I think I would have had a harder time if faced with more aggression. Against Hook + sparkshot, keeping 1 health units out of the patrol zone would make them harder to deal with as well. At times I left myself rather lightly defended, and was worried about Kidnapping and creative Bloodlust, but Grappling Hook + Snapback + Martial Mastery seems to be a surprisingly effective toolkit for spell suppression so I don’t know how reliable Blood magic would be. I’d be interested to see how some or all of those countermeasures play out after my tournament game finishes, if you’d like.
Sorry for the delay. Do you mind if I swap out Truth for Past? I only included it for Free Speech which I now feel is a bit redundant, so I’d like to replace it with something more interesting.
Hmm, I’m actually less scared of Prynn than I am of Quince. Origin Story doesn’t stop Drakk’s Frenzy for a turn like Free Speech does. Stewardess of the Undone and Undo just make me want to use even more Pandas / Blood units. I just need to work out how to deal with Grave, maybe an early Kidnapping tech.
Putting Treant in Squad Leader means Grave has to maxband, or midband and use a Grappling Hook, to kill him. No damage in return, but that’s the only way I can see to keep Treant alive to attack something.
STARTING HAND
Playful Panda
Young Treant
Spore Shambler
Bloodlust
Tiger Cub
WORKERS
Forest’s Favor
Rich Earth
Spore Shambler
NextHand
Rampant Growth
Ironbark Treant
Tiny Basilisk
Crashbarrow
Verdant Tree
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Playful Panda, Wisp arrives - ($4)
Argagarg to maxband, Water Elemental arrives - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Water Elemental 3/3+1A (anti-air)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Argagarg L5 1/5
Playful Panda 2/2
Wisp 0/1
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Polymorph: Squirrel would be a cute way to get around Insurance Agents, and would also make it easier to deal with Grave. I’ll probably bring in a Glider, I suffered last time for not being able to hit things in the back row.
Tricky business here; I really wish I had my Martial Mastery in hand so I’d know what to defend against. I’ll gamble that he doesn’t have both Rampant Growth and Dinosize in hand and wait until I have a second hero before killing Argagarg. I’ll patrol Grave as Technician so on the off chance he dies, I’ll at least recover my hand size.
WORKERS
Safe Attacking
Fox Primus
Fox Viper
Sensei’s Advice
Smoker
NextHand
Seer
Tax Collector
Grappling Hook
Insurance Agent
Discard
Martial Mastery
Aged Sensei
Tech 2 card(s)
Get Paid - ($8)
Martial Mastery - ($7)
Worker - ($6)
Rambasa Twin - ($2)
Bigby Hayes - ($0)
Grave throws his sword at Drakk
Float ($0)
Stash 1, Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite: Sparring Partner (3/2)
Scavenger: Rambasa Twin (3/2)
Technician: Rambasa Twin (3/2)
Lookout:
In Play:
L7 Grave Stormborne (4/5) Sparkshot, readiness
L3 Bigby Hayes (2/4)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Past)
Tech Lab HP: 4 (Law)
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 2
Gold:
Gold: 0
Workers: 9
Thoughts
Didn’t get the draws to make a strong play here, but thanks to Martial Mastery, I know that taking out Drakk and patrolling with 3 Tech I units will keep my heroes alive, and that any units that attack without protection of Polymorph will die in the process. Could be worse. I’ll have Bigby stash this Seer in case I draw a Rememberer. I won’t be able to scavenge an Archon next turn, but at least I’ll be able to pull a freshly teched Remember in case the original dies.