The big issue with the all demons plan is that its a real house of cards. Jandra is basically there to take a bullet for one of the dozers. I feel good about this position if I can just close out the game.
STARTING HAND
Temporal Research
Rewind
Temporal Distortion
Shimmer Ray
WORKERS
Time Spiral
Forgotten Fighter
Hardened Mox
Nullcraft
Plasmodium
Neo Plexus
NextHand
Argonaut
Rememberer
Slow-Time Generator
Knight of the Conclave
Temporal Distortion
Tech 2 card(s)
Get Paid + float - ($12)
Rebuild Tech II
Prynn Pasternaak, maxband - ($4)
Shimmer Ray deals 3 damage to Shrine
Rewind, Shimmer Ray gets a second chance - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite: L7 Prynn Pasternaak (4/5) [4 time]
Scavenger:
Technician:
Lookout:
In Play:
Battle Suits
Second Chances
Shimmer Ray (3/4) Flying [2 time]
Future:
Knight of the Conclave [2 time]
Buildings:
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Past)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Rewind is a go, but I think it’s too little too late.
Rewind returned all your units to your hand, so they can’t attack this turn, but I feel like you’re probably still going to win, if not this turn, then very soon.
Same! I’ll definitely make fewer unforced errors with fresh eyes.
I don’t have any particular build in mind. I’m still very much learning what cards do, so perhaps I’d like to switch to another mono-color? Let’s say… mono-green - unless you have a specific deck in mind. I’m happy to play against anything that strikes your fancy.
Hmm… I’m kinda in the mood to go Ninjas, but I feel like that’s a bad choice against Green because of how useful DeGrey’s token clear is against Growth and Feral, and because of the risk of feeding abilities to Mimic. Maybe I’ll try going with Legendaries and using Setsuki’s maxband to work around Oathkeeper’s downside? Guess it’s worth a shot, but I’ll need to try to play around Nature Reclaims. Flagbearer is particularly good against Green, but I don’t necessarily want to lead with it… ideally, I should wait until he builds a Tech II in case he’ll be locked into Growth, but I may need to play it sooner if I’m worried about Rampant Growth or Spore Shambler… and also, if he’s wary of DeGrey, he’ll avoid Tech II Growth anyway, so I shouldn’t place too much emphasis on waiting for his Tech II, but at the very least, playing Flagbearer on T1 would be a mistake. I’ll go with the standard Grave/Sensei opening, especially with Grappling Hook and Safe Attacking in deck.
STARTING HAND
Forest’s Favor
Tiger Cub
Merfolk Prospector
Playful Panda
Ironbark Treant
WORKERS
Tiger Cub
NextHand
Rich Earth
Rampant Growth
Young Treant
Spore Shambler
Verdant Tree
Discard
Merfolk Prospector
Forest’s Favor
Ironbark Treant
Get Paid - ($5)
Worker - ($4)
Playful Panda (and Wisp) - ($2)
Argagarg (and wisp) - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Wisp (0/1A)
Elite:
Scavenger: Wisp (0/1)
Technician:
Lookout:
In Play:
Playful Panda (2/2)
L1 Argagarg (1/3)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Ah, Grave + Sensei is a fair amount of pressure. Too much for me to sit back and rest on prospector I think. If Cala sticks, maybe we go feral, but for now I’m content to just see more cards before laying out a plan. EDIT: Forgot a line of text on playful, so switched to Arg. Really relying on a good rampant growth next turn now.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Grappling Hook Scavenger to Elite
Grave kills SQL, sparkshot kills Elite
Savior Monk - ($2)
Tech I - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Savior Monk (2/2) Healing 1
Technician: Aged Sensei (1/1)
Lookout:
In Play:
L1 Grave Stormborne (2/3) Sparkshot
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
That’s a nice defense. I was feeling good about my starting play, but now I think I might have been better off taking the Flagbearer. As is, there doesn’t seem to be any way I can guarantee the survival of both Grave and the Sensei. In fact, I think the only way I can protect Grave is to offer up 2 sacrifices, but at least I’ll recoup partial value from them. I’m aiming for a powered-up Boulder to solve my defense woes, if it gets Reclaimed, I guess I’ll retool for Discipline. Maybe.
Tech 2 card(s)
Get Paid - ($6)
Young Treant (draws a card) - ($4)
Worker - ($3)
Tech I - ($2)
Argagarg kills Technician
Rampant Growth on Playful Panda - ($0)
Playful Panda kills Scavenger
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Young Treant (0/2)
Lookout:
In Play:
L1 Argagarg (1/2)
Playful Panda (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Alas, lost the coinflip on grappling hook. Went for an aggressive line, rather than being bullied by Grave for the next two turns. The only other choice really was to run out… Verdant tree?
Why does he want so many cards? Maybe he’s planning to drop lots of $1 cards like Prospector and Owls. Owls in particular could be difficult to deal with. Versatile Style is an option, of course, but it’s an extremely inefficient one. Bird’s Nest would be better, but that would require an emergency Heroes’ Hall… which maybe isn’t such a bad idea. Then again, I’m pretty close to being able to build a Tech II, and I might need tech II units pretty quickly. Guess I’ll take Martial Mastery to help me get a read on what to prepare for. And… a Cuddles to help heal the Boulder, I guess.
Well, going so heavy on card advantage means I can really dump my hand now. This line delays seeing any tech 2s for a long time… but at least I have a route past the boulder?
Oh, man, the Basilisk/Centaur combo was bad enough on its own, but there’s another Basilisk coming next turn too… I didn’t want to have to do this, but I need to sacrifice Grave and bring in Setsuki to swiftly strike them down. I’ll invest in a Tower because I’m feeling the pressure, besides, it could come in handy later to deal with Green’s stealth & invisible, or better yet, discourage them altogether.
So with only 3 cards, I am willing to bet that they don’t have anything that can hit the new tiny basilisk this turn. Tech in big basilisk to deal with mythmaking and faerie dragon to start picking off that pesky tower / heroes.
Yeah… this is tough. Given my plays so far, Balance is the obvious choice, but I don’t exactly have a great plan to deal with that. I mean, Daigo would be ideal, provided I can soak his Reclaims first, but he might just decide to use Potent & T-Rex to deal with it. Mtymaking or no, Strength seems to have some useful units for dealing with Balance, so I’ll go with that for now.
Tiny Basilisk
Playful Panda
Forest’s Favor
Rampant Growth
Galina Glimmer
Tyrannosaurus Rex
Moment’s Peace
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Midori - ($6)
Tiny Basilisk trades with Ardra’s Boulder
Forest’s Favor on Centaur - ($4)
Centaur kills Setsuki. 1 damage overpowers to Flagbearer. Midori > L3
Playful Panda trades with Flagbearer
Exhaust Argagarg to give Elemental +1/+A
Elemental destroys tower.
Exhaust Merfolk Prospector for gold - ($5)
Tech 3 - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: L3 Midori (2/3)
Lookout:
In Play:
L5 Argagarg (1/5)
Merfolk Prospector (1/1)
Centaur (4/1) overpower, rune
Elemental (3/3) antiair
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech III HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 7
Gold:
Gold: 0
Workers: 10
Thoughts
Alright, we’re in a good spot. Strength has some scary threats, but none of them scale great against TRex so we’re still on that plan even if it is extremely telegraphed now. Gonna tech Moment’s Peace as an answer to the scary strength tech 3. Next turn, maybe Midori’s ult to start regaining cards?