You’re doing remarkably well if this is only your third game. But yeah, the variety this game has to offer is a real treat. I’m sure you’ll enjoy exploring it, just as I did.
P1T7
Tech StartingHand Workers
TECH
Ardra’s Boulder
Bird’s Nest
STARTING HAND
Morningstar Flagbearer
Reversal
Snapback
Young Lightning Dragon
Ardra’s Boulder
WORKERS
Smoker
Fox Primus
Safe Attacking
Fox Viper
Aged Sensei
Sensei’s Advice
Morningstar Flagbearer
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Young Lightning Dragon destroys Tech III - ($8)
Setsuki Hiruki - ($6)
Snapback, replace Zane with Drakk - ($3)
Young Lightning Dragon - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Young Lightning Dragon (3/3A) Flying, breath
Elite:
Scavenger:
Technician: L1 Setsuki Hiruki (1/3)
Lookout:
In Play:
Mythmaking
Young Lightning Dragon (3/3) Flying, breath
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tech Lab HP: 4 (Strength)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 11
Thoughts
Need to prevent Maximum Anarchy from wiping my board… and I’d better take another Boulder as insulation from Crashbarrows. But… I also need another Dragon, because if a Glider takes out my last one, I have no way to suppress that Tech III. Which means I can’t afford to play a Boulder, which means my hero is probably going to die, which means that hero shouldn’t be Grave, because I might need him for Discipline spells later. And speaking of Gliders, I should really take Bird’s Next to defend against them. So, Satsuki is going to be the sacrifice.
I just realized i’ve been making a big mistake this whole game which greatly affects the outcome and you should be doing better because of it. When my units are dying, i have been deleting them on the sheet. I just now realized i should have been dragging them to the discard pile…No wonder i’ve been going through my deck so fast…Sorry!
I was so excited too! i was kidnapping your dragon and they were going to kill each other. Oh well. Sure i can go first. Do we start a new thread or just continue here?
Bloodburn is a prime candidate for Versatile Style. Aged Sensei and Grappling Hook are lined up nicely for applying pressure, which is quite nice. Teching up early to avoid Pillage. (Thanks, extra P2 worker!) Patrolling Sensei as Lookout in case he manages to get 2 charges on Bloodburn next turn, and hoping that he doesn’t just rush down Grave and kill Sensei with an attack.
So, I can expect an incoming hit from Bloodburn. I also have various potential hasty attackers to worry about, but I expect them to mostly have 2 health or less, so… guess I’ll have Savior Monk handle them. Since I’m spending 2 cards, I guess I’ll invite the kill on Sensei for the extra draw… especially since I’m not confident that Bloodburn will be used to do it.
Wow, that seems like overkill… but, I guess it’s an even play… $4 and 1 card for $3 and 2. Not bad, if you don’t factor in the technician bonus, though I think just burning the Sensei would have been a better value. But, it seems I’m going to want Mind-Parry Monk again. As for my other card… I think I’ll try to sneak in a Training Grounds… if all goes well, I can quick-maxband Rook and follow-up with Earthquakes. Grave… can’t afford to pay to maxband and kill Drakk… maybe that’s why the Monk had to die? Seems reasonable. So, I either let Drakk live a bit longer, or I use Grappling Hook to kill him. With Kidnapping in deck, seems Drakk is part of a plan, so better to get rid of him, even if it means going down a card, I think…
Not really sure what to tech here, but with my hand size so low, I definitely wish I had both MM in my cycle, so I’ll go for those, I guess. As things stand, though, I may have to build a Surplus to get me through this cycle. Notably, however, I have a tech advantage, so at least I don’t have to worry about Crashbarrows and Gliders yet. Let’s try to keep the pressure on and see if we can maintain that advantage.
Hmm… attacking into that Tower would be inconvenient, so… I think I’ll just let them come to me. And… there’s not really a convenient way to have Jaina die while attacking, especially when Zane is waiting in the wings, so I think I’ll just let her kill Rook and survive. If she starts getting out of control, there’s Snapback. Going for Tech III in part to intimidate and draw fire away from other priority targets, in case that becomes applicable, but also to get my hero limit up to 3. May as well tech in the Monument while I’m at it, 'cuz it’s good stuff. Although, notably, my buildings are vulnerable to fire magic and Jaina’s maxband. Can maybe slip in Morningstar Pass before the reshuffle in that case, but, even without that protection, the Monument has a lot of health, and would be costly to burn down… and having it divert damage from other buildings is not a bad thing.
I feel like I don’t need Earthquake to keep his buildings in check right now, but I am worried about accumulating damage on my beefy attackers, so I’ll try rushing Fuzz.
You don’t have to pay to rebuild a destroyed tech building (this does not apply to add-ons, which are not considered tech bulidings).
Tech buildings and add-ons build slowly, meaning, you don’t get the benefits of them until after the turn in which you build them. So, for example, if you build a Tower, you can’t use it to detect an invisible thing during the turn you built it, but it will defend you during your opponent’s turn. And, if you rebuild the Tech I, you can’t rebuild the Tech II or play Tech I units in the same turn, because you’re not considered to have a Tech I during that turn. The only exception to this is Green’s Verdant Tree, which allows your tech buildings (not add-ons) to finish building instantly, so with that, you could rebuild your Tech I and Tech II, build a Tech III, and play a Tech III unit all in the same turn.
When a tech building or add-on is destroyed, your base takes 2 damage.