Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Rook - ($1)
Hire Aged Sensei - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Aged Sensei 1/1
Technician:
Lookout:
In Play:
Rook 2/4
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
So, haven’t played in forever. Not sure what to do vs Green exactly. I’d like to try out Ninjutsu but I respect Rook too much not to run him out early. Can’t be too reactive when you are P1 haha. For now, I’ll just build up when I can and try to exploit good opportunities.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech 1 - ($3)
Grappling Hook Prospector to Lookout
Rook Kills Lookout Prospector, takes 1 damage.
Sensei attacks your Tech 1, deals 1 damage
Build Heroes’ Hall - ($1)
Hire Smoker - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Smoker 1/1
Lookout:
In Play:
Aged Sensei 1/1
Rook 2/3
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Ok, so he’s ramping! Graves is adept at killing upgrades with his Versataile Style and Martial Mastery makes it easier to find. Of course, since I already have Rook, I will need a Heroes’ Hall. Which will telegraph everything I’m doing. Still, the sooner I take Rich Earth off the board, the more I can hit his econ, which is why I was willing to go down to 4 cards this turn. Next turn will be interesting and it can involve bringing out Graves or levelling Rook and bashing his tech I. It all depends on what he does…
-Summoning Arg at level 1 costs 2 gold, then Maxxing Arg from level 1 costs 4 gold (6 total)
-Arg cannot use his Tap ability the turn you summon him unless you give him haste
Sidenote: Funny that Aged Sensei can give his bonus to Heroes, while Arg is limited to Units.
Tech 2 card(s)
Get Paid - ($6)
Summon Graves - ($4)
Graves casts Martial Mastery - Discard 1, Peek at your hand, draw 2 - ($3)
Worker - ($2)
Graves casts Versatile Style - Destryoing Rich Earth - ($0)
Aged Sensei teaches Rook how to uproot trees +1/+1A
Rook Bashes in and destroys Young Treant
Smoker sneaks past the Wisps and hits Tech 1 for 1 damage (should be at 3 HP now)
Graves guards everyone in SL.
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Graves 2/3A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Aged Sensei 1/1
Rook 2/3
Smoker 1/1
Buildings:
Base HP: 20
Tech Lab HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Well, that is a lot of units out of nowhere! I won my 50/50 and found Versatile Style off of Martial Mastery, plus not summoning Graves after building a Heroes’ Hall would be strange. Dumping gold into my heroes can give me an avenue for rebuilding my hand. I think Graves is safe, after all I saw his hand. He has 3 points of power he can use to attack - 2 from the Panda and 1 from Arg. He doesn’t have any pump spells in hand. If he wants to turtle up with Wisps, I can use Sparkshot on Graves to make that difficult. If he doesn’t want to patrol with much, Rook can level and walk past. I figured a Basilisk was coming, so I tech’d in Entangling Vines and I want to get some value out of my tech building so I also tech’d a Rambasa.
Circle of Life
Rampant Growth
Oversized Rhinoceros
Forest’s Favor
Centaur
Thoughts
He can kill a bunch of patrollers (including Arg) but he’ll have to sacrifice at least one hero to do it. To clear it all, he’ll Probably lose both. Too bad about Arg, though.
Savior Monk
Martial Mastery
Young Lightning Dragon
Young Lightning Dragon
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Rook casts Entangling Vines on Tiny Basilisk, sidelining him - ($3)
Aged Sensei teaches Rook a lesson +1/+1A
Rook fights an Elite Panda, takes 2 damage but smothers the panda in rocks
Graves meditates underneath a waterfall and gains 2 levels - ($1)
L3 Graves fights Arg and cuts him down, taking 1 damage in the process, but Sparks from his sword kill the Wisp in Technician. You draw a card. Rook gains 2 levels.
Smoker sneaks up past the Wisp and damages Tech II for 1 damage.
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: L3 Graves “Ready” 3/3A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Aged Sensei 1/1
L3 Rook 2/1
Smoker 1/1
Entangling Vines on Tiny Basilisk
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 1
Workers: 8
Thoughts
This turn was a bit awkward because I didn’t want to play Martial Mastery and draw my Rambasa too early, plus a number of the other cards would have been awkward. I did draw into my Entangling Vines immediately, which gave me a great round of attacks though I still couldn’t take down a tech building. I’m leaving him firmly on the defensive. Growth is a bit puzzling since typically MoLaC is the win-con, but I have already shown my Versatile Style to be a counter. Maybe he’s gunning for tech 3? Guargum is a monster, but I have been chipping away at his tech buildings. I feel confident I can smash at least one next turn with midband Rook. Maybe I’m underestimating some of Growth’s other tech II options… Regardless I don’t see many good counters to YLD so far, and I love going for superheroes in White.
Also, just for your own recordkeeping: Your Tech I should be at 3 HP, your Tech II should now be at 4 HP.
STARTING HAND
Grappling Hook
Versatile Style
Rambasa Twin
Sensei’s Advice
WORKERS
Fox Primus
Safe Attacking
Fox Viper
Morningstar Flagbearer
NextHand
Young Lightning Dragon
Snapback
Versatile Style
Young Lightning Dragon
Training Grounds
Tech 2 card(s)
Get Paid + float - ($9)
Build Tech II (Discipline) - ($5)
Rook tangoes with SL Wisp, smooshing him with rocks.
Rook high-fives Graves, then casts Grappling Hook on Centaur, moving him to Technicican
Aged Sensei tells Graves he is the “One”, gives him +1/+1A
Graves cuts down the Tech Centaur, takes 2 damage but defeats him, a stray spark lands in the Rhino’s eye and does 1 damage to him. You draw a card.
Rook tells Graves that when he’s ready, he won’t need his sword. Graves gains 4 levels, heals. - ($1)
Graves throws his sword away, decapitating the Oversized Rhinocerous in Lookout. - ($0)
Smoker reaches for his pack of cigs, realizes he’s out. Runs to the store to buy some more, on the way does some graffiti on your Tech II building, 1 damage.
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Aged Sensei 1/1
L3 Rook 2/1
Smoker 1/1
L7 Graves 4/5
Entangling Vines on Tiny Basilisk
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
What a weird turn. I was able to do everything I wanted…no not even close. That Rhino was scary and I had to level Graves to remove it immediately. He could have easily wrecked a Rambasa defense. I also really wanted to build Tech II before I cycled to get a chance at some YLD fun, but due to his smart patrolling, that prevented me from making a worker this turn. I don’t feel that bad because I can operate on less gold than him (and he also skipped worker!). I tech’d a couple more tech II cards to give me a high density of finding something worthwhile next hand. I am impressed at how much work the white deck can do with just its heroes and a couple starter units!
Merfolk prospector
Verdant Tree
MoLaC
Nature Reclaims
Circle of life
Forest’s Favor
Worker
Verdant Tree
Tech
MoLaC and Centaur
Get paid ($8)
Hire Midori ($6)
Tiny Basilisk goes into the Circle of Life and an Oversized Rhinoceros takes his place ($3)
Forest grants its favor to the Rhinoceros ($1)
Worker ($0)
Merfolk prospector
Playful Panda
Rampant Growth
Young Treant
Centaur
Thoughts
To get through my wall, he must sacrifice a bunch of his guys. Next turn I can have Midori fly in to smash some buildings or try to draw and set up MoLaC or a few other things.
Entangling Vines
Versatile Style
Snapback
Earthquake
Fox’s Den Students
Tech 2 card(s)
Get Paid - ($8)
Build Training Grounds, +1 ATK for my heroes - ($7)
Hire a Young Lightning Dragon - ($4)
Hire a Young Lightning Dragon that looks identical to the 1st - ($1)
Smoker sneaks past your Patrol and hits your Tech II for 1 damage
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: L7 Graves 5/5A
Elite: Young Lightning Dragon ‘A’ 3/3, Flying
Scavenger: Aged Sensei 1/1
Technician: Young Lightning Dragon ‘B’ 3/3 Flying
Lookout:
In Play:
Training Grounds, +1 ATK for my heroes, HP: 4
L3 Rook 3/1
Smoker 1/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 5
Gold:
Gold: 1
Workers: 8
Thoughts
The Rhino is back and I don’t think I can kill it this turn…blehh. It was a great draw because I got 3/4 of my Tech II cards, but it was kinda bad that I drew Versatile Style and Snapback, neither of which I want to worker. Snapback shines if he tries to go for a hero-centric carry with Midori or Cal, whereas Versatile Style is mostly reduced to having a counter in case he decides to go for MoLaC at some point. Of course, the threat of Versatile Style is more important than the actual card, and he knows I have it, but I am also concerned about hand-size. Next turn I would like to draw Sensei’s Advice for the 2 YLD, but I mostly want to hit my next cycle ASAP so drawing 4 is much better than 3. Martial Mastery can also help facilitate this and give me a peek at his hand.
Merfolk Prospector
Playful Panda
Rampant Growth
Young Treant
Centaur
No worker
Tech
Circle of Life and Blooming Ancient
Get paid ($9)
Hire Young Treant ($7) I draw
Oversized Rhinoceros kills Grave. Levels to Midori
Hire Arg ($5)
Maxband Midori ($0)
Midori Kills Elite Dragon
Squad leader: Young Treant (0/2)
Elite: wisp (0/1)
Technician: Arg (1/3)
In play: Oversized Rhinoceros (9/5) Midori (4/2)
Base: 20
Tech 1: 3
Tech 2: 2
9 workers
Hand: 5
Deck: 2
Discard: 0
New Hand
Nature Reclaims
Circle of life
Oversized Rhinoceros
Might of Leaf and Claw
Forest’s Favor
Thoughts
I wasn’t expecting fliers. And Growth doesn’t have any answers aside from Arg’s elemental. Time for Circle of Life shenanigans I guess.
I think the Rhino should have taken 5 damage from L7 Graves, so he should have 4 health remaining. Same issue with Midori, he should have taken 4 from Elite YLD and have 1 health remaining. If that’s correct, I’ll take my turn!
Posting this turn now, since I’ll be gone for the rest of the day!
P1T7
Tech StartingHand Workers
TECH
Martial Mastery
Earthquake
STARTING HAND
Vigor Adept
Grappling Hook
Sensei’s Advice
Savior Monk
WORKERS
Fox Primus
Safe Attacking
Fox Viper
Morningstar Flagbearer
Savior Monk
NextHand
Rambasa Twin
Martial Mastery
Snapback
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Hire Vigor Adept - ($4)
Aged Sensei gives Rook a tip on fighting reptiles, +1/+1A
Rook throws his signature Grappling Hook, sending the Young Treant to Lookout
Rook squares off with Arg, defeats him in single combat. Levels take him to midband and he finally heals!
Smoker sneaks over and fights Midori, they trade. Levels to Rook.
Summon Setsuki - ($2)
Sets plays around at the Training Grounds, goes to Max Level
YLD Flies over and takes a deep breath, then snipes the Rhino from the air, doing 4 damage - ($1)
Rook tries to go to the Training Grounds, but it is closed. He heads to the waterfall instead. Maxband! - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Vigor Adept 5/5A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Training Grounds, +1 ATK for my heroes, HP: 4
L8 Rook 5/6, Two Lives
Young Lightning Dragon 3/3 Flying
Aged Sensei 1/1
L6 Setsuki 4/4, costs 1 to attack
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Midori is a beast, but luckily my YLD defense was pretty strong. Unfortunately I still haven’t gotten to break his Tech buildings. I don’t think I went wide enough this game. On the bright side, 2 max level heroes and I can resummon and max Graves next turn (which means another sword rune in 2 turns!!). I don’t think he can deal with Rook and Earthquake is looking really strong to close this game out, I probably should have done 1 point of base damage with Smoker last turn, not the tech building. I tech’d in a Martial Mastery to help find one of the 2 EQs after cycling. Sets will get me to 5 cards and then one of the Masteries means I could look at 7 cards next turn! The whole deck is only 11 cards, so I think I have a good chance of getting off an EQ next turn, which will set him back considerably since Green heroes aren’t that great on defense, except Arg, who just died.