Player 1 Turn 5
[details=Tech StartingHand Workers]
[spoiler]TECH
Harmony
Fuzz Cuddles
STARTING HAND
Inverse Power Ninja
Spark
Dark Pact
Bloom
Granfalloon Flagbearer
WORKERS
Helpful Turtle
Fruit Ninja
Brick Thief
Older Brother
Granfalloon Flagbearer
[/spoiler][/details]
[details=NextHand]
[spoiler]Fuzz Cuddles
Harmony
Spark
Shadow Blade
Discord
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
tap Vandy, fetch metamorphosis - ($7)
metamorphosis - ($1)
River breaks your tech 1. Your base to 18
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: River lvl 5 (5/6+A, invisible)++
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Vandy lvl 5 (7/8) +++ , invisible, resist 1
[B]Buildings:[/B]
-
Base HP: 18
-
Tech I HP: 4
-
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
[details=Thoughts]
So, this is interesting. I expected him to kill at least on of my heroes. I’d like to have Metamorphosis hit Setsuki, since her maxband is great, and swift strike makes her a long-term threat. I have a few options. I could just go ahead and cast metamorphosis now, with river and Vandy, then use River to kill Calamandra or break tech I. Alternatively, I could play inverse power ninja and build tech II. That would mean Terras Q + Discord would be a possiblility next turn, or playing setsuki and getting a 3-hero metamorphosis. I could also suicide river to play setsuki and metamorphosis, but I think I’m best off just playing metamorphosis now. That makes Vandy harder to remove, and I can always try to get setsuki later. Not quite sure what to worker. Spark and bloom go well with harmony. Flagbearer goes well with River’s maxband. Fuzz Cuddles and Harmony seem like reasonble tech choices at this point. I’m not quite sure whether I should go right at his base or break tech I. If I go at his base, it might also be worth Dark Pacting him. In fact, I just realized I can get a kill next turn (if he doesn’t build a tower, which he will) by skipping a worker and casting Bloom on River, then Dark Pact on his base, then hitting his base. That would be 8 Damage, with 13 more coming next turn (again, if he doesn’t build a tower). In that case, though, he’ll almost certanly build a tower, so I probably won’t kill his base until turn 7 at the earliest, so it’s probably a bad idea to dark pact him.
[/details]
Edit @Shadowfury333 just wanted to make sure you’ve seen this. I’m in no hurry, in fact, I appreciate the lower pressure of a slow-paced game, but I wanted to make sure I was communicating sufficiently.