[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Grave to max - ($1)
Sensei taps to give Grave +1/+1
Grave kills Ironbark
Grave’s sword kills Calamandra
Smoker deals 1dmg to Young Treant
Safe Attacking - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking
Grave lvl 7 (4/5)
Aged Sensei (1/1)
Smoker (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts][spoiler]
Think it’s worth maxing out Grave to kill Ironbark and throwing the sword at Cal. I end up having paid a net $3 for 4/5 Grave, and avoid Cal stealth shenanigans or her midband putting resist on Spectral Hounds. Grappling Hook coming in next hand, either use to pop a Hound or shift a SQL unit for Grave to kill.
Teching 2 x Training Grounds, go with hero-centred plan again.
WORKERS
Morningstar Flagbearer
Fox Viper
Fox Primus
Sensei’s Advice
[/spoiler][/details]
[details=NextHand][spoiler]
Training Grounds
Snapback
Training Grounds
Grappling Hook
Savior Monk
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Grappling Hook pops tech Hound
Sensei taps to give Grave +1/1
Grave kills lookout Hound
Smoker kills Young Treant
Tech2 Discipline - ($2)
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Grave lvl 7 (4/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking
Smoker (1/1)
Aged Sensei (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 8
[details=Thoughts][spoiler]
Tough when you draw neither tech in T3 hand and opponent draws both. I can’t get through to his Tech2, so he could get a decent lead on me next turn. At least I should be able to drop 2 x Training Grounds next turn, give him problems with my heroes.
Teching Birds Nest for sure to block Spectral Rocs. Not sure for the second tech – Earthquake to try to play quickly with damage from Smoker; Speed of the Fox for a big Setsuki arrival (with tapped Training Ground); a solid unit eg Focus Master or Vigor Adept (kidnapping a problem); Thunderclap for additional illusion targeting; Shuriken Hail to take out multiple patrolling little guys (eg unused mirrors)? Let’s go with SotF and see how this goes. Though have to watch getting too dependent on spells in case of Free Speech.
You have Tiger Cub in patrol but says Payful Panda in actions. Also invisible mirror is attackable when patrolling, just checking you want it that way.
[details=Tech StartingHand Workers][spoiler]
TECH
Young Lightning Dragon
Focus Master
STARTING HAND
Bird’s Nest
Martial Mastery
Speed of the Fox
Rambasa Twins
WORKERS
Morningstar Flagbearer
Fox Viper
Fox Primus
Sensei’s Advice
Savior Monk
Martial Mastery
[/spoiler][/details]
[details=NextHand][spoiler]
Fox’s Den Students
Grappling Hook
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($11)
Grave trades with Quince, Cal to max
Setsuki - ($9)
Tap 2 x Training Grounds, Rook and Setsuki to max
Speed of the Fox - ($7)
Bird’s Nest, summon Birds - ($5)
Rambasa Twins - ($1)
Worker - ($0)
Setsuki kills lookout Tiger swiftly
Rook bypasses patrol to kill Cal
Smoker deals 1dmg to Tech1
Float ($0)
Discard 0, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Aged Sensei (1/1 + 1)
[I]Elite[/I]: Bird (1/1)
[I]Scavenger[/I]: Rambasa Twin (3/2)
[I]Technician[/I]: Rambasa Twin (3/2)
[I]Lookout[/I]: Bird (1/1)
[B]In Play:[/B]
Safe Attacking
Training Grounds (4)
Training Grounds (4)
Smoker (1/1)
Rook lvl 8 (6/2) [two lives]
Bird’s Nest
Aged Sensei (1/1 + 1)
Setsuki lvl 7 (5/4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
[details=Thoughts][spoiler]
Get great value from the Training Grounds. Teching Focus Master and YLD so I’ve units to play if hit with Free Speech.
Tower is the one that detects one per turn. Other detectors are just always on. From the rulebook: "Detector Opposing stealth and invisible forces are visible to you. (The Tower add-on can detect once-per-turn.) "
Honestly it didn’t occur to me that tower just shuts down eyes of the chancellor lol. I think I’ll take a little bit of a break (I was playing IRL codex the entire time I wasn’t here). I’ll let you know if I’m up for another. good games