@Jadiel - GLHF! I’m expecting a good education here, because I know you’re a very strong player and I don’t really know what I’m doing with this deck yet!
P1T1
StartingHand Workers
STARTING HAND
Savior Monk
Snapback
Fox Viper
Sensei’s Advice
Fox Primus
WORKERS
Fox Viper
NextHand
Smoker
Grappling Hook
Morningstar Flagbearer
Aged Sensei
Safe Attacking
Discard
Snapback
Savior Monk
Sensei’s Advice
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Fox Primus - ($0)
Float ($0)
Discard 3, draw 5
[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] - Fox Primus (2/2, anti-air, Frenzy 1)
[B]Buildings:[/B] - Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
Thoughts
I have no idea if this - or any Ninjutsu/Anarchy/X - is actually viable or not. But it’s quite a fun little combination to try out, with nice little bits of synergy between things like Zane, Chaos Mirror, Fox’s Den Students, Inverse Power Ninja, and so on. I’ve done badly with it the few times I’ve played a variation on it, because I’ve messed about with spells and Tech 1s for too long, and fell behind in the tech race. So this game I intend to build Tech 2, if not on at the earliest possible opportunity, then at least at a reasonable time. I actually think any of the 3 options are viable - Balance (which is my latest choice of 3rd spec, for both an array of fliers and the upgrade/building destruction) for a variety of strong options including fliers, Ninjutsu for the full-on Ninja synergy, plus Porcupine, and Anarchy both in case I decide to rush Tech 3, and also because their Tech 2 plays well with the general “stealthy” intent of this deck. There are a couple of crazy combos I’d love to try with Anarchy Tech 2, even though they’re clearly hard to pull off and probably a lot less realistic than just rushing Tech 3. One is Sanatorium, if I can get a max Setsuki to survive for a while (mono-green, which is easily my favourite monocolour, is unusual in having no way to straight-up remove heroes) - the other is Steam Tank, which as well as being a good defender I would love to combo with Fox’s Den School (requires a tech lab, of course) to make it invisble and get 7 base damage per turn! (If he builds a tower I should have plenty of other stealthy options to use up its detection on.) But I’ve also got to be realistic about these.
I doubt he’ll go for a Growth plan against this deck - at least not MoLaC because I have Nature Reclaims. And my stealth abilities plus Tiny Basilisk will make it hard for him to just play his BIG units. So I guess he might go for Balance Tech 2 himself - but we’ll see. I’ve seen plenty of Jadiel’s games, although not with mono-green - he’s a very strong player, while I’m still not much past beginner, so I ought to at least come up with some sort of plan early on…
As for this turn - not the greatest hand. (In general I love the white starter, although because it has so many cards that keep their value late in the game, deciding what to worker can often be a challenge.) I at first was going to play Saviour Monk, but I figured that if ever there was a good time to pay 3 for Primus it’s as P1 on T1, especially against a starter deck with no outright aggressive plays available. If he plays anything other than Spore Shambler or Ironbark Treant (or a hero) I can just kill what he plays straight away, if I judge it profitable.