[Casual] Steve44 vs. Hardy83

yeah, i guess that was the decisive turn. looking back i was very lucky to have surprise attack at hand in t7, as i teched only one copy. if you could have layed down your immortal, or tricycloid, or hyperion in t8, the match probably would have gone on with open ending.

like this, i can break your tech 2 again, so i guess it’s gg for real. feels good to win my first match against you :wink: the game felt much smoother and was mentally less exhausting than our first setup (at least on my side :stuck_out_tongue: )… i’m happy that i guessed your plan with summoning drakk after a heroes’ hall. but in the end i think that was pretty obvious. flooding the board with growth and buffing the units with drakk’s frenzy seems a good plan to me.

BTW: a very common combination is also strength/growth… seems to me that blood would add good synergies to that, too. in the spreadsheet under “quick deck selection” you can also see some common setups. there, they play it (anarchy, strength, growth).

anyways, here’s my turn:

[b]P2T8[/b]
Tech StartingHand Workers

TECH
Training Grounds
Surprise Attack


STARTING HAND
Training Grounds
Snapback
Safe Attacking
Savior Monk (3/2) - healing 1
Grappling Hook


WORKERS
Aged Sensei
Fox Viper
Smoker
Reversal
Safe Attacking


NextHand

Martial Mastery
Morningstar Flagbearer (2/1) :exhaust:
Sensei’s Advice
Huntress (3/3)


Discard

Centaur (3/4a)
Surprise Attack
Young Lightning Dragon
Huntress
Martial Mastery
Fox Primus
Mind-Parry Monk
Mind-Parry Monk
Grappling Hook
Snapback
Savior Monk (3/2) - healing 1
Training Grounds
Surprise Attack


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Training Grounds - ($7)
cast Grappling Hook to drag Arg to Elite
Grave hits Dog and sparkshots Mad Man, you draw and get a gold
Grave to max level, tap to throw sword at Arg, Zane to lvl3 - ($3)
pay to max Zane, Zane - buffed by training grounds - breaks your tech 2 again - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Captain Zane, L6 (5/4) :exhaust:
  • Grave Stormborne, L7 (5/5) - sparkshot, readiness :exhaust:
  • Training Grounds

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Discipline)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 13

Gold:

  • Gold: 0
  • Workers: 10

tomorrow, Andrea will be working and i got both kids. maybe i’ll find time to start the rematch, if you’re ok with it. of course you can switch a spec if you want. i passed quite some time in the forum the last few days and stumbled about this thread/post: Things to consider when building a deck / starting a multicolour game

i was not aware of all the aspects mentioned. but as you’ll see, when you look through my turns, i teched in young lightning dragon, as i reckoned your specs would probably have a problem with flying units. personally, i hate having no upgrade removal in my deck. i like the idea of “swiss army knife solutions” who have at least theoretically an answer to everything… the practical execution is of course another issue.