Charge
Nautical Dog
Bloodburn
Bombaster
Careless Musketeer
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except for turn 1)
All Teched Cards
Main:
Garth (3)
Make a skeleton (2)
Nautical Dog (1)
Worker (0)
Workers
Bloodburn
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger: Nautical Dog (1/1)
Technician:
Lookout:
In Play:
Garth (1/3 lvl 1)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Makeshift Rambaster
Scorch
Pillage
Mad Man
Bloodrage Ogre
End of Turn Discard
Careless Musketeer
Bombaster
Charge
My Thoughts
Feels kinda bad with Arg and Garth against a sparkshot bully of a Grave, but I think I can still take him. No Brogre makes it tougher, too, but next turn we can lay it down.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Savior Monk - ($1)
Grappling Hook, moving Dog to Elite
Sensei buffs Grave
Grave slays skele and sparshots Dog to death, suffering no damage
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Savior Monk 2/2+A
Elite:
Scavenger:
Technician:
Lookout: In Play:
lvl 1 Grave 2/3
Aged Sensei 1/1 Buildings:
Base HP: 20
Tech I HP: 5
Heroes' Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0 Gold:
Gold: 1
Workers: 6
Thoughts
Hesitating between Heroes Hall for early Rook + birds (and/or River + Discord if need be), or a solid Monk and saving 1 gold instead of playing Smoker. Both seem decent, the former offering the super strong birds+partner combo (especially with Sensei in play), while the latter brings me even closer of a T3 board sweep, teching Fencer instead of Bird's Nest and having two valid targets for Sensei's Advice, if drawn. Any of Fencer, advice or Hook will do if Frozenstorm goes for skele + patroller + Tech I. I should have enough spare gold for a Heroes Hall on next turn, or maybe saving gold for Tech II on T4.
Makeshift Rambaster
Scorch
Pillage
Mad Man
Bloodrage Ogre
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except for turn 1)
All Teched Cards
Gunpoint Taxman, Bone Collector
Main:
Bloodrage Ogre (4)
Make a skeleton (3)
Tech 1 (1)
Worker (0)
Workers
Scorch, Bloodburn
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Skeleton (1/1+1armor)
Elite:
Scavenger:
Technician:
Lookout: Bloodrage Ogre (3/2)
In Play:
Garth (1/3 lvl 1)
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Bombaster
Bone Collector
Makeshift Rambaster
Mad Man
Gunpoint Taxman
End of Turn Discard
My Thoughts
So against Grave, I can’t be 100% on MoLaC. GPT is generally good against Rook, BC is good for Growth, and while both are less good as P2, I have charge available XD. I don’t think I should go LB as I think it’s reasonably likely he teched reversal and will come after Garth hard. That’s why I’m going skele SQL and BROgre in lookout. If Brogre trades with Monk straight up, that’s a win for me as p2
Indeed, I always consider Heroes Hall as P1T2 when playing white, and dismiss it most of the time… Well that’s information freely given to you, as a consequence !
P1T3
Tech StartingHand Workers
TECH
Nimble Fencer
Bird's Nest
STARTING HAND
Sensei's Advice
Morningstar Flagbearer
Grappling Hook
Smoker
WORKERS
Fox Viper
Safe Attacking
Morningstar Flagbearer
NextHand
Snapback
Sparring Partner
Nimble Fencer
Fox Primus
I can either Hook skele into Techn or use Sensei's advice; the former costs 1 less, but I don't want to offer free draws, especially as I'm already down on cards. Then, I can trade Sensei with Ogre and have Grave lvl up, or trade Grave and summon Rook. The latter saves one unit and Rook can patrol when Grave can't, unless I have him lvl'd up before attacking, so I guess I will chose this. Revenge kill seems unlikely : Zane + sharks or Zane + charge on any BC/Taxman + Mad man, as any suicide Zane will actually heal Rook. Both options have him skip worker, so I think I'm quite safe. On the other hand, midbanding would lose to suicide Zane + charge on 2ATK thing, but that means frozenstorm won't benefit from the 2 free lvls… Yet I prefer keeping Rook at lvl 3, as I may want to heal him on next turn, after attacking. But then, what about Pillage ? Hmmm. Let's midband then.
Bombaster
Bone Collector
Makeshift Rambaster
Mad Man
Gunpoint Taxman
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except for turn 1)
All Teched Cards
Gunpoint Taxman, Nether Drain
Gunpoint Taxman, Bone Collector
Main:
Bone Collector (5)
Gunpoint Taxman (3)
Worker (2)
Workers
Bombaster, Scorch, Bloodburn
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Bone Collector (3/3+1armor)
Elite:
Scavenger:
Technician: Gunpoint Taxman (3/3)
Lookout:
In Play:
nothin
Economy Info:
Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 2
Workers: 8
End of Turn Hand
End of Turn Discard
My Thoughts
If I had a more dead draw, I would totally just kill Rook with Zane here. Sure, I’d be giving the levels right back to Sets, but midband Rook is the most problematic. I have half a mind to do it anyway, but instead I’m just going to lay down my double-draw and float, hoping I can make a better play next turn. I will have Charge + Dog, which means potentially enough to really go wild on him.
I’m also unsure at this point whether T3 Anarchy or T2 Growth is the correct play. I’m leaning towards T3 Anarchy as my Growth play is largely dependent on Tokens and MoLaC, both of which he has solid hard counters for. Teching Nether Drain to deal with Rook, and another GPT to shoo off birds
Both teched cards out here, so max possible damage are Zane + Charge on Dog + mad man (supposing hedoesn't skip worker). That's quite much, to tell the truth; with his 10 glod he can zane + Charge on Dog + worker + Tech II, but then he can't deal much damage with Fencer SQL… If he skips Tech II, he has way more options, like mid Zane + Mad man, so he kills 2 patrollers and draws from my techn, and even mid Zane + Mad man + Charge on Dog, killing all 3 patrollers, but with him having no patrol at all either, and no Tech II, so it should be OK. As I have no 1hp patroller, Max Zane + mad man does roughly the same. I think Rook is safe for now, and I should max it on next turn
Makeshift Rambaster
Surprise Attack
Mad Man
Charge
End of Turn Discard
My Thoughts
Almost certainly losing a building next turn, so might as well force him to break the tech 2… Teching Surprise Attack and Doom Grasp, gotta get rid of his board (and Rook)
…
Rough rs draw…
Sensei's Advice
Nimble Fencer
Doubling Barbarian
Two Step
Tech 2 card(s)
Savior Monk heals Rook for 1 hp
Get Paid - ($8)
Worker - ($7)
Partner kills Dog, you draw
Partner stands, buffs Rook - ($5)
Rook kills Taxman and survives with 1 hp
Maxband Rook - ($2)
Fencer + Monk + Sensei break Tech II
Summon Grave - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: lvl 1 Grave 2/3+A
Elite:
Scavenger:
Technician:
Lookout: In Play:
Aged Sensei 1/1
lvl 8 Rook 5/7 [+1/+1]
Sparring Partner 2/1
Savior Monk 2/2
Nimble Fencer 2/3 Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4 Gold:
Gold: 0
Workers: 9
Thoughts
I can break both tech buildings, if I suicide my advice-buffed Monk on taxman, then kill Dog with Partner and stand it for some buff on Rook (Rook + Sensei on Tech I and both fencers, one with advice's buff on Tech I). Or I break only one tech building, but don't throw my hand away and max Rook. Breaking both techs seems appealing but with Heroes' Hall, Zane, Garth and Arg, he can find good ways to spend his gold anyway, so I'll favor the safest line.
Steam Tank x2
Doom Grasp, Surprise Attack
Gunpoint Taxman, Nether Drain
Gunpoint Taxman, Bone Collector
Main:
Garth (9)
Zane (7)
Mad Man, smack Grave’s armor off (6)
Surprise Attack, Shark kills Grave, Zane to level 3 (1)
Nether Drain Rook, give levels to Zane, now level 5 (0)
Zane and Shark Trade with Rook, Garth to level 3
Workers
Careless Musketeer, Bombaster, Scorch, Bloodburn
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 ANARCHY
Hero’s Hall HP: 4
In Patrol:
Squad Leader: Garth (1/3+1armor lvl 3)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
nothin
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 9
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Doom Grasp
Pillage
Gunpoint Taxman
Bone Collector
End of Turn Discard
My Thoughts
Okay, incredibly fortunate techn draw, just enough to ace out that beefy Rook. Let’s hope that’s enough to keep my tech 2 (though he’s laying 7, a Sensei’s Advice or Snapback or Two Step would spell doom for me), and next turn go 2-drop + tech 3. Then perhaps I can stabilize the board and have constant Gunship threat.
STARTING HAND
Doubling Barbarian
Smoker
Grappling Hook
Bird’s Nest
WORKERS
Fox Viper
Safe Attacking
Morningstar Flagbearer
Fox Primus
Snapback
NextHand
Smoker
Whitestar Grappler
Grappling Hook
Two Step
Whitestar Grappler
Tech 2 card(s)
Get Paid - ($9)
Heal from Monk
Summon River - ($7)
Doubling Barbarian - ($4)
Sparring Partner and Monk kill Garth, River midbands
Partner stands twice and buffs Sensei and Fencer - ($0)
Sensei and Fencer break Tech II
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Doubling Barbarian 3/5+AA
Elite:
Scavenger:
Technician: lvl 3 River 2/4
Lookout: In Play:
Aged Sensei 2/2
Sparring Partner 2/1
Savior Monk 2/1
Nimble Fencer 3/4 Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0 Gold:
Gold: 0
Workers: 9
Thoughts
Losing Rook hurts, especially as I had the birds at last. But with both Zane and Garth down, I should hit hard on next turn with Doubling Barbarian, while I doubt I can find a lethal move
Tech 2 card(s)
Get Paid - ($9)
Savior Monk and Sparring Partner recover from their wounds
Whitestar Grappler - ($6)
River sidelines Taxman
Two Step Doubling Barbarian and Savior Monk - ($4)
Sparring Partner kills Wisp,stands and buffs Barbarian - ($2)
Summon Rook - ($0)
9/11 Barbarian kills both Arg and Elemental with Overpower, and suffers 2 damage
Rook gains 2 levels from Arg's death
Dancing Monk breaks Heroes Hall
Sensei and Fencer break Tech II, your base is left at 12hp
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Whitestar Grappler 3/5+A
Elite:
Scavenger: lvl 3 Rook 2/4
Technician:
Lookout: In Play:
Aged Sensei 2/2 [1 rune]
Sparring Partner 2/2
Dancing Monk 4/4
Nimble Fencer 3/4 [1 rune]
lvl 3 River 2/4
Two Step (channeling)
Dancing Barbarian 3+6/5+6 [1 rune] with 2 damage Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5 Gold:
Gold: 0
Workers: 9
Thoughts
I could worker but I prefer not facing two heroes, even if some suicide Zane is an option. I should lethal on next round, even with Doom Grasp on River (better than Barbarian, as she can cast another Two Step if she survives the round)
GG !
I really had the perfect T1/T2 hands, and Red starter isn’t specifically designed to endure early agression, so even my weaker-than-average T3 didn’t slow me that much.
Sparring Partner made the day !