STARTING HAND
Morningstar Flagbearer
Smoker
Fox Primus
Sensei’s Advice
Fox Viper
WORKERS
Savior Monk
Morningstar Flagbearer
NextHand
Centaur
Sensei’s Advice
Fox Primus
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Scavenger gold - ($5)
Miband Cal - ($3)
Discard 2 cards to give Cal Stealth
Cal Kills Garth, maxes and heals, you get 1 gold
Smoker - ($2)
Tech 1 - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Smoker (1/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Calemandra, lvl 5, 4/5
[B]Buildings:[/B]
Base HP: 20
Tech 1 HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Strong Heroes to deal with STW, Det. …Going for Soul Stoned Centaur at some point. Fuzz Cuddles is to help my heroes if they need the health.
[details=Discard][spoiler]
Sacrifice the Weak
Summon Skeletons
Potent Basilisk
Hooded Executioner
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
StW, Skeleton and Tiger die - ($4)
Zane and Imp break your Tech1, Base to 18HP
Haunt pings your Base to 17HP
Tiny Basilisk - ($2)
Float ($2)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Tiny Basilisk (1/2 + 1)
[I]Lookout[/I]:
[B]In Play:[/B]
Pestering Haunt (1/1)
Thieving Imp (2/2)
Zane lvl 1 (2/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 4
[B]Gold:[/B]
Gold: 2
Workers: 8
[details=Thoughts][spoiler]
Options after playing StW to clear Tiger and bringing out Tiny Basilisk:
Zane suicides into Cal, play Garth, Haunt and Imp kill Cal with levels to Garth. I’m left with lvl3 Garth + Basilisk vs empty board
Zane and Imp break Tech1, I’m left with lvl1 Zane + Basilisk + Haunt + Imp + $2 float vs lvl 5 Cal with his Tech1 down.
Both look good, but going for the second option, Basilisk + max Zane next turn will be difficult for him to handle, and stops him getting to Tech2 anytime soon.
Teching Potent Basilisk and Executioner. If he can get to Tech2, his deck threatens to put a Soul Stone on a powerful unit (eg Rampaging Elephant), so deathtouch and removal are good ways for me to respond/prevent.
Tricky thing with Cal’s max is you have to exhaust to summon the Tiger. So feels something of a waste to have a hero with 4/5 stats on the board that’s not attacking each turn.
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Imp kills Sensei
Zane suicides into Tiger
Garth - ($7)
Deteriorate Tiger
Haunt trades with Tiger
Basilisk trades with Cal, Garth to lvl 3
Tiny Basilisk - ($5)
Worker - ($4)
Tech2 Balance - ($0)
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Tiny Basilisk (1/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Thieving Imp (2/1)
Garth lvl 3 (1/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Thoughts][spoiler]
Down to 2 cards, but can rebuild with Garth’s mid and max, and next turn is the last I need to worker.
Was also tempted to skip a worker for Zane->max shoves and kills Sensei, pay $1 to deteriorate Tiger, Zane kills tiger and survives as a 4/1, Basilisk trades with Cal. More attacking board setup, 5 card hand, but paid the extra $1 for deteriorate and lost out on the 2 level bonus for hero kill, and well as a worker down.
Dude, what a fun, weird game. You’re definitely right about Cal having to exhaust to use her ability too. I was really hoping you wouldn’t draw STW two turns back, but that’s how it goes. Let’s see how it plays out.
"P1T5
Tech StartingHand Workers
TECH
Glorious Ninja
Speed of the Fox
STARTING HAND
Fuzz Cuddles
Snapback
Grappling Hook
WORKERS
Savior Monk
Morningstar Flagbearer
Fox Primus
W - Fox Viper
Grappling Hook