Shadow Blade
Hidden Ninja
Foxâs Den Students
Porcupine
Tech 2 card(s)
Get Paid + float - ($10)
River trades with Basilisk, triggers tower, midori to lvl 3
Setsuki - ($8)
Shadow Blade, kill Midori, you discard 2 of 5, then draw 1, Setsuki to lvl 3 - ($5)
Tech 2 Ninjutsu - ($1)
Vandy breaks your tech 2, base to 12
Worker - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Setsuki 1/3, lvl 3
[I]Technician[/I]: Vandy 6/2, lvl 5, DEMON
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Heroesâ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 12
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
Hmm, I have a 1 hp River, I could shadowblade one patroller and trade River for the other, then get out Setsuki, then I can use Hidden Ninja to draw something. If Im lucky, speed of the fox, but even if not, Vandy still breaks stuff. Doom grasp is still a possibility, but his hasty options are expended for a turn, so I should just build tech 2. Or maybe I maxband Setsuki for the card draw⌠Chances are I wonât draw BOTH glorious ninja⌠it would make him more likely to doom grasp setsuki, but then im left with just vandy, and probably wouldnt be able to break through. Tech 2 is safer, I think.
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Tech 1 card(s)
Get Paid + float, tech draw - ($16)
Garth to lvl 4 - ($11)
Make and sac a Skeleton to draw - ($10)
Tiny Basilisk - ($8)
Sacrifice Basilisk to Doom Grasp Vandy, Garth to lvl 7 - ($3)
Garth to max, summons Bone Collector from discard - ($2)
Tap Graveyard to resurrect one of the Basilisks - ($0)
Tech2 rebuilds
Float ($0)
Discard 5, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Garth lvl 7 (3/4 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]: Bone Collector (3/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Graveyard (3) [Tiny Basilisk]
Tiny Basilisk (1/2)
[B]Buildings:[/B]
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
[details=Thoughts][spoiler]
With the dust settling, and finally getting Doom Grasp in hand, Iâm surprisingly not in bad shape.
Patrolling Garth in SQL for HP to stand up to Setsuki or Glorious Ninja swift strike â though Wither/Bloom/Fencer could change that.
Just a note, your turn doesnât really need to change in function but in form, you canât just make a skele to draw at lvl 1, you gotta put garth at 4 immediately to do that
Should I just reorder the actions, or redo the draws too?
Could make quite a difference, as I got a good draw off that Skeleton sac. Iâd have gone for the same plan irregardless (with mid Garth before Skelly sac) â but this is a tournament so happy to go with tournament rules.
Shadow Blade
Hidden Ninja
Foxâs Den Students
Porcupine
Hidden Ninja
Nimble Fencer
Dark Pact
Granfalloon Flagbearer
Tech 0 card(s)
Get Paid - ($10)
Nimble Fencer - ($8)
Hidden Ninja on Setsuki and Fencer - ($6)
Glorious Ninja - ($1)
Nimble Fencer dies on Garth, triggers Tower
Midband Setsuki, sneakily swift strikes tiny Basilisk in the back - ($0)
Damn, nice draw, and now Iâm kinda screwed. I could Hidden Ninja, and at least poke things and get a draw.
Iâm going to face gunships here shortly.
Ok, so attack with glorious ninja, Iâm open to him just killing everything with bone collector and haste. Put Ninja in front, and he might have another doom grasp, or heck, even get it on the reshuffle, or heck, sac the weak! Sigh.
Nimble Fencer
Tenderfoot
Speed of the Fox
Glorious Ninja
Bloom
Tech 1 card(s)
Get Paid - ($10)
Vandy - ($8)
Dark Pact
Speed of the Fox armor piercing, Setsuki kills Garth, Setsuki to Max, heals tower damage - ($6)
Shadow Blade Midori, Vandy to lvl 3, discard 2 of 5, draw 1 - ($3)
River - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Glorious Ninja 4/3+A
[I]Elite[/I]:
[I]Scavenger[/I]: River 2/3, lvl 1
[I]Technician[/I]: Vandy 3/4, lvl 3
[I]Lookout[/I]:
[B]In Play:[/B]
Setsuki 3/4, lvl 6
[B]Buildings:[/B]
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Heroesâ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 14
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
Ok, so, gunships, probably. How far can I get against gunships⌠I can stick Vandy or river in Patrol, he will probably kill them after hitting my base and obliterating glorious ninja. On the off chance my luck is swinging the other way, put ninja in front, to stop whatever onslaught of units.
The big question is, maxband vandy or get out River. Eh, little safer putting out river. He doesnt have enough gold to put down two gunships, which would be game. he could put down gunship and monkey, but thats 1 short of lethal.
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Tech 0 card(s)
Get Paid - ($10)
Zane - ($8)
Disguised Monkey kills River, Zane to lvl 3 - ($6)
Zane to max, shoves Ninja to elite - ($3)
Zane kills Vandy, we both draw
StW, Skeleton and Ninja die - ($1)
Bone Collector deals 3dmg to Tech2, makes a Skeleton
Float ($1)
Discard 4, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Graveyard (3) [Tiny Basilisk x 2]
Bone Collector (3/3)
Disguised Monkey (3/1)
Zane lvl 6 (4/1)
[B]Buildings:[/B]
Base HP: 12
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 10
[details=Thoughts][spoiler]
Just 1atk short of being able to kill Setsuki too and seal the game. With the right draws he could get my Base dangerously low.
Thought that Tiny Basilisks and Doom Grasp between them would deal with your hero play. But your spells were super effective throughout, Sets spells and Shadow Blade which kept hitting the card I really didnât want to discard â Doom Grasp, Basilisks twice and then Gunship at the end. Good build.