[details=Thoughts][spoiler]
I didn’t draw Smoker or Sensei for the Grave+1-drop, but Flagbearers are good against Green. Won’t help with Forest’s Favor, but it’ll take care of Rampant Growth and Spore Shambler for a bit.
With Green’s beef, I’m probably shooting for evasion? Maybe even Rambasa Twin+Hidden Ninja, and try to beat Cal at her own game? Seems like a dumb idea; might be worth trying. (:
[/spoiler]
STARTING HAND
Merfolk Prospector
Rich Earth
Spore Shambler
Ironbark Treant
Verdant Tree
WORKERS
Spore Shambler
NextHand
Rampant Growth
Young Treant
Tiger Cub
Forest’s Favor
Discard
Verdant Tree
Ironbark Treant
Tech 0 card(s)
Get Paid - ($5)
rich earth - ($2)
worker for free, yay!
Merfolk Prospector - ($1)
Float ($1)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Merfolk Prospector (2/1)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Rich Earth
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 2
[B]Gold:[/B]
Gold: 1
Workers: 6
Thoughts
alright, well, no grae means i have breathing room for turn one. let me rich earth / arg’s riches turn 1 and 2.
white on green, i think he would have the advantage mid game, and even in tech 2 if i dont rush it. glorious inja will be tough to handle without already bloomed ancients or something
im patrolling MP in elite to force a 1 g / 3 g trade, 50/50 he can simply play sensei’s advise to allow his MSF to survive (at the cost of no tech 1). i might as well get a gold out of this.
long term plan, MSF brings out a weakness in my strategy…targeting… blooming ancient targets one rune at a time. no rush to decide right now, but maybe blooming elm and oversized rhino could counter his glorious ninja wel (dont forget the porcupines of death. dont want TOO strong of a given unit out there. need to spread the love around. Blooming elm might be a really good option.
ideas for now
T1 - na
T2 - GG / Giant panda
Tech 2 - stalking tiger, then bring out cal to make invisible. forest favor / spirit of the panda…
[details=Thoughts]
I thought about going Troq and putting in Stomp, or Sets+Hidden Ninja+Twins, but they both seemed too expensive. Reversal was just as good as intimidate. And he doesn’t have much hero removal, so Grave is just as good as a solid unit. And Versatile Style will be cost effective at removing Rich Earth, and more useful if MoLaC+Fencers come out.
STARTING HAND
Rampant Growth
Tiger Cub
Young Treant
Forest’s Favor
Playful Panda
WORKERS
Spore Shambler
Tiger Cub
NextHand
centaur
Playful Panda
Verdant Tree
Rampant Growth
Ironbark Treant
Tech 2 card(s)
Get Paid + float - ($7)
worker for free
tech 1 - ($6)
young treant, draw 1 - ($4)
MId Cal - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Young Treant (0/2+A)
[I]Elite[/I]: Cal, lvl 3, (4/4)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Rich Earth
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
double centaur to force good trades and counter his safe attacking. lets see if he can get versatile style off by next turn. i dont mind him going down on cards to do it.
STARTING HAND
Fox Primus
Aged Sensei
Reversal
Snapback
Grappling Hook
WORKERS
Fox Viper
Smoker
Aged Sensei
NextHand
Sensei’s Advice
Versatile Style
Inverse Power Ninja
True Power of Storms
Savior Monk
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Grave - ($3) Grave readily kills Treant, sparkshotting Cal for 1 Grave casts Reversal, killing Cal and gaining two levels - ($0) Morningstar Flagbearer hits your Tech I for 2
[details=Thoughts][spoiler]
So, this went well. Not regretting Reversal at all. I decided as long as Grave is having fun, I might as well try TPoS, which means not workering Fox Primus… which means workering something better. I went with Sensei, since he’s not as useful after Turn 2.
Since the plan is Ninjas/Porcupines at Tech, I’m dropping in a 3-cost IPN.
After the draw…Unfortunately, drew the TPoS a turn early. Grave’s not maxxed yet. That’s okay. I can tech up and play VStyle, or tech up and max Grave and go nuts, or play IPN, play VStyle/max Grave, and play Sensei’s Advice. Good options.
[/spoiler]
[details=Thoughts][spoiler]
No good way to take out the Centaur without losing something… maybe I should have anyway. Ready hit, trade the flagbearer, max Grave to heal. But… let’s play the slow game for a bit.
After the draw…redrew the VStyle for 4 spells and a Fox Primus. If he has Rampant Growth or Fencer, this is not going to be pretty.
In retrospect, I maybe should have just played Savior Monk and patrolled him and Flagbearer in Scav/Technician, putting Grave backline.
[/spoiler]
pretty much committed to the economy game here. making him expensively trade into me, counting on the long game, that my tech 2 and 3 game will beat his (my tech three is definiely bigger), but is tech 2 is a shor term gain (glorious ninja).
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7) Grave casts an expensive Reversal, dealing 2 damage to the Bear after armor and disabling it - ($2)
Max Grave - ($0) Grave readily kills Lookout Centaur, taking 3 and surviving Grave exhausts to kill Technician Centaur with his sword; you draw 1
[details=Thoughts][spoiler]
Killing that Bear would have been for reals prohibitively expensive. Delaying for a turn seems fine. This way also guarantees me TPoS+GN next turn, and leaves a blocker to help protect Grave from Fencer. Here’s hoping no 2x Fencers lurking in his deck!
If he kills my Flagbearer, I can build a Tech Lab for Ducks.
[/spoiler]
pretty much committed to the economy game here. making him expensively trade into me, counting on the long game, that my tech 2 and 3 game will beat his (my tech three is definiely bigger), but is tech 2 is a shor term gain (glorious ninja).
Critically, I think your Bear is 5/3. I’m pretty sure the armor from SQL took off a point of damage from Reversal before it got disabled.
EDIT: Updating thoughts.
P1T6
Tech StartingHand Workers
TECH
Wrecking Ball
Wrecking Ball
STARTING HAND
Porcupine
Glorious Ninja
Sensei’s Advice
Inverse Power Ninja
True Power of Storms
WORKERS
Fox Viper
Smoker
Aged Sensei
Savior Monk
Fox Primus
NextHand
Glorious Ninja
Trojan Duck
Tech 2 card(s)
Get Paid - ($9) Skip worker Grave casts True Power of Storms, discarding Porcupine and Inverse Power Ninja; your base takes 10 - ($6)
Recruit Glorious Ninja - ($1)
Grave casts Sensei’s Advice on Ninja and Flagbearer - ($0) Flagbearer kills Treant safely Ninja hits your base for 5 Grave readily deals 4 to your base; your base at 1 HP Bring on the Squirrels!
Glorious Ninja (4/3, Haste, swift strike) Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Ninjutsu)
Economy Info: Cards:
Hand: 2
Deck: 10
Disc: 0 Gold:
Gold: 0
Workers: 9
Thoughts
Tough choice on what to tech and how to play this and how to patrol.
If I go straight base and put him at 1, then I tech in 2x Wrecking Ball, and bank on Troq to finish the game before he can clean my clock. If I patrol Grave in Technician, Barkcoat can OP to the Ninja, Squirrels kill Flagbearer and poke a tech; or, Squirrels kill Grave and Flagbearer, he breaks my tech II with Bear, and he counts on Ancient to protect him from Ninjas. If I don’t draw the Ball, can I survive the turn after with just Sets and 3 cards?
On the other hand, I can take out his Tech III with the GN, putting him at 4 HP instead of 1. That puts him out of Wrecking Ball range. So I’m better off teching in 2x Hidden Ninja and counting on my GN to get the win (and him to not build a Tower). BUT, if I leave Grave in Technician, he’ll OP the Bear into the Ninja, and then the Hidden Ninja will be useless (unless I luck out and draw into my other GN and Hidden Ninja on this draw, in which case I’ll have just enough cash). So I should put Grave in SQL in that case, leaving him just shy of taking out the GN. But then no Technician Bonus, so only a 32% chance to get the Hidden Ninja I need (but increased likelihood over 2 turns, which I’ll have). BUT, if he has any boost spells, he can take out the Ninja anyway. Since when does Green run boost spells?
I should maybe ignore his base a bit and take out his Tech and Barkcoat (Grave kills Treant, Flagbearer trades with Bear, GN breaks Tech III). But then he still has 10 HP, which I’m not happy about, and I suspect he’ll be able to throw up a wall of Centaurs or uglier I’ll not easily be able to bust through.
Who am I kidding? This is me. Go big and go home! Execute operation: Balls to the face!
After the draw…A lame Duck and a GN. Could be worse. Fingers crossed for the technician draw!
Assuming I get the technician draw, it’s not a Ball, and I somehow survive the next turn, I’m calculating at least a 72% chance of drawing a Ball on the turn after.
Also, just realized that because of Flagbearer, the only booste I have to worry about is Forest’s Favor. But I still have to worry about Fencers. So maybe this wasn’t stupid?
Tech 2 card(s)
Get Paid + float - ($11)
Moss Sentinal, summon 3 squirrels - ($4)
Cal - ($2)
2 squirrels kills grave, your draw, cal to lvl 3
bear breaks your tech 2, your base to 18
squirrel hits your base to 17
worker - ($1)
EDIT: Forgot to pay for Dinosize (I knew this turn was too good to be true). I removed my centaur from the field, and put him in my discard as if he was discarded from my hand. Reduced gold float by 1, and drew 1 extra card since i would have discarded 2 drawn 4.
play on!
I tried EVERY which way to end it this turn…and i just couldnt. here’s hoping i survive.
Tech 0 card(s)
Get Paid + float - ($12)
Moss Ancient kills Glorious Ninja, takes 5 back, summon 3 squirrels
Squirrel #1 tries to sneak, triggers tower, trades with Flagbearer
Barkcoat Bear trades with IPN (now 6/5)
Max Cal - ($10)
discard 2 cards, give cal stealth
Squirrel #2 and Cal break your tech 2, no damage from tower, your base to 15
Arg, summon wisp - ($8)
Dinosize Squirrel #3 ($4)
Squirrel #3 breaks your tower, your base to 13
max arg, summon water elemental - ($0)