@Bob199 well so far adaptation seems to be a prevailing factor, time to see if I can adapt to Aboms and Soul Stones. GL HF, I’m pleased we’re even after two games!
[details=Starting Hand]
Grappling Hook
Aged Sensei
Fox Primus
Sensei’s Advice
Smoker [/details]
##Events of Turn:
###Upkeep:
Get Gold (4)
Tech 2 cards (except turn 1)
[details=All Teched Cards][spoiler]
[/spoiler][/details]
###Main:
Grave (2)
Aged Sensei(1)
Worker (0)
[details=Workers]
Fox Primus [/details]
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Aged Sensei (1/1 resist 1)
####In Play:
Grave (2/3 lvl 1)
###Economy Info:
####Cards:
Hand: 5
Deck: 3
Disc: 0
####Gold:
Gold: 0
Workers: 5
[details=End of Turn Hand]
Savior Monk
Safe Attacking
Fox Viper
Morningstar Flagbearer
Snapback [/details]
[details=End of Turn Discard]
Smoker
Sensei’s Advice
Grappling Hook [/details]
[details=My Thoughts]
Yay I got Aged Sensei, let’s see if I can figure out how to beat these Aboms. Probably YLD will do the trick? I like the hero pressure I bring with Grave and Rook but perhaps I’m due to make a tech 2 building lol. I guess we’ll see how this plays out [/details]
[details=End of Turn Discard]
Young Lightning Dragon
Training Grounds
Aged Sensei
Sensei’s Advice
Morningstar Flagbearer [/details]
[details=My Thoughts]
I’m teching up for tech 2 and patrolling technician in the hopes that I can get a solid turn 5 draw. His threat next turn is relatively low with no hero’s hall and just garth on the board, so we’ll hope to go Bird’s Nest + some killing and see how things shake out. [/details]
[details=All Teched Cards]
Young Lightning Dragon, Martial Mastery
Young Lightning Dragon, Training Grounds
Bird’s Nest, Sparring Partner [/details]
###Main:
Hook SQL to Elite, Grave kills Garth and Sparks skele dead, you get a gold Grave to level 5
Sparring Partner kills Lookout safely
Ready Sparring Partner, he buffs Rook (5)
Rook hits your tech 2 for 3
Worker (4)
Tech 2 Discipline (0)
[details=Workers]
Smoker, Fox Viper, Fox Primus [/details]
Patrol as below
Discard 2 rs Draw 4
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 DISCIPLINE
Hero’s Hall HP: 4
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Grave (3/2 lvl 5)
Rook (3/5 lvl 1)
Sparring Partner (2/2)
Safe Attacking
###Economy Info:
####Cards:
Hand: 4
Deck: 6
Disc: 0
####Gold:
Gold: 0
Workers: 8
[details=End of Turn Hand]
Grappling Hook
Training Grounds
Young Lightning Dragon
Young Lightning Dragon [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Thought about maxing Rook here to kill his tech 2 and then going for Earthquakes, but I think it’s better to keep tech parity. In case he does get an Abom or other tech 2 unit, I don’t think I want to spend money on birds (plus I want to keep my card count up), so we’ll spend the last of the gold on buffing Rook. Next tech Mind Parry Monk and Earthquake or FDS probably.
…
What a draw, everything hits the board and mayhem ensues XD [/details]