[details=End of Turn Discard]
Fox Primus
Snapback
Sensei’s Advice [/details]
[details=My Thoughts]
This is like the same issue as last game… I’m gonna try Grave this time b/c at least he can respond to the Orpal + Rogue start (and he’s only 50/50 to draw Rogue). [/details]
[details=My Thoughts][spoiler]
Grave is definitely better for this start, at least I can kill Orpal without giving away guaranteed levels, throw a blocker for the 50/50 of no Deteriorate, and tech 1, all while having something useful even if Grave gets -1/1’d ala sword.
Teching MM and SP for cheap cards and cycling, will probably use Sword to stymie pressure and go tech 2 rush, probably Discipline again. Training Grounds, YLD, Bird’s Nest and something else will be the likely next techs
[/spoiler][/details]
[details=All Teched Cards]
Training Grounds, Young Lightning Dragon
Sparring Partner, Martial Mastery [/details]
###Main:
Grave kills Rogue, you get a card
Smoker kills haunt safely
Max out Grave (4)
Huck sword at Imp
Hero’s Hall (2)
Worker (1)
[details=Workers]
Sensei’s Advice, Morningstar Flagbearer, Fox Viper [/details]
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Grave (3/4 lvl 7)
Smoker (1/1)
Safe Attacking
###Economy Info:
####Cards:
Hand: 4
Deck: 0
Disc: 5
####Gold:
Gold: 1
Workers: 7
[details=End of Turn Hand]
Fox Primus
Grappling Hook
Sparring Partner
Martial Mastery [/details]
[details=End of Turn Discard]
Aged Sensei
Training Grounds
Young Lightning Dragon
Snapback
Savior Monk [/details]
[details=My Thoughts]
This is okay, I want to keep Grave alive awhile longer and only way to guarantee that is sword down Imp. Kinda sucky trade but that’s okay. We’ll see which hero should come out as a buddy to Sparring Partner next turn, probably Rook, which means we’ll tech Birds + another YLD or Training Grounds [/details]
[details=Starting Hand]
Fox Primus
Grappling Hook
Sparring Partner
Martial Mastery
Smoker (returned) [/details]
##Events of Turn:
###Upkeep:
Get Gold (7+1float)
Tech 2 cards (except turn 1)
[details=All Teched Cards]
Bird’s Nest, Reversal
Training Grounds, Young Lightning Dragon
Sparring Partner, Martial Mastery [/details]
###Main:
Grave kills skeleton, takes 1
Rook (6)
Sparring Partner (5)
Worker (4)
Tech 2 Discipline (0)
[details=Workers]
Fox Primus, Sensei’s Advice, Morningstar Flagbearer, Fox Viper [/details]
Patrol as below
Discard 3 rs Draw 5
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: Rook (2/4+1armor lvl 1)
Elite:
Scavenger:
Technician: Sparring Partner (2/2)
Lookout:
####In Play:
Grave (3/3 lvl 7)
Safe Attacking
###Economy Info:
####Cards:
Hand: 5
Deck: 5
Disc: 0
####Gold:
Gold: 0
Workers: 8
[details=End of Turn Hand]
Young Lightning Dragon
Savior Monk
Training Grounds
Reversal
Smoker [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Hm Demonology, likely another Soul Stone + big bad wolfs situation. Grabbing Bird’s Nest and Reversal. Might need to suicide Grave to get another sword though… TerrasQ is tough to stop. I’m pretty disappointed I’m not doing better in this game… [/details]
[details=My Thoughts]
Discard missed the important stuff, I’m laying it all down here and will bring Sets out to insta-max next turn!
…
Martial Mastery is both a blessing and a curse if he uses that graveyard to bring Imp back, but luckily I have so much combat effectiveness on the board that he’ll really have to work to not just break under the pressure these units and heroes! [/details]
[details=All Teched Cards]
Mind-Parry Monk, Fox’s Den Students
Mind-Parry Monk, Earthquake
Bird’s Nest, Reversal
Training Grounds, Young Lightning Dragon
Sparring Partner, Martial Mastery [/details]
###Main:
Martial Mastery, draw 2 check your hand (8)
Grappling Hook Banefire Golem to lookout
Sparring Partner kills Imp, takes 1 damage, you get 1g
Setsuki, training grounds her to maxband (6)
Sparring Partner Readies to train with Rook (4)
Rook breaks your tech 2, your base to 18
YLD breaks your graveyard
Sparring Partner Readies to train with Sets (2)
Bird’s Nest (0)
[details=Workers]
Smoker, Fox Primus, Sensei’s Advice, Morningstar Flagbearer, Fox Viper [/details]
Patrol as below
Discard 0 Draw 1 rs Draw 1
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: Grave (4/1+1armor lvl 7)
Elite:
Scavenger: Tweetie Bird (1/1)
Technician: Big Bird (1/1)
Lookout:
####In Play:
Rook (5/7 lvl 5)
Setsuki (5/5 lvl 6)
Sparring Partner (2/1)
Young Lightning Dragon (3/3)
Training Grounds (4hp)
Bird’s Nest
Safe Attacking
###Economy Info:
####Cards:
Hand: 2
Deck: 8
Disc: 0
####Gold:
Gold: 0
Workers: 9
[details=End of Turn Hand]
Snapback
Martial Mastery [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Insta-max sets + buff her to get back up on cards and swift strike anything that comes my way, no anti-hero countermeasures in his next hand is a blessing. Golem will sacrifice itself, Sparring Partner and the Birds will die but I’m so massively far ahead that it won’t matter. [/details]