Grappling Hook
Aged Sensei
Smoker
Fox Primus
Savior Monk
Events of Turn:
Upkeep:
Get Gold (5)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Grave (3)
Hero’s Hall (1)
Worker (0)
Workers
Fox Primius
Patrol as below
Discard 4 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Grave (2/3 lvl 1)
Economy Info:
Cards:
Hand: 5
Deck: 0
Disc: 4
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Morningstar Flagbearer
Sensei’s Advice
Snapback
Fox Viper
Safe Attacking
End of Turn Discard
My Thoughts
I think I can play around Jail just fine with heroes, so we’re gonna do that. Next turn Rook + Tech 1 + either Safe Attacking or Grave midband + worker
Going to need to tech up, Training Grounds feels like the right call, but JIC let’s get a YLD as well. Tempted to go MPM but isn’t that effective against Blue. I’m vulnerable to MTruth but at least that’ll prevent Aki from teching up, which is likely to be the game plan given OC teched.
Yeah, that’s Grave’s bread and butter counter-pressure Don’t count yourself out just yet though! You’ve gotten to T2 Peace w/o me having a ton of offense, the jail is keeping me without units well
Smoker
Snapback (discarded to MM)
Aged Sensei
Morningstar Flagbearer
Martial Mastery
YLD + Training Grounds (MM, oooof!!)
Events of Turn:
Upkeep:
Get Gold (7)
Tech 2 cards in (except turn 1)
All Teched Cards
Young Lightning Dragon, Speed of the Fox
Training Grounds, Young Lightning Dragon
Bird’s Nest, Martial Mastery
Main:
Martial Mastery, dc 1 draw 2 check your hand (6) That’s a good lookin’ hand…
Grave kills Bigby, takes 2, Rook Midbands
Worker (5)
Tech 2 Discipline (1)
Workers
Morningstar Flagbearer, Fox Viper, Fox Primius
Patrol as below
Discard 4 Draw 3 rs Draw 2
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 (3/5+1armor lvl 5)
Elite:
Scavenger: Big Bird (1/1)
Technician: Tweetie Bird (1/1)
Lookout:
In Play:
Grave (4/1 lvl 7)
Bird’s Nest
Safe Attacking
Economy Info:
Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 8
End of Turn Hand
Savior Monk
Sensei’s Advice
Grappling Hook
Speed of the Fox
Training Grounds
End of Turn Discard
My Thoughts
YLD + SotF makes for some decent complimentary options to this game plan, rule the skies against Peace and threaten nasty heroes. I think MM makes sense here to gamble on, as a Grappling Hook or Sensei’s Advice gives me the air superiority immediately, and I can react to Aki’s hand. Fingers crossed no YLD or TG…
…
AHHHHH! UN. LUCKY. This does not bode well. At least I can score the free Bigby levels for Rook and max him next turn. Fingers crossed the rs draw is solid.
…
Well TG + SotF is pretty solid, would like to start getting YLDs down but at the very least I should be able to break the jail with my birds or Rook. Earthquake’s still a good endgame goal.
Tech 2 card(s)
Get Paid - ($8)
Build a Flagstone Garrison - ($5)
Overeager Cadet suicides into Rook, inflicting 1 damage after armour.
Play Traffic Director - ($4)
Reshuffle, draw 1
Elite Training… doesn’t turn up when I need it, suddenly appears when I don’t. I know it’s a good card and everything, but if it wants to get workered, this is the right way to go about getting workered!
I WILL TURN THIS CAR AROUND!!
Summon Sirus Quince, a Mirror arrives - ($2)
Quince conducts a late-in-the-day Lawful Search of your hand, my my, look at all those units the Jail is preventing you from playing! - ($1)
Draw 1
The other Garrison. So yeah, nah, not Free Speech, or an Overeager Cadet.
Squad Leader: Traffic Director (1/1, Untargetable)
Elite:
Scavenger: L1 - Sirus Quince (1/3)
Technician:
Lookout: Mirror (0/1)
In Play:
Jail HP: 3
Flagstone Garrison HP: 4
Spectral Aven (2/1, Flying, Illusion, 1 damage)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 3
Gold:
Gold: 0
Workers: 9
Thoughts
Elite training… and I’m sporting an Illusion and an Untargetable unit. That’s just smashing.
The question is whether to go for Lawful Search or not. 2 in 7 to pull a cadet, which would definitely help shore up my patrol. I mean, tbh, I’m likely looking at Entangling Vines / Reversal / or Thunderclap. And the Aven is probably dead to Grappling Hook here as well. If Free Speech comes over I can skip a worker and play it… that’s 2 in 7 as well. Ok, we’ll give it a whirl.
no bueno. And lookit, a hand full of spells.
And actually what’s going to happen is Grave will suicide (likely with a Grappling Hooked chump to Sparkshot) and the Hasty Setsuki will mop up Quince, Rook will maxband and I’ll be stuck holding two Free Speeches next turn.
Earthquake, Fox’s Den Students
Earthquake, Fox’s Den Students
Young Lightning Dragon, Speed of the Fox
Training Grounds, Young Lightning Dragon
Bird’s Nest, Martial Mastery
Main:
Martial Master, dc 1 draw 2 check your hand out (10)
Grave trades with Elite, sparkshots Aven, levels fizzle
Big Bird trades with Aven
Tweetie Bird kills scav, you get 1g
Training Grounds to maxband Setsuki
Sets swiftly strikes lookout
Maxband Rook (9)
Rook walks past technician and breaks your tech 2, your base to 16
Young Lightning Dragon, to Jail (6)
Smoker to Jail, YLD arrives (5)
Snapback Oni for Quince + Mirror (2)
Workers
Morningstar Flagbearer, Fox Viper, Fox Primius
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: Young Lightning Dragon (3/3+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook (5/6 lvl 8)
Setsuki Hiruki (4/4 lvl 6, costs 1 to attack)
Training Grounds (4hp)
Tweetie Bird (1/1)
Bird’s Nest
Safe Attacking
Smoker (in jail)
Economy Info:
Cards:
Hand: 3
Deck: 3
Disc: 0
Gold:
Gold: 2
Workers: 8
End of Turn Hand
Young Lightning Dragon
Grappling Hook
End of Turn Discard
My Thoughts
Definitely going to MM and then act based on what’s in Aki’s hand. If it’s Free Speech, probably snap in Quince and kill him. If it’s Garrison + units, probably break the tech 2. Teching the other ultimates
…
So heavy Peace engine hand, no Free Speech or Arrest, probably best here to break the tech 2 and bring Quince in. Aki will be able to copy YLD if I bring it out but will cost a pretty penny, will be able to copy the OC and kill Sets but super expensive to do so. Newsie is a bit of a bummer but getting YLD down will mean I can just kill it if need be (otherwise kill Jail and get my other YLD out)
Young Lightning Dragon
Grappling Hook
Savior Monk + Speed of the Fox (sets max)
Events of Turn:
Upkeep:
Get Gold (8+2float)
Big Bird respawns
Tech 2 cards in (except turn 1)
All Teched Cards
Vigor Adept, Fuzz Cuddles
Earthquake, Fox’s Den Students
Earthquake, Fox’s Den Students
Young Lightning Dragon, Speed of the Fox
Training Grounds, Young Lightning Dragon
Bird’s Nest, Martial Mastery
Main:
Grappling Hook SQL Cadet, it pops
Speed of the Fox to Setsuki, she kills Quince swiftly, levels fizzle (8)
Rook walks past Cadet and breaks tech 2 yet again, your base to 14
Tweetie Bird kills backline Soldier
Young Lightning Dragon to jail, Smoker arrives (5)
Savior Monk to jail, YLD arrives (3)
Workers
Morningstar Flagbearer, Fox Viper, Fox Primius
Patrol as below
Discard 0 Draw 2
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: Smoker (1/1)
In Play:
Rook (5/6 lvl 8)
Setsuki Hiruki (4/4 lvl 6, costs 1 to attack)
Training Grounds (3hp)
Tweetie Bird (1/1)
Big Bird (1/1)
Young Lightning Dragon (3/3)
Bird’s Nest
Safe Attacking
Savior Monk (in jail)
Economy Info:
Cards:
Hand: 2
Deck: 6
Disc: 5
Gold:
Gold: 3
Workers: 8
End of Turn Hand
Martial Mastery
Earthquake
End of Turn Discard
My Thoughts
War of attrition here but as long as the Tech2 stays down and I can continue building up some board, I should be able to either get some ultimates off or break the base eventually
I think I’ll take a break from this series for a while. Feels like I spend a lot of my time weighing up which option loses the slowest, which does not make for compelling game play. This game in particular I did not get good luck or have much fun.
Blue has some great options for slowing down an opponent, but White seems versatile enough to cope with a negligible loss of momentum. And spending resources on slowing down an opponent comes at the cost of making your own advances.
I dunno, I’ve been making mistakes here and there, and perhaps I’ve persisted with Peace a bit too long, but it never seems as though there are any viable options available. Very tough to come out of T1 / T2 with the initiative.