I’m traveling until Sunday, so this game will be a bit slower @FrozenStorm
T1:
Gold (4)
Worker (3)
Sql: 2/2A Imp, away with #2 ()
I’m traveling until Sunday, so this game will be a bit slower @FrozenStorm
T1:
Gold (4)
Worker (3)
Sql: 2/2A Imp, away with #2 ()
No worries dude, have a safe journey! GL HF
[details=Starting Hand]
Morningstar Flagbearer
Snapback (discarded)
Savior Monk
Aged Sensei
Safe Attacking
[/details]
###Upkeep:
[details=All Teched Cards][spoiler]
[/spoiler][/details]
###Main:
[details=Workers]
Safe Attacking
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Grappling Hook
Sensei’s Advice
Fox Primus
Fox Viper
[/details]
[details=End of Turn Discard]
Snapback
Aged Sensei
Morningstar Flagbearer
[/details]
Much appreciated
In the meantime, what do you feel the MU is?
Definitely seems adv goes to Black, due to combination of small unit removal , and difficult to remove units. I would currently call it 6-4, and all the way up to 8-2. P1 White is strong enough to pull out a few games, but as P2, I don’t know if any of White’s T2’s are impacted enough to make up for the loss of initiative.
I don’t think it’s that tilted just yet, maybe 5.5-4.5 and maybe 7-3 or even 6-4 for black p1. Hard to say given we’re 1-1 so far here but you were experimenting a bit with the last game.
As of right now I definitely think IPN and Training Grounds are pretty must have for white p2. Having Snapback means it’s okay to play heavy at heroes and give up levels to blacks heroes, which most other colors can’t handle doing; they have to rely on tankier units or swarms.
I’m really enjoying the back and forth though, I just noticed we’ve rotated winning every game and it really does feel like both sides have answers and it boils down to good reads and opportune draws!
It definitely is tough having a starter with no 3hp units and tech 3s that get pretty easily outclassed though. It feels like I really have to win with heroes and ultimates
I’m baaaack!!!
T2:
Gold (5)
Worker (4)
Tech I (3)
Garth & Skele ()
Haunt
dc3 rs d5
Patrol:
Leader: 2/2A Imp
Elite:
Scavenger: 1/1 Skele
Technician:
Lookout:
Other - 1/1 Haunt , 1/3 L1 Garth
Buildings:
Base: 20
Tech I : 5
Economy:
Workers: 6
Spare gold: 0
Hand: 5
Deck: 3
Discard: 0
H: playd / arch rog StW
W: sum rog
T: gargiez
Unlucky for you I have a solid draw
[details=Starting Hand]
Grappling Hook
Sensei’s Advice
Fox Primus
Fox Viper
[/details]
###Upkeep:
[details=All Teched Cards]
Training Grounds x2
[/details]
###Main:
[details=Workers]
Fox Viper, Safe Attacking
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Smoker
Grappling Hook
Sensei’s Advice
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
T3:
Gold +SCV (6)
Worker (5)
Orpal (3)
Jandra ()
Haunt + Deteriorate = Savior
dc2 d3 rs d1
Patrol:
Leader: 3/3A Jandra
Elite:
Scavenger:
Technician: 1/3 L1 Orpal
Lookout:
Other -
Buildings:
Base: 20
Tech I : 5
Economy:
Workers: 6
Spare gold: 0
Hand: 4
Deck: 6
Discard: 0
H: playd / arch StW jav
W: sum rog arch
T: grasp stone
[details=Starting Hand]
Smoker
Grappling Hook
Sensei’s Advice
[/details]
###Upkeep:
[details=All Teched Cards]
Mind-Parry Monk, Entangling Vines
Training Grounds x2
[/details]
###Main:
[details=Workers]
Sensei’s Advice, Fox Viper, Safe Attacking
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Snapback
Fox Primus
Training Grounds
Aged Sensei
[/details]
[details=End of Turn Discard]
Mind-Parry Monk
Entangling Vines
Grappling Hook
Smoker
Savior Monk
[/details]
T4:
Gold (7)
Worker (6)
2x Gargoyles ()
dc1 d3
Patrol:
Leader:
Elite: 2/3 L1 Orpal
Scavenger:
Technician:
Lookout:
Other - 0/2 Gargoyle, 0/2 Gargoyle
Buildings:
Base: 20
Tech I : 5
Economy:
Workers: 8
Spare gold: 0
Hand: 3
Deck: 3
Discard: 6
H: playd / grave grasp
W: sum rog arch grave
T: Abomz
Nice mixup!
[details=Starting Hand]
Snapback
Fox Primus
Training Grounds
Aged Sensei
[/details]
###Upkeep:
[details=All Teched Cards]
Young Lightning Dragon, Bird’s Nest
Mind-Parry Monk, Entangling Vines
Training Grounds x2
[/details]
###Main:
[details=Workers]
Sensei’s Advice, Fox Viper, Safe Attacking
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Training Grounds
Morningstar Flagbearer
Snapback
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
T5:
Gold +RB (8)
+Skele (7)
Garth isn’t the hero I want out, so I ask Rook for some help, Garth < Rook, Rook +2 lvls for his efforts
Gargoyles wake up (5)
Vandy (3)
Soulstone a Gargoyle (1)
Soulstone’d > Primus
Gargoyle #2 > Grave, Vandy to L3
dc2 d3 rs d1
Patrol:
Leader: 1/1A Skele
Elite:
Scavenger:
Technician: 3/4 L3 Vandy
Lookout:
Other - 3/2 Gargoyle, 3/2 Gargoyle
Buildings:
Base: 18
Tech I : 5
Economy:
Workers: 8
Spare gold: 1
Hand: 4
Deck: 8
Discard: 0
H: playd / Imp det
W: sum rog arch grave
T: crowz
Well let’s see how this plays out!
[details=Starting Hand]
Training Grounds
Morningstar Flagbearer
Snapback
[/details]
###Upkeep:
[details=All Teched Cards]
Earthquake x2
Young Lightning Dragon, Bird’s Nest
Mind-Parry Monk, Entangling Vines
Training Grounds x2
[/details]
###Main:
[details=Workers]
Morningstar Flagbearer, Sensei’s Advice, Fox Viper, Safe Attacking
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Savior Monk
Aged Sensei
[/details]
[details=End of Turn Discard]
Fox Primus
Snapback
Earthquake
Earthquake
[/details]
Leave my Tech I alone!!!
T6:
Gold +RB +F (9)
+Skele (8)
Gargoyles wake up (6)
Heroes Hall (4)
Haunt
Worker (3)
Jav (2)
Gargoyle > Setsy, Garth to L3 , you +card
Gargoyle + L4 Garth take down your Tech II, your base to 18 (1)
Old Skele hits your base to 17
Garth converts old Skele to +card
dc2 d4
Patrol:
Leader: 1/1A Skele
Elite:
Scavenger:
Technician: 1/1 Jav
Lookout:
Other - 3/2 Gargoyle, 3/2 Gargoyle , 1/1 Haunt , 2/4 L4 Garth
Buildings:
Base: 16
Tech I : 5
Heroes Hall : 4
Economy:
Workers: 9
Spare gold: 1
Hand: 4
Deck: 4
Discard: 4
H: playd / StW Crow
W: sum rog arch grave crow
T: meta pact
Hmm, so far looking like not great…
[details=Starting Hand]
Savior Monk
Aged Sensei
Young LIghtning Dragon (crap…)
[/details]
###Upkeep:
[details=All Teched Cards]
Fox’s Den Students x2
Earthquake x2
Young Lightning Dragon, Bird’s Nest
Mind-Parry Monk, Entangling Vines
Training Grounds x2
[/details]
###Main:
[details=Workers]
Morningstar Flagbearer, Sensei’s Advice, Fox Viper, Safe Attacking
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Bird’s Nest
Smoker
Entangling Vines
Grappling Hook
[/details]
[details=End of Turn Discard]
Fox Primus
Snapback
Earthquake
Earthquake
Fox’s Den Students
Fox’s Den Students
Young Lightning Dragon
Aged Sensei
[/details]
T7:
Gold +F (10)
+Skele (9)
Gargoyles wake up (7)
Garth > Savior
Maxband Vandy, doom a Gargoyle (1)
DOOMgoyle > your Tech II, your base to 15
Gargoyle + Haunt > your Heroes Hall, your base to 13
Worker ()
dc3 d3 rs d2
Patrol:
Leader: 1/1A Skele
Elite:
Scavenger: 1/1 Skele
Technician: 1/1 Jav
Lookout:
Other - 3/2 Gargoyle, 5/4 DOOMgoyle , 1/1 Haunt , 2/2 L4 Garth , 4/5 Max Vandy
Buildings:
Base: 16
Tech I : 5
Heroes Hall : 4
Economy:
Workers: 10
Spare gold: 0
Hand: 5
Deck: 5
Discard: 0
H: playd / Jan Imp Grasp Abom
W: sum rog arch grave crow Jan
T:
Not great…
[details=Starting Hand]
Bird’s Nest
Smoker
Entangling Vines
Grappling Hook
[/details]
###Upkeep:
[details=All Teched Cards]
Speed of the Fox, Rambasa Twins
Fox’s Den Students x2
Earthquake x2
Young Lightning Dragon, Bird’s Nest
Mind-Parry Monk, Entangling Vines
Training Grounds x2
[/details]
###Main:
[details=Workers]
Morningstar Flagbearer, Sensei’s Advice, Fox Viper, Safe Attacking
[/details]
###Board Info:
####Buildings:
####In Patrol:
####In Play:
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Grappling Hook
Fox’s Den Students
Aged Sensei
Earthquake
Young Lightning Dragon
[/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
T8:
Gold (10)
DOOMgoyle sleeps off doom
+Skele (9)
Deteriorate Tweety
StW , Jav & Big Bird bye bye (7)
Gargoyle wake up (6)
Gargoyle & Haunt > Tower, your base to 11
Convert all 3 Skeles to +3 cards
Dark Pact the remaining 2 cards of my deck, my base to 14
Metamorphosis, clear my board, Garth maxbands, resurrects the Gargoyle that just died, Vandy & Garth gain 2x +1/+1 runes ()
Vandy & Garth > your base
Gg
GG WP! Gargoyles were a strong play for my Training Grounds rush
Good game . half way through I was thinking why is Bob not conceding already !
Maybe if setsuki only came when one of TGs is ready to give her max?
That’s an awesome use of Gargoyles but I was surprised you let that one die - I thought the whole point of dooming them is that they can return to being indestructible before doom expires. It’s less good than Gilded Galxx who just brushes off the doom because being indestructible, they have to exhaust when they would die and so it wouldn’t be ready until next turn but you could have still used Garth’s max on something else (not that it matters in this case because you won anyway!)