Match-up Analysis
I’ll try to add to this as I go, but I’ll start off now:
Starting Decks
Both favor P1 with some frenzy options, and white’s safe attacking/sensei’s advice/aged sensei. White does get some automatic hero hate, and swapping anything to Zane can lead to really easy kills. White does have a lot of low HP dudes, so it’ll be interesting exploring red’s direct damage options that will probably be pretty efficient in this matchup.
Heroes
White seems to have the advantage, with both Grave and Rook being menacing early game heroes. Red’s only hero that really puts any pressure on early is Jaina, and it’s much different and lower quality than what Grave or Rook can do. Edit after G1: no hero hate in red is kind of a problem, direct damage is the worst answer to rook! I look forward to exploring the Fire spec, as it’s so rarely played. Unfortunately, Grave has access to upgrade hate so I won’t be able to easily pull off Bloodburn + Hotter Fire Shinanegans.
Overall Matchup
Both sides have fairly limited sources of card draw, with white having a slight edge, and at the same time have quite a few cheap options in their starters. I suspect card economy will be very important in the first few turns. As petE has mentioned, it will likely be P1 favored, but I think white has a better shot at defensive play. I think as P2 the tower will be very useful as red.
While white has two excellent top tier combat heroes to run with, Red has the hands down best t3 weapon. The best high-end counter white has is probably Jade, as she could potentially flood the patrol zone w/ flying ninjas and prevent Pirateship from getting through.
Red also has probably the best t2 option in the matchup with Crashbarrows. I suspect to see a lot of Discipline t2 vs Blood or Anarchy t2.
Crazy as it may sound, red is probably favored in the long game and, in this particular matchup, should probably play more conservatively than in other ones?
First turn to follow, @petE
"P1T1
StartingHand Workers
STARTING HAND
Bloodrage Ogre
Makeshift Rambaster
Nautical Dog
Bloodburn
Charge
WORKERS
Bloodburn
NextHand
Pillage
Scorch
Bombaster
Careless Musketeer
Mad Man
Discard
Makeshift Rambaster
Bloodrage Ogre
Charge
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
dawg - ($2)
jaina - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Jaina (2/3A)
- [I]Elite[/I]:
- [I]Scavenger[/I]: Nautical Dog (1/1)
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 0
- Workers: 5
Thoughts
I think my plan this game will be to attempt the yolo rush, never really done it. I’ll try to play for board for the first few turns then start pushing face
"