Good game!
I thought that since Law was the only spec in common between the two games that you really wanted to try using Law things. The early turns when you mysteriously banked a ton of gold - I thought you were going to drop 7g on Bigby + Community Service to get T1/T2 units without making your teck building. So I teched more spells than I probably should have. I was also expecting Judgement Day / Rewind (and completely forgot about Origin Story until you played it), so that also pushed me more towards heroes.
That, and my screwup with Entangling Vines led to me losing T2 the turm I drew Mind-Parry Monk to stop the Origin Stories. (I teched the Lightning Dragon first, because I figured if you stole it I could chump-block it with birds forever & forgot that Origin Story existed.)
What Iâm trying to figure out with White is what to do when being attacked. Whiteâs starter just has nothing going for it on defense, all the spells & abilities only work if youâre attacking. The T1 units are weird in that itâs hard to tech 2 of anything - Boulder as a defense strategy fails really hard against Forgotten Fighter, and Inverse Power Ninja canât be played with Birdâs Nest. Itâs basically just Rook. None of the 12 non-ultimate spells do anything against ground units attacking you, either.