Tech 2 card(s)
Get Paid + Scavenger - ($10)
Grave casts Reversal, does 3 damage to River, killing her and level to 3 - ($7)
Play Nimble Fencer with haste - ($5)
Rampant Growth for 3 gold (off color cost) on Nimble Fencer - ($2)
Nimble Fencer safely damages Argagarg for 4.
Grave kills Argagarg, leveling to 5.
Grave maxes to 7, heals, and taps to sword rune Prospector - ($0)
Serveral things. Reversal will only deal 2 damage to arg after the armor, as the disable happens after the damage, so Nimble Fencer can’t kill Arg.
Grave doesn’t have readiness when he attacks, so will be exhausted after his attack, and hence can’t exhaust to kill my prospector.
Tech 0 card(s)
Get Paid + float - ($11)
Wandering Mimic # 2 - ($7)
Arg - ($5)
Spirit of The Panda on Mimic #2 - ($1)
Mimic # 2 kills Maestro - ($2)
Mid Midori - ($0)
Tiger Cub kills Fencer
Midori and Nimble Fencer break tech 1
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp(1/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Arg(1/3, lvl 1)
[I]Lookout[/I]:
[B]In Play:[/B]
Wandering Mimic (4/2)
Midori (3/4, lvl5)
Tiger Cub (3/1)
Panda Mimic (6/3)
Spirit of the Panda
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 2
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
I’m breaking tech 1 to remove his haste option. Blade master can be dealt with flying mimics (courtesy of Midori), the same with his tech 2, but giving them haste from the tech 1 will be problematic (I will regreat this if he has cloud sprite and blademaster, but even then Mimics/Midori should be able to kill it without too many losses
Tech 0 card(s)
Get Paid - ($10)
Rebuild Tech I
Worker - ($9)
Play Maestro (Virtuosos are free) - ($6)
Play Blademaster for free
Summon Argagarg and max level him - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Blademaster (7/5+A, All my units and heroes have Swift Strike)
[I]Elite[/I]: Water Elemental (3+1/3, Anti Air)
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Maestro (3/5)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg (1/5)
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tech III HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 11
Thoughts
Probably GG since Midori can just fly over everything. Oh well.
Tech 0 card(s)
Get Paid - ($10)
Healing 1
Max Midori - ($7)
Max Arg - ($3)
Arg buffs Panda Mimic
Panda Mimic deals 7 to your base - ($4)
Rampant Growth Wandering Mimic - ($2)
Mimic deals 6 to your base
Midori deals 4 to your base, destroying it.
Float ($2)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water Elemental (3/3+A, Anti Air)
Problems this game, Sacrificing both grave and Tiger cub on turn two really hurt your aggression, especially since Arg wasn’t used for his spells (hard to get great value from his spells going second). Also not trading your nimble fencer into my tiger cub (2 gold for 2, not a bad trade) would make it harder for me to give my Wandering Mimics haste.
I definitely should have traded the Fencer in hindsight, knowing you had Wandering Mimic potential. I’ll have to look through in more detail later to see what I could be improved elsewhere. I definitely felt like I was on the back foot for a lot of that game. I can see how choosing to have Argagarg in play over Graves was a bad play. Even the potential of a max Grave + Sword Rune would have put a lot of pressure on you. Overall it’s interesting to think about when exactly Argagarg is a good hero to play. You really need to have other powerful units in play to make the best use of him it seems.
Anyways, good plays, I’m definitely learning. I’ll have to spend some time rethinking my strategy here, but I’ll hit you up the next time I’m ready to play another one!