“What’s The Play?” is a type of article other games have where a scenario is put forward, and people can comment on what they would do, what the pros and cons of various lines are, and in general serve as a catalyst for discussion. This is the first scenario in my series, and it’s a doozy:
You are playing an experimental Discipline/Blood/Law deck against Mono-Green. It’s fairly late in the game, and you’ve just started your turn 7 with this board (you went second):
Bugblatter (4/2)
Sparring Partner (2/2)
L7 Grave (5/5) - has his Sword rune, and is being buffed by Training Grounds
Training Grounds
Safe Attacking
10 workers, and 4 gold floating
Base - 8
Tech I - 5
Tech II (Blood) - 5
(your Tech Lab (Discipline) just got destroyed)
Bigby and Drakk both available to summon.
Hand (5):
Crashbarrow
Bugblatter
Day of Judgement
Snapback
Morningstar Flagbearer
Deck (1):
Savior Monk
Discard (3):
Injunction
Kidnapping
Smoker
Unfortunately, your opponent has been beating you up with Fliers, and his last turn was spent destroying your tech lab, and casting Moment’s Peace, while building his Tech III.
His board looks like this:
Moment’s Peace in effect
Squad Leader - L1 Midori (2/3 +1)
Faerie Dragon (4/2)
Merfolk Prospector
Base - 20
Tech I, 2, and 3 - 5 (spec: Balance)
10 workers, no gold floating
Hand: 5
Deck: 2
Discard: 5
Playing mono-green, has previously played a Wandering Mimic, Tiny Basilisk, Galina Glimmer, and Ferocity, as well as playing Moment’s Peace this turn.
So the question is, what’s the play?