GL HF! Gotta say I’m glad to be playing Daymare as P1
P1T1
StartingHand Workers
STARTING HAND
Fox Viper
Morningstar Flagbearer
Grappling Hook
Aged Sensei
Sensei’s Advice
WORKERS
Fox Viper
NextHand
Safe Attacking
Fox Primus
Smoker
Snapback
Savior Monk
Discard
Sensei’s Advice
Grappling Hook
Morningstar Flagbearer
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Grave - ($1)
Aged Sensei - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
-
Squad Leader: Grave lvl 1 (2/3A)
-
Elite:
-
Scavenger: Aged Sensei (1/1)
-
Technician:
-
Lookout:
In Play:
*
Buildings:
-
Base HP: 20
Economy Info:
Cards:
Gold:
Thoughts
Grave+Sensei is a no-brainer. I’ll patrol in scav to open up the options of midband or HH next turn.
@Bryce_The_Rice’s turn!
A fortunate pull, and I don’t have Vandy for defence.
Turn 1
Hand: Jandra, the Negator, Deteriorate, Skeletal Archery, Thieving Imp, Poisonblade Rogue
Workers: Skeletal Archery
Techs
- Get paid (+$5, $5)
- Hire a worker ($4)
- Summon Thieving Imp, discard #2 ($1)
- Discard 3, draw 5
- Patrol:
Squad Leader:
Elite: Thieving Imp (3/2)
Scavenger:
Technician:
Lookout:
- Buildings:
- Units/Heroes:
- Base: 20
- Other:
Economy:
- Workers: 6
- Gold: 1
- Hand: 5
- Deck: 0
- Discard: 3
Hand
Graveyard, Pestering Haunt, Sacrifice the Weak, Skeleton Javelineer, Summon Skeletons
Discard
Poisonblade Rogue, Jandra, the Negator, Deteriorate
Think
Very strong open from him. Let’s try to take his card count down and slow the cycle. It will either force a decrease in aggression (no card played from hand this turn) or a reduction in cycling (easier for me to regain control of board).
Imp goes in elite here, because it injures grave and forces a midband before his next attack most likely. I have an eye for either defending with Garth or Orpal next turn, and either teching up fast or heroes hall to start picking off his weenies that have a tendency to hang around.
P1T2
Tech StartingHand Workers
TECH
Bird’s Nest
Sparring Partner
STARTING HAND
Snapback
Safe Attacking
Savior Monk
Smoker
Fox Primus
WORKERS
Fox Viper
Smoker
NextHand
Morningstar Flagbearer
Fox Primus
Grappling Hook
Sparring Partner
Savior Monk
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Exhaust Sensei to buff Grave
Grave kills Imp
Tech 1 - ($3)
Heroes’ Hall - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout:
In Play:
- Grave lvl 1 (2/1)
- Aged Sensei (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
No risk of Grave dying, so I can just rebuild hand and setup for birds.
@Bryce_The_Rice’s turn!
P1T3
Tech StartingHand Workers
TECH
Nimble Fencer
Nimble Fencer
STARTING HAND
Grappling Hook
Fox Primus
Sparring Partner
Savior Monk
Morningstar Flagbearer
WORKERS
Fox Viper
Smoker
Fox Primus
NextHand
Safe Attacking
Snapback
Sensei’s Advice
Bird’s Nest
Discard
Grappling Hook
Savior Monk
Morningstar Flagbearer
Nimble Fencer
Nimble Fencer
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Grappling Hook moves Orpal to lookout
Grave to midband - ($4)
Exhaust Sensei to buff Grave
Grave readily kills orpal, gains levels
Rook - ($2)
Sparring Partner - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: Rook lvl 1 (2/4A)
-
Elite:
-
Scavenger: Sparring Partner (2/2)
-
Technician:
-
Lookout: Grave lvl 5 (2/3), -
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Grappling Hook and my Sensei surviving let me get an almost clean kill on Orpal. I’m still not sure if I’ll be teching up next turn, so I’ll patrol out of technician and tech Fencers, which are good for both a tech 1 rush and a Finesse plan.
@Bryce_The_Rice’s turn!
P1T4
Tech StartingHand Workers
TECH
Grounded Guide
Martial Mastery
STARTING HAND
Bird’s Nest
Safe Attacking
Snapback
Sensei’s Advice
WORKERS
Fox Viper
Smoker
Fox Primus
Sensei’s Advice
NextHand
Savior Monk
Safe Attacking
Nimble Fencer
Sparring Partner
Tech 2 card(s)
Get Paid + float + scav - ($9)
Worker - ($8)
Grave readily kills Skeleton
Rook to midband - ($4)
Rook walks past Imp and kills Garth, Grave to maxband
Tech 2 (Finesse) - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
-
Squad Leader: Grave lvl 7 (3/4A), - , sword
-
Elite:
-
Scavenger:
-
Technician: Aged Sensei (1/1)
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Finesse)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Losing the Nest is a bummer, but the cardless kill on Garth makes up for it.
@Bryce_The_Rice’s turn!
P1T5
Tech StartingHand Workers
TECH
Maestro
Blademaster
STARTING HAND
Savior Monk
Safe Attacking
Sparring Partner
Nimble Fencer
WORKERS
Fox Viper
Smoker
Fox Primus
Sensei’s Advice
Safe Attacking
NextHand
Morningstar Flagbearer
Nimble Fencer
Grounded Guide
Grappling Hook
Discard
Nimble Fencer
Savior Monk
Maestro
Blademaster
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Sparring Partner - ($6)
Exhaust Grave and spend sword to kill Plague Spitter
Rook to maxband - ($3)
Exhaust Sensei to buff Rook
Rook walks past Imp and breaks tech 2, your base to 18
River - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader: River lvl 1 (2/3A)
-
Elite:
-
Scavenger:
-
Technician:
-
Lookout: Sparring Partner (2/2)
In Play:
- Rook lvl 8 (4/6)
- Grave lvl 7 (3/4), -
- Aged Sensei (1/1)
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Finesse)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
I’ll play River rather than Fencer to keep my handsize up, and maybe mess with bomber’s patrol next turn.
@Bryce_The_Rice’s turn!
P1T6
Tech StartingHand Workers
TECH
Blademaster
Reversal
STARTING HAND
Grounded Guide
Nimble Fencer
Morningstar Flagbearer
Grappling Hook
WORKERS
Fox Viper
Smoker
Fox Primus
Sensei’s Advice
Safe Attacking
Morningstar Flagbearer
NextHand
Martial Mastery
Bird’s Nest
Snapback
Discard
Nimble Fencer
Savior Monk
Maestro
Blademaster
Aged Sensei
Grappling Hook
Blademaster
Reversal
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Grounded Guide - ($4)
Nimble Fencer - ($2)
Fencer kills Plague Spitter
Spartner trains the sickness out of Grave
Grave readily kills Garth, sparkshots Skeleton, you draw and get 1 gold, Rook to maxband
Ready Spartner, trains Rook - ($0)
Rook walks past Imp and breaks tech 2, your base to 16
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader: River lvl 1 (2/3A)
-
Elite:
-
Scavenger:
-
Technician: Grave lvl 7 (4/2)
-
Lookout: Grounded Guide (4/4)
In Play:
- Rook lvl 8 (5/7), +
- Sparring Partner (2/2)
- Nimble Fencer (1/1), - - -
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Finesse)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
Looks like I broke Bomber’s tech 2 right on time. Let’s do it again.
@Bryce_The_Rice’s turn!
P1T7
Tech StartingHand Workers
TECH
Earthquake
Earthquake
STARTING HAND
Bird’s Nest
Martial Mastery
Snapback
Earthquake
Reversal
WORKERS
Fox Viper
Smoker
Fox Primus
Sensei’s Advice
Safe Attacking
Morningstar Flagbearer
Bird’s Nest
NextHand
Maestro
Earthquake
Nimble Fencer
Discard
Martial Mastery
Earthquake
Reversal
Tech 2 card(s)
Get Paid - ($10)
Worker - ($9)
Snapback Orpal out, Troq in - ($6)
Martial Mastery, nothing to discard, I draw 2 and look at your hand - ($5)
River kills Imp
Rook, Grave and GGuide hit your base for 12
Earthquake hits your base for 4 and lethal - ($0)
Float ($0)
Discard 1, draw 3
Board Info:
In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Grave lvl 7 (4/2)
-
Lookout:
In Play:
- Rook lvl 8 (5/7), +
- River lvl 1 (2/1)
- Grounded Guide (3/3), -
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Finesse)
-
Heroes’ Hall HP: 4
Economy Info:
Cards:
Gold:
Thoughts
MM gives me a little over 50% to draw a Fencer or an Earthquake and make lethal. If not, I’ll just break both tech buildings and tech up.
@Bryce_The_Rice GG WP!
@FrozenStorm
Yeah that’s fine.
It’s basically impossible to fight player 1 white without vandy.
1 Like
Oh yeah, P1 white really doesn’t need any help in this matchup (or at all).
1 Like