hmm, well, after playing against this so many times, i know i need to get rewards, and find a way to prevent that tech 2. i think fencers should counter cadets well. and a discord for the soldiers.
dropping older brother since no hero is safe at this point. probably river with discord or two step.
I’d expect so, but I think I’ve also improved at least a little since then. That said, the luck of the draw is powerful enough that it can easily swing a single game one way or another.
P1T2
Tech StartingHand Workers
TECH
Overeager Cadet
Overeager Cadet
STARTING HAND
Older Brother
Bloom
Timely Messenger
Helpful Turtle
Wither
Killing Tenderfoot instead of Older Brother so a Wither can’t finish off Onimaru. I could have played Bloom instead, but I want the Turtle to help my units stay alive until I draw a Garrison, as any card in play is out of the pool I’ll be drawing from.
Tech 2 card(s)
Get Paid + float - ($7)
tech draw
Worker - ($6)
tech 1 - ($4)
brick theif, 1 dmg to your tech 1 - ($2)
Float ($2)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Older Brother (2/2+A)
Elite:
Scavenger:
Technician: Brick Theif (2/1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 2
Workers: 7
Thoughts
well, if i doomgrasp, it’s unlikely that i will have a unit (or gold to summon a skeleton) to actually use it on Oni. netherdrain will have to do to fend off max oni. he’ll need all his gold for that anyways… probably fencers next, then max garth for an ancient.
With 3 cards in deck, I’m tempted to draw 4 and trigger a reshuffle after teching 2 Garrisons, thereby ensuring there’ll be at least 1 left in deck after the reshuffle. As long as another 4 damage doesn’t somehow get through my patrol to my Tech I, I should be ready to play that one when its drawn. The problem is, even with both Cadets and the Turtle patrolling, with 9 gold and 6 cards, it’s possible for him to drop both Fencers and both Starlets, plus either a Tenderfoot or Messenger, and break through to finish it off, which would leave me in the lurch. The chance of draws aligning is less than 20%, but I don’t think it’s justified. I’ll deploy the Messenger to deal with the Thief in place of the Tenderfoot and patrol the Turtle as Technician; if my patrollers fill my discard pile, perhaps I’ll tech Boot Camps to help jump start the engine.
hmmm, okay, well he’s teching up next turn for sure. i need to tech firs to try and get an edge… i definitely regret netherdrain over LB. oh well, ive never known how to beat this codex anyways. my codex is too slow for sure. REALLY hoping to draw both newly teched cards.
to speed things up, im going fineese over growth. i can also tech lab growth later.
Looks like I was right to worry about Virtuosos. I could break a tech building, but I’d have to overextend more than I’d like, and besides, with 1 of 5 Virtuosos confirmed to not be in hand, I think my patrollers are sufficient to maintain some, if not all, of my backline threats. Teching AoWs in case my defense doesn’t hold, so I won’t have my eggs all in one basket.
Tech 2 card(s)
Get Paid - ($9)
rebuld tech 2, base to 18, scav gold - ($10)
Worker - ($9)
River - ($7)
discord, clear patrol zone - ($5)
wither onimaru - ($3)
Float ($3)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: River, lvl 1 (2/3)
Lookout:
In Play:
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Finesse)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 8
Gold:
Gold: 3
Workers: 10
Thoughts
okay, well, bummer he didnt wiff the garrison. but i can at least clear his board for now, then hopefully replenish with max garth, maestro, free starlets next turn. we’ll see. im not confident.
STARTING HAND
Flagstone Garrison
Brick Thief
Bloom
Overeager Cadet
Timely Messenger
Drill Sergeant
Drill Sergeant
The Art of War
Overeager Cadet
Helpful Turtle
Tenderfoot
The Art of War
Macciatus, The Whisperer
WORKERS
Fruit Ninja
Older Brother
Granfalloon Flagbearer
Spark
Wither
The Art of War
NextHand
Helpful Turtle
Free Speech
Macciatus, The Whisperer
The Art of War
Bloom
I don’t really need to sacrifice Oni here, but it’s convenient economically, and with this much infrastructure deployed, I don’t expect to need him anymore.
Yeah, if you had patrolled more that turn, I would have kept Oni alive to break your Tech II which would have meant being unable to afford a full Peace deployment this turn and more breathing room for you, but it was an uphill battle either way. The pattern seems to be if Oni survives until Garrisons are deployed, I win, and if not, I lose, so I was being extra careful in my patrols to not expose Oni to a haste + Dinosize takedown. I was worried about Doom Grasp, but hoped that if it landed, the expense would balance out enough that I’d be able to press forward. A tough matchup for your build, but GG. @zhavier