I really don’t like the white starter mirror as P2 but at least you didn’t play aged sensei T1, so there’s still plenty of hope and I like my Codex better than yours!
Hope you enjoy our game and may luck be on your side!
XCAFS22 Round3 P2T1
P1 [Strength]/Fire/Past vs. P2 [Discipline]/Disease/Feral
Don’t like my split, but there’s not much you can do about that.
If I were him, I’d go for stewardess+birds nest into firebirds in this MU, even though my codex offers a lot of good air hate, so unfortunately two SPartners next turn is not an option for me
I honestly didn’t find a turn2 move that does not leave me vulnerable somehow… I really don’t like playing against white starter as P2, at least when you don’t have hook in hand by yourself…
XCAFS22 Round3 P2T2
P1 [Strength]/Fire/Past vs. P2 [Discipline]/Disease/Feral
uff, I hate playing against white starter and Rook as P2.
I don’t want to let monk live but killing it can’t be done safely. He will get possiblities for the revenge kill either with rook’s midband ability or with Hook.
Not killing monk yields exactly the same problems if he has hook, except for playing fox primus plus a second unit which would be plain bad
So let’s throw another cannon fodder in Rook’s path in the hope of him not having the hook. what a pity I don’t have mine at the ready now
A Lobber would’ve been awesome here, but I’ll make do with what I got. The important thing is to float enough for Stewie+tech up next turn.
None of my tech 2 options really pops out to me, but I think I like Strength best. I could tech lab into Past later for Archons.
why can’t I EVER have hook when I need it? hook Jaina to lookout and emptying his board would really be a pleasure…
Strength! Huh! That really is a surprise! I obviously have to expect two grapplers and two barbarbars in his current cycle with maybe a colossus in the mix of 4 tech2 cards. But what the heck is his end game???
WORKERS
Fox Primus
Fox Viper
Morningstar Flagbearer
Grappling Hook
Safe Attacking
NextHand
Smoker
Whitestar Grappler
Snapback
Discard
Sensei’s Advice
Doubling Barbarbarian
Ebbflow Archon
Oathkeeper of Kor Mountain
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Rook - ($7)
Sensei’s Advice on both Birds - ($6)
Birds trade with Grave, Rook to lvl 3.
Doubling Barbarbarian - ($3)
Whitestar Grappler - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Doubling Barbarbarian (3/5AA)
Elite: Rook lvl 3 (3/4)
Scavenger: Whitestar Grappler (3/5)
Technician: Jaina lvl 1 (2/3)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 4
Gold:
Gold: 0
Workers: 9
Thoughts
My birds won’t survive long against those Huntresses, so I might as well trade them with Grave now that I have the chance. I’ll regret it if zango drops MPM+YLD though…
well not if I’m afraid of firebirds + birds nest. Probably overestimated these… But without SPartner and Spitter, Disease just didn’t feel worth it.
looks like that bird sacrifice turned out to be a very timely move. Now I wasted a HH on off-color penalties, but those were penalties I was happy to pay, once my hook finally was in hand when I wanted it.
XCAFS22 Round3 P2T5
P1 [Strength]/Fire/Past vs. P2 [Discipline]/Disease/Feral
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Orpal - ($7)
expensive Hook Barbara to lookout - ($6)
expensive Advise on my huntresses - ($4)
Cal - ($2)
Training Grounds - ($1)
huntress #1 kills rook, sparkshots grappler, lvl to Cal
huntress #2 kills grappler, sparkshots jaina, you gain 1
Float ($1)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Orpal (1+1/3A, lvl1)
Elite:
Scavenger:
Technician: Cal (3+1/4, lvl3)
Lookout:
In Play:
Huntress (3/1)
Huntress (3/1)
Training Grounds (4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
ok, I’ll stop complaining. hook allows for a decent move, even though it really sucks paying two gold for casting spells off color… I really wanted that HH, but well…
Feels like I’m in a very decent position now
Tech 0 card(s)
Get Paid + float - ($11)
expensive hook Barbara zu lookout - ($10)
huntresses trade lookout, sparkshot technician
cal kills grappler, you draw
orpal kills jaina, levels to cal, you gain 1
train orpal
MPM - ($5)
Tech 3 - ($0)
no worker
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Mind-Parry Monk (5/4A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Training Grounds (4)
Orpal (2+1/5, lvl6)
Cal (4+1/5, lvl5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tech III HP: 5
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
this should be it. I am 100% sure he does not have a tech 3 unit in hand now, but even if he does I’m okayish with that in the current situation. And IF I’m hitting the 71.4% to draw a feral strike, it’s game over even if he has a tech 3 unit in hand now
I did hit the 71.4% for a feral strike, so I assume it’s game over, even if you do have a murder hand like mythmaking and oathkeeper…?