STARTING HAND
Brick Thief
Spark
Bloom
Older Brother
Tenderfoot
WORKERS
Fruit Ninja
Older Brother
NextHand
Elite Training
General’s Hammer
Wither
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloom on Onimaru - ($3)
Turtle Attacks your Treant
Onimaru finishes your Treant
Brick Thief. One damage to your Base - ($1)
Tenderfoot - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Brick Thief (2/1+1A)
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
Helpful Turtle (1/1)
General Onimaru Level 1 (3/3)+ - Frenzy 1
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
If he has a Nimble Fencer and Rampant Growth, I am in serious trouble. If the Turtle and the General survive and heal it looks better. I go down to 1 card. Risky move, I guess. But I fear his Treant in combination with Behind the Ferns or Ferocity. Post draw: I drew Elite Training and General’s Hammer. If Onimaru dies, I’m in a bad place.
Tech 2 card(s)
Get Paid - ($6)
Skip Worker
Summon Nimble Fencer - ($4)
Cast Ferocity - ($2)
Merfolk Prospector kills SQL
Nimble Fencer kills Tenderfoot, you draw
Calamandra to Level 3; kills Oni; 2 Levels to Calamandra, heals all damage - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Merfolk Prospector (1/1) swift strike and armor piercing until my next upkeep
Calamandra (4/5) L5 Discard 2 Cards → Stealth this turn; my units have Resist1; 4$, : put a tiger unit from your codex into play
Nimble Fencer (2/3) swift strike and armor piercing until my next upkeep
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
I have the chance to kill Oni but I have to skip my worker and Prospector is in danger…he has no Tech1 and no hero so I should be save on my next turn and I can hold the pressure high with fencer and maybe another Ferocity…Tech break with Calamdra is also a possibility…so I think it`s the best line
Calamandra (4/5) L5 Discard 2 Cards → Stealth this turn; my units have Resist1; $4, → tiger unit from my codex
Nimble Fencer (2/2)
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6
Gold:
Gold: 0
Workers: 7
Thoughts
What to do now…discarding 2 cards and break T1 with Calamandra and Rampant Growth is too much I think and then I loose my board presence, but then he brings maybe 2 Overeager Cadets, Oni and build T2…a T2 break could be difficult because I really want to build T2 next turn. A tiger unit is an option but calamandra and fencer takes too much damage from Max and the turtle is still alive…I think Rampant Growth on Calamandra is a save hero kill, fencer finishs the turtle and Ironbark Treant is a good defense and a strong attacker next turn with ferocity and I can follow my plan with Feral Strike and Anarchy Spec!
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech II - Present - ($3)
Troq Bashar - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Troq Bashar (2/3)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 7
Gold:
Gold: 1
Workers: 9
Thoughts
Not the best hand here. Wither with Intimidate would have been nice to deal with the Treant or the Fencer. Or at least Tenderfoot or Timely Messenger to be able to play 2 units or 1 hero and 1 unit. Go for tech II anyways. If he destroys it, it’s fine with me. The big question for me: Play Intimidate or not? If I don´t play it, I save 1 gold and ideally he goes through and destroys my Tech II, which wouldn´t bother me. But if he goes straight for my base…
Tech 2 card(s)
Get Paid + Float - ($10)
No Worker
General Onimaru - ($8)
Max Onimaru. Summon Coby, Roby and Toby. - ($1)
Tenderfoot - ($0)
Repair Tech II
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2+1A)
Elite: Coby (2/1) - Sparkshot
Scavenger: Roby (1/1) - Sparkshot
Technician: Toby (1/1) - Sparkshot
Lookout:
In Play:
General Onimaru - Level 8 (4/5)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
One point of damage short for finishing off with his Tech II. All or nothing. Probably I should have teched tech II units one turn earlier.
Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Ironbark Treant kills SQL, takes 1 damage
Calamandra kills Coby takes 2 damage
Nimble Fencer kills Roby takes 1 damage, you get 1 gold
Cast Feral Strike with Boost, Gigadon Fabi and Gigadon Sabine arrive - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Gigadon Sabine (8/8+1A) Overpower
Elite:
Scavenger: Gigadon Fabi (8/8) Overpower
Technician:
Lookout:
In Play:
Calamandra (4/3) L5 Discard 2 Cards → Stealth this turn; my units have Resist1; $4, : put a tiger unit from your codex into play
Nimble Fencer (2/1)
Ironbark Treant (3/1)
Buildings:
Base HP: 19
Tech I HP: 5 (Anarchy)
Tech II HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
I think I go for Feral Strike with 2 Gigadons and tech some units with haste and stealth…I have to skip my worker again, that´s bad, but I have a lot of power on my board for the next turn. The Boot is a problem, especially if he has two of them…otherwise I think he can only kill one Gigadon (maybe with a Hyperion and Oni) and this comes at a high prize…Gigadons are also a good counter against Art of War…Calamandra should also be save with 2 patrolling Gigadons, so maybe I can cast Ferocity or another Feral Strike next turn…
Well, what to do. Again not a good draw, Tricycloid would have helped to deal with Calamandra at least. But too late, so it doesn´t really matter anymore. Teched too risky/weakly, too dependent on good draws.