Then let Grave be my last companion. After I had no luck with mono white I’ll do something closeby but still completelly different:
[Discipline]/Ninjutsu/Peace
Your deck selection also looks realy nice. I think this is a very decent choice for a P2 deck!
And now let’s get the party started, one more time I wish you GL & HF
XCAFS24 round 2 P1T1
P1 [Discipline]/Ninjutsu/Peace vs. P2 [neutral]/Fire/Anarchy/Present
@zango I have a little problem with my excel-sheet…I have never played a game with 3 specs and a different starter. Do you know where I can choose the neutral starter in the excel-sheet? I can’t find it…
You just have to start the game with river or troq as your first hero, then before completing your first turn change the heros to the right ones. Then you’ll have the right tech choices combined with neutral starter.
I try to increase the pressure and kill the monk but my defense is weak and I’m a little bit afraid of Grappling Hook in combination with a Shurikan Hall…let’s see what happens.
this whiff hurts so bad. now sets is far from safe and even if he does not kill sets this turn, next turn also it is easily possible to loose her… a real bummer! so no double DS for tech choice, which was the original plan…
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
3 levels to Jaina, heals all damage, kills SQL, takes 2 damage - ($3)
Argonaut - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Argonaut (3/4+1A) Readiness
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Jaina (4/2)(+) L4 Sparkshot; deal 1 damage to a patrolling unit
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
No Lobber and no Wither, that’s bad. Maybe I should have teched 2 Lobbers…Hidden Ninja next turn ist definitly a big problem. I have to build Tech2 as quickly as possible.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
2x cadet - better late than never
sets to maxband - ($4)
tech 2 - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Overeager Cadet (2/2)
Elite:
Scavenger:
Technician: Overeager Cadet (2/2)
Lookout:
In Play:
Sets (3/4, lvl6)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
did he tech Lobber and Argo and get the perfect split? if so damn me for maxbanding as float 2 otherwise would have been ideal for my first Garrison turn
Long post incoming
And I like to repeat myself - I still think a further nerf to Garrison is needed!
PS: I really wanted to get peace going without Garrison, but sets surviving was too unlikely. Hence, I had to adjust
XCAFS24 round 2 P1T6
P1 [Discipline]/Ninjutsu/Peace vs. P2 [Fire]/Anarchy/Present
Just my 2 cents. I disagree. Some cards are supposed to be better than others. (like fox viper sucks, while tenderfoot is amazing). Negating haste is already powerful and there are plenty of countermeasures to garrison. Making everything suck the same way would take away from the game rather than add.
@zango I’m not that experienced but I fully agree with you. In my opinion there are 2 points. In the whole game it’s very hard to draw cards and challenging to keep your hand size high. The surplus, for example, costs 5 gold and then you draw 1 card in your upkeep. The Garrison costs 3 gold and you draw immediately a lot of cards.
The second point is, the deck-cycle. The Garrison cycles the deck in one turn completely. Normally the timing of the cycle is extremely important.
And in combination with Drill Sergeant (and Overeager Cadets for 0 gold) it’s an overkill.
I should have teched a second Detonate but anyway I didn’t draw the cards. You played very well without any mistakes. Congrats! I hope our next game is tighter than this one.
P2T6
StartingHand Workers
STARTING HAND
Temporal Distortion
Hyperion
Brick Thief
WORKERS
Fruit Ninja
Granfalloon Flagbearer
Tenderfoot
Helpful Turtle
Wither