First off, great to see a low level person (or anyone for that matter) put themselves out there and ask for advice! This sort of thing would be great to see happen more often.
The Death's Embrace is interesting. It's unlikely your opponent wants HBH to expire; you not only deny him that choice you prevent him from playing a unit the next turn. I think it works because you happen to be left with the matchup of Combat Monk vs. Smoke, which works great in your favor. But as Gon says, his problems stem from other factors, such as not playing Kurina or dodging shade. If Kurina were there instead of HBH Death's Embrace would be more questionable since you deny them a play next turn, but technically you just denied yourself one too and you're back at square one.
Dual Wielder seems like the critical mistake to me on his part, especially since he doesn't seem to have enough copies to justify it. Tanking with the Axe-dude to build up the field makes more sense.
Turn 8 neither grim makes sense. Alraune seems to spook everybody in crest. But at best she's going to do, what, 15 damage here? nobody's going anywhere because of her. You would have been able to kill her regardless. Same goes for warning knife. Alraune is just not that spooky...
On the subject of Iczering...
GonFreeces31 wrote:Try to iczer attack a lot too. You don't need an endgame if you are consistently applying pressure and iczering the opponent aggressively.
This was said in a previous thread on the topic of how to play Natural Born Killers, and to Malarious, no less! so now I'm sure he's confused.
My personal feeling as a somewhat new player is that early opponent SS's should generally not be triggered (though there are plenty exceptions), however the rest of the way through go nuts. This isn't always true, but often the first SS is some sort of SP+1, SP+2, Raise Sphere level by 3, raise ALL sphere levels by 3 etc., type thing. You Iczering this helps them because they start the next turn with this advantage already in hand. In contrast, most later grims are damage type grims. You Iczering means that even if you lose a unit, you can start the next turn by reviving and restoring your field. You letting their SS go off at the START of the next turn however means your field being crippled to begin the fight, which is likely to lead to an even more crippled field by the end of that turn. Not to mention so many SS's these days are of the type, "Do X damage to disengaged units", or "return/send to cemetery disengaged unit". To me it's almost always worth the risk. If I had 10 gran for every assassin, esria/astaforse, or mizett i've dodged i'd have been able to play Ex lotto until I had a set of every Ex in my sphere. (exaggeration...) Anyway, it also helps when you tend to know what's coming. In Crest, Gowen SS 1 is often dryad; the rest of the way through is usually damage grims, if I remember correctly, so at least you know what you're getting into before you make that call.
Hope you keep posting games! This IS training week after all