STARTING HAND
Lawful Search
Jail
Manufactured Truth
Reputable Newsman
Traffic Director
WORKERS
Bluecoat Musketeer
Lawful Search
NextHand
Porkhand Magistrate
Spectral Aven
Manufactured Truth
Scribe
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon reputable newsman on 2 - ($2)
Summon traffic director - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Traffic Director(1/1)
[I]Technician[/I]: Reputable Newsman(0/3)@2
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
It is very clear to me that I can’t win the early game board. All of blues answers to such an aggressive start are anemic. I’m looking to slam him midgame and maybe stall to tech III. I’m looking for a super early tech II & judgment day. I have to be VERY CAREFUL to not lose the early game too hard. Probably tech censorship council to hamper any combo wombo Blood tech but idk what to actually spec in. I might go full blown truth tech.
Gold +F (10)
Safe attacking (9)
Birds nest , summon Em & Dre (7)
Rook > Inspector
Savior > Director
Sensei hits your base to 19
Drakk (5)
Worker (4)
Blood II ()
dc2 , d4
Patrol:
Leader: 1/3A L1 Drakk
Elite:
Scavenger: 1/1 Dre
Technician: 1/1 Em
Lookout:
Arrest
Insurance agent
Scribe
Censorship council
Reputable Newsman
Tech 2 card(s)
Get Paid + float+scav - ($10)
Summon and max bigby - ($4)
Spectral Aven pings Draak for 1 damage
Cast judgement day, you draw and get gold. - ($0)
There went the hammer! Now he is economically ahead with a tech II that I desperately need to build. He could also reverse this board pretty quick with crashbarrows. But DAMN did that feel good!
I think I need to win another gambit to really come out ahead. It’s called getting censorship council into place before I die & nailing community service.
Gold +SCV +TCN (9)
Em & Dre respawn
2x Nimble Fencer (5)
Sensei’s Advice the two of them (4)
Fencers > Biggy, Drakk to L3
Maxband Drakk (1)
Rook + Drakk hit your base to 14
dc2 , d4
Patrol:
Leader:
Elite:
Scavenger: 1/1 Dre
Technician: 1/1 Em
Lookout:
Other - Safe attacking
3/3 Max Drakk , 2/1 +nest L1 Rook , 2/1 Fencer , 2/1 Fencer
Yup me dead. My best lines here are a surprise rook kill (manufactured truth) or build a tech II then have nothing to show for it. I think I have a few ideas of how I managed to fumble the early game so badly, but I probably should have gone Bluecoat+Oni turn 1 and built tech I on turn 2.
T1 pig is fine against White due to the 50/50 of Hookshot on T2, and a free hero kill.
The main thing I see is your T2/T3 lack of threats letting me build up for free. Traffic director instead of a hero on T2, meant I had 2+ fewer hp to go through later in the game, and he isn’t threatening enough for me to pay any attention to him. T3 tower instead of a Tech II let me take the tech initiative, and pretty much the game from there. Between Safe Attacking + Savior + Sensei and his Advice, Tower isn’t that effective against White starter.