[details=Starting Hand]
Nautical Dog
Bloodburn
Scorch
Pillage
Bloodrage Ogre [/details]
##Events of Turn:
###Upkeep:
Get Gold (4)
No techs turn 1
[details=All Teched Cards][spoiler]
[/spoiler][/details]
###Main:
Bloodrage Ogre (2)
Nautical Dog (1)
Worker (0)
[details=Workers]
Bloodburn [/details]
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader:
Elite:
Scavenger: Bloodrage Ogre (3/2)
Technician: Nautical Dog (1/1)
Lookout:
####In Play:
nothin
###Economy Info:
####Cards:
Hand: 4
Deck: 1
Disc: 2
####Gold:
Gold: 0
Workers: 5
[details=End of Turn Hand]
Bombaster
Mad Man
Careless Musketeer
Charge [/details]
[details=End of Turn Discard]
Pillage
Scorch [/details]
[details=My Thoughts]
Oh Black… I will probably try to do MoLaC though we shall see. I have to watch my Hand Size as well as devastating Deteriorate targets. Perhaps the right way to win is to go straight base damage? I have a feeling this will be my elimination but I will give it my best shot! [/details]
[details=End of Turn Hand]
Bloodrage Ogre
Nautical Dog
Makeshift Rambaster
Crash Bomber
Pillage [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Decent start, he oddly doesn’t go down cards to get a unit down, instead opting for what I think is a bad move letting Vandy miss a heal and take damage. Perhaps he didn’t have a Jav or Rogue though.
Teching towards good MoLaC or all-in base, we’ll see which I lean towards on my next turn.
[/spoiler][/details]
Tech 2 card(s)
Collect Gold - (6)
Worker - (5)
Play Sacrifice the Weak, destroying Bombaster - (3)
Play Poisonblade Rogue - (1)
Build Tech I - (0)
Jandra attacks your Tech I for 3
[details=End of Turn Hand]
Bird’s Nest
Mad Man
Scorch
Charge [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Again I’m not sure I agree with spending the extra card there on getting rid of Bombaster, nor do I agree with attacking the tech 1. I think I might surprise PointyFinger with some Hero’s Hall play out of this deck. I’m intentionally shelling up a bit, partially to protect Rook for birds and partially to put off a reshuffle to load my next go with either MoLaC or Arg / Drakk spells if need be.
We’ll see how this plays out though, this will be my first time going Hero’s Hall as P1 with this deck if all goes to plan. I’m workering Pillage here as I suspect I’ll get more out of Rambaster in any concieveable end-game scenario, especially along with Thunderclap, which I think could really catch Black off guard.
[/spoiler][/details]
Dark Pact
Nether Drain
Plague Spitter
Poisonblade Rogue
Tech 2 card(s)
Collect Gold - (7)
Pay 1, discard a card, and exhaust Vandy to tutor Dark Pact - (6)
Play Dark Pact
Poisonblade Rogue attacks Crash Bomber, my base takes 1
Play Sacrifice the Weak, destroying Bloodrage Ogre - (4)
Worker - (3)
Play Jandra, the Negator - (0)
[details=End of Turn Discard]
Dinosize
Dinosize
Nautical Dog
Charge
Mad Man [/details]
[details=My Thoughts]
This is a bit of a hard choice between Maxing Rook out of a midband kill, or charging a bird. It comes down to really wanting the hero’s hall for next turn, and maxing Rook means I 100% lose the tech 1 next turn, which makes spending money next turn super awkward. I keep him most on his toes for next turn, as I could go for any of my tech 2 plans, or Maxing any of my heroes. My deck is flexible enough to accommodate basically any plan right now, but the main goal is still Dinosize birds or maybe Gliders to his base. [/details]
[details=End of Turn Hand]
Makeshift Rambaster
Ardra’s Boulder
Dinosize [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts][spoiler]
Okay I think I have a really solid threat now. I successfully got Jandra to backfire, Rook can only be killed by Doom Grasp, and I’ve already gotten excellent value out of him. He is stuck with Garth, so he’ll likely try to shell up with skeletons and tech 2, maybe get a tower. I’m going to intentionally go down cards to focus on spending on my heroes next turn. Arguably Stampede is an okay choice here, but I really like Spirit of the Panda with my Birds, and I think he’ll be hard pressed to take advantage of me putting it on them. I’m also getting closer and closer to killing his base, and drawing one of my Dinosizes gives me a perfect out.
I like where I’m sitting right now, but we’ll see if a Doom Grasp meddles with my plans more than I’m thinking!
[/spoiler][/details]