[CAWS19] Round6 Bomber678 Mono Red vs codexnewb [Anarchy]/Strength/Growth

@codexnewb Let’s do it


Turn 1

Hand: Bombaster, Bloodrage Ogre, Makeshift Rambaster, Pillage, Nautical Dog
Workers: Makeshift Rambaster


  1. Get paid (+$4, $4)
  2. Hire a worker ($3)
  3. Summon Bloodrage Ogre ($1)
  4. Summon Nautical Dog ($0)
  5. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Bloodrage Ogre (3/2+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Nautical Dog (1/1)
    :target:Lookout:

  • Buildings:
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 5
  • Gold: 0
  • Hand: 4
  • Deck: 1
  • Discard: 2

Hand

Mad Man, Bloodburn, Charge, Scorch

Discard

Bombaster, Pillage

Think

Tough call on the worker here, but I think Pillage will end up being pretty strong this game.

GLHF!!!

[b]P2T1[/b]
StartingHand Workers

STARTING HAND
Nautical Dog
Makeshift Rambaster
Pillage
Mad Man
Bloodburn


WORKERS
Bloodburn


NextHand

Charge
Bloodrage Ogre
Careless Musketeer
Scorch


Discard

Mad Man
Pillage
Makeshift Rambaster


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
zane, mad man, trade with brogre - ($1)
nautical dog - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

well, i would think i have the advantage here, except their split versus my own, lol. what a horrible opening hand.

well, next turn im looking at gg 5, worker 4, tech 1 3, zane 1, mad man, 0
brogre/dog->rook, mm->mm, zane->dog.

something like that. also, despite the free levels, rook does force some solid 2 for 1 trades…


then again, putting rook our early basically cost me a game earlier. what are my options?

option 1. gg 5, worker 4, rook 2, mm 1, dog 0
option 2 gg 5, worker 4, zane 2, mm 1, zane/mm->bro, dog 0.
option 3, gg 5, worker 4, mm 3, dog 2, arg, wisp, 0


conversative play tells me to not give free levels. so let’s go with that.

they can respond with gg 5, worker 4, tech one 3, zane 1 ->dog, dog->base for 2.

but i can respond with rook at that point. putting dog in tech because deck cycle advantage will be big to pair with teh gold advantage i already have.

Turn 2

Hand: Mad Man, Bloodburn, Charge, Scorch
Tech: Gunpoint Taxman, Lobber
Workers: Makeshift Rambaster, Bloodburn


  1. Tech 2 cards
  2. Get paid (+$5, $5)
  3. Hire a worker ($4)
  4. Build Tech 1 ($3)
  5. Summon Jaina Stormborne ($1)
  6. Discard 3, draw 1, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Nautical Dog (1/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
    Jaina Stormborne (2/3)
  • Base: 20
  • Other:

Economy:

  • Workers: 6
  • Gold: 1
  • Hand: 5
  • Deck: 4
  • Discard: 0

Hand

Careless Musketeer, Mad Man, Lobber, Bombaster, Scorch

Discard

Thinking

I don’t know how to beat miracle grow. Maybe gunships? I’ll have to figure that out quick I guess

[b]P2T2[/b]
Tech StartingHand Workers

TECH
Gunpoint Taxman
Bird’s Nest


STARTING HAND
Careless Musketeer
Bloodrage Ogre
Charge
Scorch


WORKERS
Bloodburn
Scorch


NextHand

Makeshift Rambaster
Pillage
Mad Man
Bombaster


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($3)
brogre - ($1)

Float ($1)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Nautical Dog (1/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

feeling tha bad split even moreso on turn 2. let’s go brogre and avoid free levels for one more turn. tech in a birds nest in case i lose my tech 1. fully prepared to lose the gold float as well.

I guess no tech draw @codexnewb (card count ok)

1 Like

Woops, that’s right. No tech draw. Didn’t actually draw it, so no turn change.

Turn 3

Hand: Careless Musketeer, Mad Man, Lobber, Bombaster, Scorch
Tech: Crashbarrow, Crashbarrow
Workers: Makeshift Rambaster, Bloodburn, Careless Musketeer


  1. Tech 2 cards
  2. Get paid (+$6, $7)
  3. Hire a worker ($6)
  4. Cast Scorch on Ogre ($3)
  5. Jaina kills Ogre and dies
  6. Summon Lobber ($2)
  7. Discard 2, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Lobber (2/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Nautical Dog (1/1)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
  • Units/Heroes:
  • Base: 20
  • Other:

Economy:

  • Workers: 7
  • Gold: 2
  • Hand: 4
  • Deck: 0
  • Discard: 5

Hand

Pillage, Charge, Bloodrage Ogre, Gunpoint Taxman

Discard

Scorch, Bombaster, Mad Man, Crashbarrow, Crashbarrow

Thenk

Tough turn. I could’ve destroyed his tech 1 if I skipped worker, but I need to hit tech 2 fast. I’ll go blood and try to get lots of tech breaks, though managing that through rook could be tough. Wish I had something to steal his gold so it’s harder for him to tech up this turn.

[b]P2T3[/b]
Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Ancient


STARTING HAND
Bombaster
Makeshift Rambaster
Pillage
Mad Man


WORKERS
Bloodburn
Scorch
Mad Man


NextHand

Gunpoint Taxman
Charge
Bird’s Nest


Discard

Bloodrage Ogre (3/2+A)
Nautical Dog (1/1)
Pillage
Makeshift Rambaster
Blooming Ancient
Blooming Ancient


Tech 2 card(s)
Get Paid + float - ($8)
tech draw
Worker - ($7)
zane - ($5)
bombaster - ($3)
pillage - ($2)
…2 dmg to your base, steal 2 gold - ($4)
zane, dog, kill lobber
rook, lvl 3 - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Rook, lvl 3, (2/4)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

that went better than i expected. let’s pillage some gold and get rook out the. if they tech up, i can too. birds nest would be really great next turn. in the meantimek load the discard with BA’s, maybe Surprise attacks next turn. don’t worry too much about being low on cards.

Man I’m dumb.


Turn 4

Hand: Pillage, Charge, Bloodrage Ogre, Gunpoint Taxman
Tech: Bloodlust, Land Octopus
Workers: Makeshift Rambaster, Bloodburn, Careless Musketeer, Pillage


  1. Tech 2 cards
  2. Get paid (+$7, $7)
  3. Hire a worker ($6)
  4. Build Tech 2 Blood ($2)
  5. Summon Gunpoint Taxman ($0)
  6. Discard 2, reshuffle, draw 4

  • Patrol:
    :psblueshield:Squad Leader: Gunpoint Taxman (3/3+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician: Nautical Dog (1/1)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 8
  • Gold: 0
  • Hand: 4
  • Deck: 6
  • Discard: 0

Hand

Charge, Crashbarrow, Lobber, Crashbarrow

Discard

Thunk

Oh man I’m dumb. Oh well, hopefully my tech 2 stays up this turn (it should with Zane dead, I think) and I can smack him with crashbarrows.

[b]P2T4[/b]
Tech StartingHand Workers

TECH
Surprise Attack
Might of Leaf and Claw


STARTING HAND
Charge
Bird’s Nest
Gunpoint Taxman


WORKERS
Bloodburn
Scorch
Mad Man


NextHand

Blooming Ancient
Careless Musketeer
Nautical Dog (1/1)
Charge


Tech 2 card(s)
Get Paid - ($8)
Bombaster and rook kill taxman
tech 2 growth - ($4)
gunpoint taxman - ($2)
Mid rook, heals - ($0)

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rook, lvl 5 (3/5)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Looks like the pillage worked out? I might need to skip worker to keenpace with cards here. Tech molac and surprise attack for multiple options. I think I’ll use the extra gold to mid rook and get some value from him one more turn. Threat of max rook isn’t horrible for mono red, but they’ll need a couple cards and a lot of gold to deal with him. Taxman to sql to force a 2 for 1.

Turn 5

Hand: Charge, Crashbarrow, Lobber, Crashbarrow
Tech: Crash Bomber, Captured Bugblatter
Workers: Makeshift Rambaster, Bloodburn, Careless Musketeer, Pillage


  1. Tech 2 cards
  2. Get paid (+$8, $8)
  3. Summon Crashbarrow ($5)
  4. Summon Crashbarrow ($2)
  5. Summon Lobber ($1)
  6. Crashbarrow kills Gunpoint Taxman and overpowers 2 to your base
  7. Crashbarrow destroys your Tech 2, your base takes 2
  8. Lobber and Nautical Dog deal 4 damage to your base
  9. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader:
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
    Nautical Dog (1/1)
    Lobber (2/2)
  • Base: 18
  • Other:

Economy:

  • Workers: 8
  • Gold: 1
  • Hand: 3
  • Deck: 3
  • Discard: 6

Hand

Bombaster, Mad Man, Scorch

Discard

Crashbarrow, Crashbarrow, Captured Bugblatter, Crash Bomber, Charge, Gunpoint Taxman

Thonk

I have a turn where I can double tech break, kill rook and tech 2, or go all in on base. However, double tech break means he just maxbands rook and I can’t do much, which is also true of just breaking tech 2, but at least he’s much closer to death now and maybe I can push enough damage to kill him. It’ll be a knife-edge balancing act, but that’s how red usually operates anyway.

ouch. bring the hammer down i guess.

[b]P2T5[/b]
Tech StartingHand Workers

TECH
Surprise Attack
Artisan Mantis


STARTING HAND
Careless Musketeer
Blooming Ancient
Nautical Dog (1/1)
Charge


WORKERS
Bloodburn
Scorch
Mad Man
Nautical Dog (1/1)


NextHand

Bombaster (2/2+A)
Pillage
Bird’s Nest
Blooming Ancient


Discard

Gunpoint Taxman (3/3+A)
Charge
Blooming Ancient
Surprise Attack
Artisan Mantis


Tech 2 card(s)
Get Paid - ($8)
rebuild tech 2, base to 14
Worker - ($7)
max rook - ($4)
hero’s hall - ($2)
careless musketeer - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 8, (4/6+A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Careless Musketeer (2/1)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

wow, what a hand there. well, here comes max drak next. this was expected. just do the best i can with those first three turns. really hoping to not see bugbladders this next turn.

Your base took 8 damage last turn.


Turn 6

Hand: Bombaster, Mad Man, Scorch
Tech: Ember Sparks, Kidnapping
Workers: Makeshift Rambaster, Bloodburn, Careless Musketeer, Pillage, Mad Man


  1. Tech 2 cards
  2. Get paid (+$8, $9)
  3. Hire a worker ($8)
  4. Summon Bombaster ($6)
  5. Build a Tower ($3)
  6. Summon Jaina Stormborne ($1)
  7. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Bombaster (2/2+A)
    :psfist:Elite: Jaina Stormborne (3/3)
    :ps_:Scavenger: Nautical Dog (1/1)
    :pschip:Technician: Lobber (2/2)
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
  • Base: 18
  • Other:

Economy:

  • Workers: 9
  • Gold: 1
  • Hand: 3
  • Deck: 0
  • Discard: 9

Hand

Bloodrage Ogre, Land Octopus, Bloodlust

Discard

Crashbarrow, Crashbarrow, Ember Sparks, Kidnapping, Scorch, Gunpoint Taxman, Crash Bomber, Captured Bugblatter, Charge

Thinkums

This is a good draw for me, and I should be able to almost kill his base next turn. Let’s hope.

ah that’s right. adjusted.

[b]P2T6[/b]
Tech StartingHand Workers

TECH
Artisan Mantis
Spirit of the Panda


STARTING HAND
Bird’s Nest
Pillage
Blooming Ancient
Bombaster (2/2+A)


WORKERS
Bloodburn
Scorch
Mad Man
Nautical Dog (1/1)
Pillage


NextHand

Makeshift Rambaster
Surprise Attack
Might of Leaf and Claw


Discard

Gunpoint Taxman (3/3+A)
Charge
Blooming Ancient
Surprise Attack
Artisan Mantis
Careless Musketeer (2/1)
Bombaster (2/2+A)
Artisan Mantis
Spirit of the Panda


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Blooming ancient - ($4)
Birds nest, 2 runes - ($2)
arg, wisp, 2 runes - ($0)
Rune to musketeer, trades with bombaster
Move runes around

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Rook, lvl 8, (4/6+A)
  • :psfist: Elite: Arg lvl 1 (2/3)
  • :ps_: Scavenger: Bird (2/2)+
  • :pschip: Technician: Wisp (2/3)++
  • :target: Lookout: Blooming Ancient (2/4)

In Play:

  • Bird’s Nest
  • Bird (1/1)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 9

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

Well, I’ll take this breathe of fresh air and walk up best I can. Move around runes due to kidnapping…i dont think ill get the chance to reshuffle, but bring in the other mantais just in case.

Turn 7

Hand: Bloodrage Ogre, Land Octopus, Bloodlust
Tech: Desperation, Surprise Attack
Workers: Makeshift Rambaster, Bloodburn, Careless Musketeer, Pillage, Mad Man


  1. Tech 2 cards
  2. Get paid (+$9, $10)
  3. Summon Drakk Ramhorn ($8)
  4. Summon Land Octopus ($5)
  5. Summon Bloodrage Ogre ($3)
  6. Cast Bloodlust on Octopus and Ogre ($1)
  7. Land Ocotpus knocks off Rook’s first life, overpowers 2 to Blooming Ancient
  8. Bloodrage Ogre and Nautical Dog kill Rook, 2 levels to Drakk, Bird’s Nest disappears
  9. Midband Drakk ($0)
  10. Lobber kills Arg, Drakk maxbands
  11. Jaina kills Blooming Ancient, sparkshots Wisp for 1
  12. Discard 0, reshuffle, draw 2

  • Patrol:
    :psblueshield:Squad Leader: Drakk Ramhorn lvl 6 (3/4+A)
    :psfist:Elite:
    :ps_:Scavenger:
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
    Tower: 4
  • Units/Heroes:
    Jaina Stormborne (2/1)
    Land Octopus (8/3)
  • Base: 18
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 2
  • Deck: 14
  • Discard: 0

Hand

Bloodrage Ogre, Crashbarrow

Discard

Thinkerino

Ehhhhh not sure how we’re doing here. We might be ok? Maybe I can push heavy base damage next turn? I suppose we’ll see.

[b]P2T7[/b]
StartingHand Workers

STARTING HAND
Might of Leaf and Claw
Makeshift Rambaster
Surprise Attack


WORKERS
Bloodburn
Scorch
Mad Man
Nautical Dog (1/1)
Pillage


NextHand

Artisan Mantis
Blooming Ancient
Bloodrage Ogre (3/2+A)


Tech 0 card(s)
Get Paid - ($10)
might of leaf and claw - ($7)
zane - ($5)
surprise attack - ($0)
shark and larger bird kill drak, zane to lvl 3, molac 2
shark trades with octopus, molac 3
zane hits your base to 16, molac 4
little bird kills jaina, zane to lvl 5, heals, molac active

Float ($0)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Wisp (7/7)++
  • :target: Lookout:

In Play:

  • MOLAC - Active
  • Bird (7/6)++
  • Zane, lvl 5, (8/8)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 11
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

okay, it’s active, and i pray there is not some double bugbladder or something. at least no jaina or drak spells to worry about this turn.

Well I’m not very happy about this turn of events.
Also your base took 1 from Drakk, not that it’s likely to matter.


Turn 8

Hand: Bloodrage Ogre, Crashbarrow
Tech: Shoddy Glider, Shoddy Glider
Workers: Makeshift Rambaster, Bloodburn, Careless Musketeer, Pillage, Mad Man


  1. Tech 2 cards
  2. Get paid (+$9, $9)
  3. Summon Bloodrage Ogre ($7)
  4. Summon Captain Zeno Zane ($5)
  5. Break Tower for Surplus ($0)
  6. Discard 1, draw 3

  • Patrol:
    :psblueshield:Squad Leader: Bloodrage Ogre (3/2+A)
    :psfist:Elite:
    :ps_:Scavenger: Captain Zane (2/2)
    :pschip:Technician:
    :target:Lookout:

  • Buildings:
    Tech 1: 5
    Tech 2: 5
  • Units/Heroes:
  • Base: 12
  • Other:

Economy:

  • Workers: 9
  • Gold: 0
  • Hand: 3
  • Deck: 11
  • Discard: 4

Hand

Captured Bugblatter, Ember Sparks, Bombaster

Discard

Crashbarrow, Land Octopus, Shoddy Glider, Shoddy Glider

Thnk

Weeeelll I’m pretty sure I’m dead next turn.

yeah i can see why. i think the draws worked out well for me that last turn.

[b]P2T8[/b]
StartingHand Workers

STARTING HAND
Bloodrage Ogre (3/2+A)
Blooming Ancient
Artisan Mantis


WORKERS
Bloodburn
Scorch
Mad Man
Nautical Dog (1/1)
Pillage
Blooming Ancient


NextHand

Artisan Mantis
Spirit of the Panda


Tech 0 card(s)
Get Paid - ($10)
base to 11 from drak death last turn
Bird kills brogre
Zane kills Zane, maxband fizzles, heals, we both get gold - ($11)
artisan mantis, my base heals to 14 - ($7)
wisp breaks your tech 2, your base to 14
rook - ($5)
arg, wisp #2 - ($3)
brogre - ($1)
worker - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: rook lvl 1, (7/9+A)
  • :psfist: Elite: Wisp #2 (6/6)
  • :ps_: Scavenger: Arg lvl 1 (6/8)
  • :pschip: Technician: Brogre (8/7)
  • :target: Lookout: Artisan Mantis (9/10)

In Play:

  • MOLAC - Active
  • Bird (7/6)++
  • Zane, lvl 6, (9/9)
  • Wisp #1 (7/6)++

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 2
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

well, since i can’t win this turn, let’s ensure i heal and reduce risk of jaina spells wrecking me. also patrol everything to be safe. probably overkill, but you can never be too careful. fingers crossed i get a GG. have to say, draws started out really rough, but last three draws have been solid. i guess it evens out over time.

Yeah there’s no point continuing here.

@FrozenStorm it’s over.

Can someone give me tips on how to beat miracle grow? I have no idea. It just seems like a losing battle.

1 Like

The biggest thing is “don’t let the tech 2 stick around”, but that’s much easier said than done, as you demonstrated.

Arguably, killing Rook turn 5 was a higher priority (as maxing him is such an effective wall against red), so perhaps using the second crashbarrow to kill Rook and overpowering to break the tech 2 w/ Lobber and Dog (or maybe even putting it on 1hp and the tech1 on 3hp, making it so that you’d have a potential double break) would have been more effective, but it’s hard to know that in the moment; hindsight’s 20/20. I guess the only good indicator to take with into the future was that Codexnewb was only operating w/ 8 gold; thinking about what the worst 8 gold could have done w/ the tech 2 up might have been a useful exercise.