STARTING HAND
Scorch
Bombaster
Makeshift Rambaster
Pillage
Nautical Dog
WORKERS
Scorch
NextHand
Bloodburn
Bloodrage Ogre
Careless Musketeer
Mad Man
Discard
Bombaster
Pillage
Tech 0 card(s)
Get Paid - ($4)
Play Makeshift Rambaster from hand, it smacks your base for 3 (down to 17) - ($2)
Play Nautical Dog from hand - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Nautical Dog (frenzy 1) 1/1
Technician:
Lookout:
In Play:
Makeshift Rambaster (haste) 1*/2
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 0
Workers: 5
Thoughts
Hmm, so my main advantages in this matchup are efficient burn spells and base damage. Hardy has a path to swing boards with Fencers and Discord and tech up to Gunships. So I have to burn the base down first and force hardy to stabilize. I can’t believe I’m workering Scorch but Bombaster still exists here and I want to keep my options open in case I can open a path for Rambaster actually y’know what let’s just go in with Rambaster
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Zane whacks the dog, you collect gold - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Savior Monk (2/2a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Captain Zane, L1 (2/1)
Buildings:
Base HP: 17
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
will he bring and max out zane and skip tech 1? or go down further in hand size to get that 2 free levels? am i suicidal presenting my hero on a silver plate?
Definitely should’ve patrolled in Elite to at least force a Grappling Hook. Ah well. I think I come out ahead if I throw out a hero and BRO. hardy would have to Grappling a squad leader to another slot and then kill BRO with Zane and kill Jaina with Monkand unfortunately that heals back up. Costs a coin and a card. Leaves 2 coins for a hero like Grave along with Tech 1. With Charge at my disposal, I’m okay with that. Wait no Jaina only dies to Monk if hardy also plays Sensei’s advice, so that’s two cards and 2 coin, 2 coin for tech 1, 1 coin for worker, 1 gold remaining (EDIT: ah right, multicolor penalty, so no gold left, literally no extra board). That’s pretty solid as a trade-off. So which patrol loses less to Sensei’s Advice alone? Looks like BRO in squad leader. I love that Monk has 2 health! I could even patrol Drakk in Elite instead and be prepped for frenzy.
Aged Sensei
Sensei’s Advice
Fox Primus
Gunpoint Taxman
Snapback
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Flagbearer - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Savior Monk (2/2a)
Elite:
Scavenger: Morningstar Flagbearer (2/2)
Technician: Captain Zane, L1 (2/2)
Lookout:
In Play:
*
Buildings:
Base HP: 17
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
ahm… i’m not sure anymore why i summoned zane… seems like a litte mental blackout in hindsight. there’s definitely no way to protect him if carpe wants him gone.
with midband drakk he can easily clean out everything, no matter how i patrol. put a lobber on top of that and a tech 1 goes up in smoke. i think, i gotta patrol with zane to hopefully prevent that. at least i have two cards in play and will draw for technician. hope to have two taxmen in hand next turn with a functional tech 1
Crash Bomber
Charge
Mad Man
Pillage
Desperation
Lobber
Tech 2 card(s)
Get Paid - ($6)
Play Crash Bomber from hand - ($5)
Drakk casts Charge on Crash Bomber, it gains +1 ATK and haste - ($3)
Crash Bomber trades with Savior Monk, pings a damage onto Zane
Drakk kills Zane, you draw, Drakk levels to 3, takes 2 damage
Midband Drakk, he heals - ($2)
Play Mad Man from hand - ($1)
Frenzied Mad Man trades with Flagbearer, you get a gold
Frenzied Rambaster and Bloodrage Ogre hit your base for 8 damage total, down to 9
Drakk casts Pillage on your base, down to 8 HP, I steal your Scavenger gold
Skip worker because what are cards lol
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Makeshift Rambaster (haste) 1*/2
Bloodrage Ogre 3/2
L4 Drakk Ramhorn (Dies:*, Frenzy aura) 2/3
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 2
Deck: 2
Disc: 6
Gold:
Gold: 1
Workers: 6
Thoughts
Crash Bomber Charge will kill Squad Leader and ping a damage onto someone else like Zane. Drakk can finish the job. 3 gold so far. If I’m okay spending 3 cards I can throw Mad Man down (4 gold) and midband Drakk (5 gold) for frenzy aura. Mad Man trades with Flagbearer, Rambaster and BRO break tech 1. (Unfortunate that so much damage is wasted but I don’t want Nimble Fencers in play). Can hit Desperation and a Lobber on my tech, just pushing that Tech 1 advantage. Or. I…I can bring the base down to 8 HP. I’M GONNA DO IT.
oh wow… and i was worried about my tech 1… getting pillaged is quite annoying. at least he suicided his crash bomber before pillaging… so i guess i can’t tech up this turn. need to put some bodies down. unfortunately i didn’t draw my second gpt
i’m kind of clueless here. plan is to somehow tech up until gunships. lack of other ideas. maybe fencers would have been better than gpt.a fencer instead of gpt would be super useful this turn to remove drakk with sensei’s advice. hätte hätte fahrradkette as the germans say… does he have desperation already? is it worth to play snapback this turn? that would mean to skip worker. i guess that’s a bad idea after all.
STARTING HAND
Crash Bomber
Nautical Dog (frenzy 1) 1/1
WORKERS
Scorch
Bloodburn
NextHand
Mad Man
Careless Musketeer
Bombaster
Tech 2 card(s)
Get Paid + float - ($7)
Maxband Drakk - ($5)
Frenzied Bloodrage Ogre trades with Taxman
Play Crash Bomber from hand, it gains haste - ($4)
Crash Bomber trades with River, pings a damage onto Aged Sensei to kill it
Drakk kills Smoker, takes 2 damage.
Frenzied Rambaster hits your base for 4, down to 4
Build Heroes’ Hall - ($2)
Float ($2)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Makeshift Rambaster (haste) 1*/2
L6 MAX Drakk Ramhorn (Dies:*, Frenzy aura) 3/2
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 10
Disc: 0
Gold:
Gold: 2
Workers: 6
Thoughts
Okay, we can pour gold into clearing the patrol zone. Maxband Drakk, BRO takes out squad lead, Crash Bomber trades with River and bounces Smoker back to hand, Drakk kills Sensei, 4 damage to base. Leaves me with 4 gold. I can HH and uh float 2? Killing Smoker with Drakk better than bouncing to hand probably. I only need 3 damage and I can get that with Ember Sparks, but I need to draw into it fast. Pillage plus Crash also does it. Also, good sign that Taxman came out, that’s not a Nimble Fencer.
Gotta say this game has the blood pumping hard haha
I don’t think mad man can deal the 2 damage to GPT that would be required here. GPT has 3hp, -1 from Zane shoulder bash, but no frenzy w/o drakk to buff mad man
Hang on, something got messed up on the spreadsheet. Need to review my previous turn. For some reason it didn’t take my tech correctly.
EDIT: Okay there wasn’t a reshuffle so I should just be able to put down the cards that are currently sitting in the Techs section of my sheet for some reason.
STARTING HAND
Nautical Dog (frenzy 1) 1/1
Desperation
Charge
Ember Sparks
WORKERS
Scorch
Bloodburn
NextHand
Pillage
Ember Sparks
Bloodrage Ogre 3/2+a
Lobber
Discard
Careless Musketeer
Mad Man
Bombaster 2/2+a
Kidnapping
Fire Dart
Ember Sparks
Desperation
Charge
Fire Dart
Lobber
Tech 2 card(s)
Get Paid - ($6)
Summon Jaina - ($4)
Zane trades with Grave, 2 levels to Jaina
Jaina casts Ember Sparks, targeting Flagbearer twice and your base once (Base to 4 HP) - ($1)
Makeshift Rambaster hits your base for 3, down to 1 HP
Play Nautical Dog from hand - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Nautical Dog (frenzy 1) 1/1+a
Elite:
Scavenger:
Technician: L3 Jaina Stormborne (sparkshot) 2/3
Lookout:
In Play:
Makeshift Rambaster (haste) 1*/2
Buildings:
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 10
Gold:
Gold: 0
Workers: 6
Thoughts
Zane trades, Jaina Ember is 5, which hits Flagbearer for 2 and base for 1, Rambaster for 3 more, leaves base at 1. Play Nautical Dog to protect Jaina because her midband is lethal.