You killed BRO!
P2T3
Tech StartingHand Workers
TECH
Chaos Mirror
Chaos Mirror
STARTING HAND
Charge
Scorch
Makeshift Rambaster
Gunpoint Taxman
Gunpoint Taxman
WORKERS
Pillage
Careless Musketeer
Makeshift Rambaster
NextHand
Mad Man
Bloodburn
Nautical Dog
Bombaster
Discard
Bloodrage Ogre
Scorch
Charge
Chaos Mirror
Chaos Mirror
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Summon Gunpoint Taxman and his brother, Gunpoint Taxman - ($3)
Summon Drakk - ($1)
Float ($1)
Discard 2, draw 4
Board Info:
In Patrol:
-
Squad Leader:
-
Elite: Gunpoint Taxman (anti-air) 4/3
-
Scavenger:
-
Technician: Gunpoint Taxman (anti-air) 3/3
-
Lookout:
In Play:
- Drakk Ramhorn L1 1/3
Buildings:
-
Base HP: 20
-
Tech I HP: 5
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 5
Gold:
- Gold: 1
- Workers: 8
Command Zone
- Captain Zane
- Jaina Stormborne (recovered)
Thoughts
I must ponder.
What could be worth taking a 3-for-1 in cards? Midori can’t maxband, River can’t be summoned, Tech 2 isn’t possible, only two teched cards are possible, so. CM also limited to 6 gold.
1: a Midori Spell, either Moment’s Peace or Circle of Life
2: Tech 1 threats like hasted Nimble Fencer or I guess slow play the Owl? I can already eat owl with Taxman.
3: starter cards, which cannot possibly include Messenger, Spark, Bloom. Remaining units have 2 attack max, no haste, 2 health (except brick thief). Only spell is Wither. Worst case scenario, a 2/2 and something gets withered, leaving 2 gold for nothing.
Max board next turn is Panda into Circle of Life on the Wisp for another tech 1. Whatever play I make has to stand up to a 4/5 hero, a 2/4, and a Tiny Basilisk/second Panda + Wisp. Nimble Fencer also possible as the second t1. Alternately, it’s a bid for turbo tech. Summon a T1 (preferably panda for wisp blocker) and circle the panda into a green T2 blocker.
(I can stop this with Zane, midband, Scorch on Tech 1. Probably not worth it because max Midori eats me.)
What makes sense for that?
My money’s on an 8/9 rhino. I don’t have the burn to deal with that. My only answer is locked in T3 Anarchy. T2 Fire into tech lab Anarchy is my next likely move. I need Fire tempo to stall until pirates. So, I need blockers and to tech up. I can theoretically tech two Gunships this turn and build tech 3 next turn to have a gunship in 2 turns.
Wandering Mimic is the other possibility I see, grabbing flying when Midori maxbands. Not hard to deal with, I just need to avoid summoning Zane.
Alternate plan is that maybe it’s just maxband Midori, but double Gunpoint shuts that down easy. Max Midori gives a flying 5/6 plus 3 gold, which is a T1. I need to eat through 4 health to get to Midori with both Gunpoint. Mad Man and 3 attack doesn’t seem hard to set up.
I’m going with “very unlikely that the plan hinges on keeping Midori alive and drawing exactly two teched cards”, and at best, maxband Midori works as a plan B for Mouse. That’s the best one to plan around.
2x Gunpoint is 4, worker is 1, 3 remaining. One short of T2. I need to generate 4 potential attack between this turn and next. Next turn I’m building T2, so I’ll have 3+float to do that. 4 gold lets me midband Drakk and Mad Man, so I’m good if I Drakk this turn and float 1.
Actual image of me: https://i.pinimg.com/originals/c4/f2/fc/c4f2fc2ba479454a93eeab1b26616c8c.png
EDIT: ugh, I’m going to lose a Taxman for (3) because I didn’t build a Tower, thanks to maxband healing. Totally overlooked that. On the other hand, no way I was going to execute next turn’s plan without Drakk.
EDIT: bah, I could have built Tower and only patrolled in Elite, and Midori would have no way to eat the Taxman for free. This way, I am in a much worse position.