Hmm, modified blue. Peace engine is the most likely threat, and Growth is theoretically faster, but the addition of fencers and timely messenger makes peace a lot faster. Still, I think I can lay down a lot of unit based pressure and probably get out molac for a win.
STARTING HAND
Bloodburn
Nautical Dog
Mad Man
Scorch
Charge
WORKERS
Careless Musketeer
Bloodburn
NextHand
Scorch
Bombaster
Crash Bomber
Charge
Tech 2 card(s)
Get Paid + float + Scav - ($7)
Worker - ($6)
Nautical Dog - ($5)
Mad Man - ($4)
Tech 1 - ($2)
Float ($2)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Mad Man 1/1+A
Elite:
Scavenger:
Technician: Nautical Dog 1/1
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 4
Disc: 0
Gold:
Gold: 2
Workers: 6
Thoughts
Huh, he took the bait on a 2 cards and 2g trade for 1 card and 1g. That’s a win in my book. Now lets see, he may have wither, so cant just play a 1/1 in SQL and hero in lookout. I can skip the hero for the moment and see if he makes another bad trade and uses wither on my 1/1s. Putting out Cal is just begging for Wither. Float the gold and hope for Murkwood next turn? that seems pretty good, but even if I get something else, I should still be able to play toward growth engine.
Too risky to kill and midband. I’d rather play Tenderfoot or Turtle, but I’ll have to settle for Older Brother. Patrolling as SQL so that at least 2 cards will need to be spent to clear it for an attack on Onimaru.
A shame to lose Oni, but at least he’s burning through his hand. I’m gonna try something a bit different this time and fight haste with haste. Rushing my Tech II for the chance to double hero, and the Lab to tempt attacks away from the Tech II with it’s cost to rebuild.
Tech 2 card(s)
Get Paid + float - ($10)
Might of Leaf and Claw - ($7)
Argagarg - ($5)
Crash Bomber - ($4)
Pillage, your base to 17, you lose 2 float
Max Argagarg - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Argagarg 1/5+A, lvl 5
Elite: Wisp 1/1
Scavenger: Water Elemental 3/3
Technician: Crash Bomber 2/2
Lookout:
In Play:
Might of Leaf and Claw
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 3
Deck: 4
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
I am amazed pillage actually gets to work… and he didn’t play around it, reasonably thinking it would be a worker by now. thankfully as I really need to remove fuel from the peace engine
Tech 2 card(s)
Get Paid - ($9)
Flagstone Garrison - ($6)
Overeager Cadet
Nimble Fencer - ($4)
Wither Argagarg - ($2)
Onimaru and Cadet kill Argagarg
River kills Water Elemental
Fencer kills Bomber
Helpful Turtle - ($1)
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Overeager Cadet (2/2A)
Elite:
Scavenger:
Technician:
Lookout: Helpful Turtle (1/2) Healing 1, resist 1
In Play:
Flagstone Garrison (4)
L1 General Onimaru (2/3) Frenzy 1
L5 River Montoya (3/1) [3 damage]
Overeager Cadet (2/1) [1 damage]
Nimble Fencer (2/1) Haste [2 damage]
Buildings:
Base HP: 17
Tech I HP: 4
Tech II HP: 5 (Finesse)
Tech Lab HP: 4 (Peace)
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 4
Gold:
Gold: 1
Workers: 9
Thoughts
Looks like I might be able to hold off MoLaC. Unfortunate that my final draw wasn’t a card I’d want to worker, but draws were overall rather lucky, so I shouldn’t complain.
Indeed, Older Brother triggered the reshuffle (I traded my available units right before playing him to seed them into my discard pile in the hopes of double striking with the hasty ones and to fill some $0 units into my cycle to help me play a Maestro before dropping a Virtuoso).
I was worried there for a while (especially when you took out Oni), but the draws heavily favored me (I’d rate my draw luck this game at 90-95%, which is extraordinary). If not for that, I might not have pulled off a win. GG.