So, my options are:
Turn 1: 2 workers + Tech I or 4 workers
Turn 2: 2 workers + Tech II (bring in Tech II stuff) or Tech I + 2 workers + 4 gold
Turn 3: from 5/8 cards, play 8 gold of Tech II thing(s) / more workers or Tech III + Tech Lab + 4 more gold
Turn 4: Probably stay on Tech II, and work to control tech level / base race or Play 2 specs worth of Tech III nonsense
Bomber will (likely) be doing:
3 workers, Tech I
? workers, Tech II, up to 4 gold of blockers
8 or so gold worth of Tech II stuff, which could be fliers or Peace Engine
Fox Viper, Aged Sensei, Saviour Monk, Grappling Hook
Discard
Snapback, Morningstar Flagbearer
Think
I have no idea what the strategy is here. I’m thinking about going quick discipline tech 2, but maybe even that’s the wrong move. I feel like he’s just going to worker city then teching desperations and rushing tech 3 or something. Really feel quite lost.
Keeping flagbearer just in case he’s going ancients.
Or I can “not tech” next turn and have either
… rs, Draw 2 of SS(S/T)
… rs, Draw 4 of SSSTT … and in any case, that turn gets spent playing Tech II stuff.
I think my best bet here is actually Desperation plus whatever I would like to play next turn, and planning to tech reactively from there.
My turn 3 is then:
10 gold (14)
Tech II (10)
Drakk (8), 2 workers (6) + Desperation (if drawn)
Boulder??? that would be a pain to get past as I move up to Tech III
Alternately, play BRO (5), Level Drakk (2), Blood Lust & hit patroller for 3 and Tech II for 5? 3 probably isn’t enough to kill a patroller
The other fine line is delay my 10th worker, and have Nautical Dog and Drakk in play and ready to attack. That leaves me at:
9 gold (10)
Tech II (6)
BRO (4)
Worker (3)
Desperation / Blood Lust (1)
BRO hits patrolling hero for 4
Level up (0)
Drakk and Dog break Tech II
Tech Desperation + Blood Lust
Pillage — Magic -> Worker
Mad Man — Tech 0
Nautical Dog — Tech 0
I think he can’t break my tech 2 while also building his. Maybe. No guarantee. It will certainly leave him on zero cards if he does though.
This redraw though… damn. Really tough break. Oh well, keep workering garbo cards so I only draw good cards.
Everything is proceeding as I have foreseen…
Defense: 5, 1 / 5
Attack: 1-3, 2-3, 3-4, 2, ++
Line that breaks Tech II
9 gold (11)
Worker (10)
Level Drakk to 4 (7)
Drakk and Nautical Dog kill Rook, Drakk to Max, healing
Bloodrage Ogre (5)
Desperation, draw 3
Mad Man (4), trades with Sensei
Charge on Ogre (2), he breaks your Tech II
Worker (1)
Discard 0, rs, Draw 2. Float 2 gold.
Bloodrage Ogre (3/2)
L6 Drakk (3/4)
Base - 20
Tech I - 5
11 workers, 1 gold
Hand: 2
Deck: 3
Discard: 0
Line that builds Tech II
9 gold (11)
Worker (10)
Tech II (6)
Bloodrage Ogre (4)
Desperation, draw 3
Mad Man (3)
Blood Lust on ?? and BRO (1)
Kill Rook with ? and ? <- math doesn’t work here
Level Drakk to 4 (healing) (0)
Kill Sensei
Attack Base for 5 with BRO?
Discard my hand
Discard 0, rs, Draw 2.
Bloodrage Ogre (3/2)
L6 Drakk (3/4)
Base - 20
Tech I - 5
Tech II
11 workers, 0 gold
Hand: 2
Deck: 3
Discard: 0
9 gold (11), Tech 2 cards
Worker (10)
Tech II Growth (6)
BRO (4)
Desperation, draw 3
Blood Lust BRO and Aged Sensei (2)
Bro and Drakk kill Rook
Worker (1)
Mad Man (0)
Discard 0, rs, Draw 2
Aged Sensei dies to Blood Lust
Technician - Mad Man (1/1)
Lookout - Nautical Dog (1/1)
Young Lightning Dragon, Vigour Adept, Snapback, Training Grounds
Discard
Thenk
I CAN’T BELIEVE I WHIFFED THE TECHNICIAN. I’M SO MAD.
It’s fairly likely he has the second desperation and is about to put some runes into play. I am likely stuffed.
Ouch, missed your Tech draw? Or was my pressure enough to wave you off playing a Dragon? I guess I’ll find out after the match.
P1, Turn 4
Bloodrage Ogre — Tech 0
Blooming Ancient
Tech in a Blooming Elm
11 gold (11). Tech 1 card.
Max Drakk (8)
Blooming Ancient (4), gains Haste
Arg (2), [2 runes]
Ancient kills Grave, Arg to L3
Mad Man trades with Flagbearer
Give Dog the 2 runes, he breaks your Tech II
Drakk taps your Base for 3 more, down to 15.
Max Arg (0)
Discard 1, Draw 2, rs, Draw 1
Yeah, that’s game. Can’t believe that draw… The odds of that happening were less than 7%. Incredible.
Maybe maxbanding Oni or Rook last turn would have prevented tech break though, which maybe was more important than anything else… So I probably misplayed there.
Bloodlust -> Worker
Desperation
Blooming Elm //well, no Snapback, so I don’t need this backup plan
Deck:
Mad Man — Tech 0
Bloodrage Ogre — Tech 0
Defense: 7, 6, 2 // 15 or 5 + 5
Attack: 3, 0, 3, 3, 3, 1 (and 3, 1, +, + from heroes and spells) +6 Frenzy, +36 War Drums?? Sounds like plenty
Tech a War Drums
11 gold (11), Tech one card
Blooming Elm (9)
Worker (8)
Desperation, Draw 2, rs, Draw 1
Bloodrage Ogre (6), gains Haste
Mad Man (5) [3 runes on Ancient]
War Drums (3) [6 units in play]
Nautical Dog (5 + 6 ATK) trades with Rook’s first life, and Ovepowers to kill Monk
Move two runes to Elemental
Elemental (6 + 5 ATK) Kills Rook, and Overpowers 5 damage to your Base
Mad Man, BRO, Ancient, and Wisp deal another 31 damage to your base. GG! @zhavier