[details=Thoughts]. . . what? What was that supposed to accomplish?
He spent two gold and a card to kill my two gold gold and a card BRO. And then he spent some gold and cards on a bunch of freebie units for me to swing at that don’t hit back. He even went down a card to do it. I will take my freebies, but I am confused.
Think about it from his perspective. Why would you have done that? Hmmm. With Arg and a wisp facing a BRO, Bombaster, Rambaster . . . I would’ve made a water elemental, and still felt underdefended. Maybe he just wants to do anything to stop me from coming through this turn, which admittedly is kinda fair.
Are ya panicking? Is that it?
All right, then. Keep panicking. Let’s dig that hole a little deeper.
That argues I should play my lobber instead of recovering for a card. Let’s think, what’s my best option? And by best I mean, the option that scares him into playing more units and going deeper into the card hole.
Plan A
Bombaster + Rambaster -> Treant, neither take any damage, 2 gold win
Lobber -> prospector, Lobber 1 damage, 1 card win
Costs 1 gold, I can worker, summon a hero to patrol, make that HH I wanted, and still have a gold in the bank. I’m down a card, but so is he.
Plan B
Summon + midband Drakk (5 gold, ow)
Bombaster x Treant, 2 gold win
Rambaster x wisp, ehhh the wisp was free, and he gets a card
Lobber (my last gold) x Prospector, 1 card win
I have to skip a worker and I’m down in cards along with him, but he has no units! That’s pretty maximum panic. Plus Drakk is threatening to maxband next turn, and a dinosized Arg is the only thing that could touch him, and would still be a loss for the other guy.
Plan B is kinda risky though in that it puts me behind. He could suicide Arg, pop out Midori, and start playing Moment’s Peace. Odds seem high he teched it. And he might be tech 2 by the time I break in.
What am I expecting to see next turn out of him? Possibly a water elemental. Possibly a centaur. Possibly an Ironbark. He must’ve passed it up in his first hand, since if he had it just now he’d have played it, which means he probably does have it now.
The water elemental costs four. The centaur costs 3. The Treant costs 3. With 8 gold to deal with, two of those seem relatively likely, but I bet my two steppers can deal with 'em.
Time to start thinking longer term. What’s my endgame? The Finesse tribal strategy seems like a good one if he’s going to keep playing defense. Buff patrollers with haste? Tap Jaina, swing through the line occasionally? Tap River, hit the base most turns? Endgame deck could maybe look like –
Lobber, Two Step, Flame Arrow, Discord, Nimble Fencer x 2, Grounded Guide x2, Leaping lizard, Virtuoso x2?
11 cards. It should be 10. What can I do without? Discord is my token spam answer, but maybe I can wing it on the frogs. I don’t have room for enough copies to cast it every turn, so I need a fallback anyway. More Units isn’t a terrible fallback, though they’ll wear down eventually. Dropping Calamdra on sight is a gold loss, but a good general principle since I’m going to try to do without a tower.
Contingencies – one of the grounded guides turns into a leaping lizard in case of Balance. Both of them turn into Kidnapping in case of Feral. Something turns into a discord if he seems really committed to making lots of frogs. Could turn the Virtuosos into Drakk’s or Jaina’s ults if it seems likely to end the game faster that way.
This turn I’m discarding 2 and drawing 4 for a paltry 1/6 of picking up that Flame Arrow. But I’m guaranteed to have it turn after next if I don’t get it next, in case of Moment’s Peace of Calamdra shenanigans, so that seems okay. Them going off for a turn doesn’t seem so bad, it’s two that could be ugly. HH will do in a pinch for Moment’s Peace, though it’s a turn late to help right now. At least Drakk will pick up two levels if Arg suicides. Units will do in a pinch for frogs. Next turn’s when I’m building my tech 2, and teching my grounded guides on that turn works with the draw decks. Not guaranteed, but good as it gets. Ok. Timeline looks ok.
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Tech
Flame Arrow, Nimble Fencer
Starting Hand
Bloodburn, Lobber, Charge, Scorch
Worker
Bloodburn. Sorry, I love you, it’s just not happening this game.
P1T3
- Collect 6 gold (6)
- Worker (5)
- Heroes’ Hall (3)
- Drakk Ramhorn (1)
- Lobber (0)
- Makeshift Rambaster attacks Treant, breaking armor, no return damage
- Bombaster attacks Treant, killing it
- Lobber attacks Merfolk Prospector, killing it. One gold for you.
Patrol
SQL: Drakk Ramhorn (1/3 + 1A)
Elite:
Scav:
Tecn:
Lookout:
Other
Makeshift Rambaster (1/2)
Bombaster (2/2)
Lobber (2/1)
Buildings
Base: 20 hp
Tech 1: 5 hp
Heroes’ Hall: 4 hp
Economy
Cards
Hand: 4
Draw: 4
Discard: 0
Gold
Gold: 0
Workers: 7
Hidden Cards
Workers: Pillage, Careless Musketeer, Bloodburn
Draw: Flame Arrow, Scorch, Nimble Fencer, Charge
Next Hand
Nautical Dog, Two Step, Mad Man, Bloodrage Ogre