Assessment: they’re playing a nasty tempo beatdown game, so I need to either tech up faster or win with base attrition. I think I can set up blood damage.
Big turn 3 threat is Discord. If I keep River out of play until then, I’m safe.
Going to build a board that can keep them in check, and start setting up Crash Bombers and the like.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Grave kills Musketeer and sparks Drakk
Midband Grave - ($3)
Play Tenderfoot - ($2)
Build Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L3 Grave (3/4)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
It looks like he had a bit of a rough opening hand. I get to pick off the Musketeer for free, and should be able to do some big damage next turn, depending on my draw. I’m going to tech an Argonaut to go with my Fencer because I’m a bit concerned about leaving myself open to Zane
@CarpeGuitarrem bump? If you’re still thinking take your time ofc. I just noticed that you’ve taken turns against codexnewb and thought you might have missed this.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Spark Bloodrage Ogre - ($4)
Tenderfoot trades with Bloodrage Ogre
Grave kills Drakk, levels to 5
Play Argonaut - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Argonaut (3/4+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 Grave (3/2)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 7
Thoughts
Ngl, I think this was a pretty bad turn on Carpe’s part. Since he’s not killing the Tenderfoot, he wasted a bunch of gold and skipped Tech 1 to level Drakk for no real reason. Well, I gave him the chance to redo his turn after he couldn’t kill the Tenderfoot and he didn’t really take it, so I will show no mercy.
I have a pretty big board advantage, and I should get to Tech 2 first as well. His best chance to get back into the game is with his spells. To head that off, I want Mind-Parry Monk, because it shuts down most of what he can do. Rather than go for Discipline directly, I’ll build Present Tech 2 for some more immediate board control, and TD into it. Tricycloid over Hyperion because 3 damage divided is better for getting through his patrol and breaking buildings than 4 in one attack, and because Tricycloid gets to patrol the turn I play it, which leaves me less vulnerable to haste.
Hopefully I can put a little more thought into my next turn, but for now, I need to start stalling momentum. Tower should help a lot, and unlike Zane, it doesn’t hand free levels to Grave. Next turn I can start stuffing the gap, and Fire Dart should come in handy considerably.
Bombaster
Fire Dart
Careless Musketeer
Scorch
Surprise Attack
Lobber
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Nautical Dog - ($6)
Jaina - ($4)
Fire Dart on the Nimble Fencer, reducing it to 1 HP - ($2)
Float ($2)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Nautical Dog (frenzy) 1/1+a
Elite: Jaina L1 (sparkshot) 3/3
Scavenger:
Technician:
Lookout: In Play:
Buildings:
Base HP: 20
Tech I HP: 2
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 6 Gold:
Gold: 2
Workers: 9
Thoughts
Ugh. I made a lot of little mistakes, including not asking for clarification on Grave before posting my turn (or thinking about things), and they’re coming back to bite me hugely. Right now, we’re probably looking at Hyperions coming straight at my face.
But I can still move forward with the plan. My only hope is to deal damage through base attrition. I’m probably going to lose before I can deal 20, barring Versatile Style, but it’s my only shot.
Surprise Attack lets me put in a 7-gold swing, which is possible for me now, to save the board some.
Nimble Fencer
Brick Thief
Temporal Distortion
Hyperion
Two Step
Tech 2 card(s)
Get Paid + float - ($9)
Play Tricycloid - ($4)
Tricycloid pings Nautical Dog twice and Jaina once
Nimble Fencer trades with Jaina, Grave to L7
Grave breaks the Tower
Argonaut breaks Tech 1
Play Geiger - ($2)
Worker - ($1)
Ugh. Hasn’t been a great feeling lately, I’ve just had a cascade of misplays this game. I need to get to Tech II to unleash Bugblatter, but no good. This is probably it for me, but one can hope there’s still a chance…Kidnapping gives me one shot for a good swing.
Tech 0 card(s)
Get Paid + float - ($10)
Play Tricycloid - ($5)
Tricycloid B uses its runes to kill Bloodrage Ogre
Play Timely Messenger - ($4)
Messenger trades with Mad Man
Tricycloid A, Argonaut, and Grave hit your base for 10
Maxband Geiger, trashing and returning Tricycloid A - ($0)
Geiger hits your base for 3
Tricycloid A removes its 3 runes to deal the last 3 to your base