STARTING HAND
Bombaster
Nautical Dog
Careless Musketeer
Makeshift Rambaster
Scorch
WORKERS
Bloodburn
Scorch
NextHand
Charge
Nautical Dog
Careless Musketeer
Pillage
Bird’s Nest
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bro trades with Bombaster
Mid Rook - ($1)
Rook kills Vandy
Max Rook Heal - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Rook 4/6, lvl 8
Buildings:
Base HP: 19
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
so, 5g to midband, kill Vandy, Max rook, suffer Zane or drakk and mad man attack, plus his techs. rook definitely survives but i ahve a fat deck… or play tech 1 and keep defense. I think Aggression serves me well here. He will be stuck spending a lot of resources, probably on drakk to kill rook.
STARTING HAND
Earthquake
Bloodrage Ogre
Makeshift Rambaster
Mad Man
WORKERS
Bloodburn
Scorch
Pillage
Mad Man
NextHand
Gunpoint Taxman
Bombaster
Charge
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Bloodrage Ogre - ($5)
Careless shoots your base
Birds hit each tech building and die
Earthquake, tech buildings destroyed, base to 11 - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Rook 4/6+A, lvl 8
Elite:
Scavenger:
Technician: Bloodrage Ogre 3/2
Lookout:
In Play:
Bird’s Nest
Careless Musketeer 2/1
Buildings:
Base HP: 17
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
I see, hes going for Gunships. Makes sense, but with that much on the board drakk can do a ton of damage. so, just break everything with earthquake and tech up next turn, I think. On the board he has 3+1+2+3+drakk(4 frenzy+2 or 3) for 15 or 16. I have 6+7+2 defense, and then theres drakk spells and maybe maxband, which could kill more things, but I’ll just have to hope for the best. Even if I lose my tech building I should still be able to put up some defense.
Defense: 7, 6, 2 // 1
Attack: 3, 3, 2, 1, 1 = insufficient OR
4, 4, 3, 2, 2 = 15 OR
3, 3, 2, 1, 2 with ++ = 13, also insufficient. So I can’t really have Drakk die and bring out someone else
With two ++ from Blood Lust
Maybe a + from Charge, but that’s expensive
Tech in Crash Bomber and Metamorphosis (on the off chance he doesn’t kill off Vandy here)
8 gold (8)
Rebuild Tech I
Level Drakk to 4 (5)
Blood Lust on Drakk and Musketeer (3)
Gunpoint Taxman and Nautical Dog crumble Rook
Drakk hits Rook for 3, your Base takes 1
Vandy (1)
Gunpoint Taxman trades with Rook, Vandy to L3
Worker (0)
Discard 2, rs, Draw 4
Careless Musketeer dies to Blood Lust
4 + 3 + 2 vs 3+3+3+1+2, ok, enough to activate and kill vandy, but not much else. Cant even play dog, sadface. Question is can he kill my base in one go with anarchy. 16 is still a lot… Marauder is 4 for 3g and Chamelon is 4 for 4g, monkey is 3 for 2g, zane is 2 for 2 or 4 for 7, or 8 for 7 with sharks, so at best, I think he can do 10 to 14 damage, just based on efficiencies. Worst case is drakk + 2 steam engine + bloodlust, which would kill me, but otherwise I think Im safe. If I skip the sharks and play zane, i get 3 attacks, and probably not enough defense, and maybe even a meta Zane, which I cannot easily survive. Meta is worse than a drakk play, so I’ll just go for it
Quick check for “actual lethal” - need to deal 16 damage. I have 11 gold, so I need to find +5 damage over the baseline 1/gold
Monkey - 3 for 2 (+1 each)
Zane - 2 for 2, +1 for 3
Pillage - 2 for 1 (+1)
Crash Bomber - 1 for 1
Drakk - 1 for 2, +n for 3, +3 for 2 (-1) == that adds up to at most 13. So, I should probably go ahead and build the Tech III to make the already-teched gunships lethal when/if drawn, and go from there. Hopefully zhavier won’t have too much haste.
10 gold (11), tech one card
Tech III (6)
Crash Bomber (5)
Zane (3), attacks your Base for 2
Pillage your Base for 2 (2)
Disguised Monkey (0), hits your Base for 3 (9 health left)
Discard 2, Draw 1, rs, Draw 4
Technician - Crash Bomber (2/2)
Disguised Monkey (3/3)
L1 Zane (2/2)
Base - 9
Tech I - 5
Tech II - 5 (Anarchy)
Tech III - 5
Hero’s Hall - 4
Tech 2 card(s)
Get Paid - ($10)
Blooming Ancient - ($6)
Rook to lvl 2 - ($3)
Tower - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Rook 2/4+A, +5/5, lvl 2
Elite:
Scavenger:
Technician: Blooming Ancient 3/5, +1 Runes, +5/5
Lookout:
In Play:
Might of Leaf and Claw ACTIVE
Buildings:
Base HP: 9
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Ok, tech 3 finally, and my tech 2 is still up, so now its just a question, does he have gunships, if so, im probably dead. mid drakk and a couple stealth and im dead, I should build a tower, but that means not playing makeshift, which is probably fine Gunship and drakk or dark pact is enough to finish me, so just gamble this out
Lets see, I could shove Rook to scavenger, and deal him 9 damage? Can I sneak damage though? No. But I do have to kill Rook, because otherwise Birds + Charge, or even just (some stuff + bypass) kills me.
10 gold (10). Tech nothing
Max Zane (5), shove Rook to Scavenger and ping him
L4 Drakk (0)
Monkey and Zane kill Rook, we both get a gold, Drakk to Max (1)
Pillage your Base for 2, stealing the gold (1)
Mad Man (0)
Discard 2, Draw 4. #teamJets