Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
T1 - ($3)
hardened mox - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Hardened Mox (1/1A), indestructable
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: L1 Onimaru (2/3), Frenzy
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
hmmmm, again, like the first game, he got a great opening hand for being aggressive with Rook. Unlike last game, I don’t plan on Onimaru surviving, though. Looking at his codex and last game, he doesn’t have anything good for Brave Knights. The conern will be mono rook birds/eq, which will be hard for me to stop. Its unfortunate that I didn’t have a single worth-while turn 1 unit to play… felt like Oni was kind of mandatory with that opening hand, but giving him free levels isn’t great either, as I have no easy hero answer. I’ll just have to try to play the longer attrition game and hope I can hold him off. At least I got a brave knight on the shuffle.
Hardened Mox (2/1), indestructable
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
pretty great starting split he got… not great by any stretch of the imagination.
Kidnapping doesn’t seem that great in this situation, last game he went for Colossi, which are an amazing kidnapping target, but he won’t be getting one of those into play for a while. I think my best chance is to hopefully weather the storm till t2.
Bloodlust could be an interesting counter to birds… though it’s not a hard counter it would provide a lot of options… If I draw the right cards, Drakk + cadet + any other soldier + bloodlust is potentially a ton of bursty damage with suits and the bloodlust +1 attack already.
Nullcraft (1/1), flying, haste, no buff
[B]Buildings:[/B]
Base HP: 15
Tech I HP: 4
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
here comes the EQ.
If I had drawn the bloodlust I could have midband drakk, bloodlust cadet and knight, and killed Rook outright this turn… how glorious. now the decision is do I build t2, an add on, or just pump the board with blockers to box out rook. I think I can patrol well enough to stop him from walking by with rook, and get t2 going. even if he eqs next turn, Hyperions or crashbombers should start to put an end to these shinanegans.
Gold +TCN (8)
Birds Nest, Pinky and the Brain start trying to take over the world (6)
Entangling Vines Knight (3)
Rook knocks on the door of your T2 it goes to 1
Heroes Hall #2 (1)
Tech 2 card(s)
Get Paid - ($8)
Drakk - ($6)
Brave Knight - ($3)
Bloodlust Knight and cadet - ($1)
BL knight hits your base for 5
cadet destroys your heroes hall, your base takes 2
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Nullcraft (1/1A), flying, haste, no buff
well luckily no eq, but I really fucked up not going crashbarrows, that would have easily gotten me the Rook kill this turn… lesson learned, Hyperions are better late in the game when you can afford the tricks, crashbarrows definitely better on turn 5. not workering because this game isn’t lasting long enough for it to be worth it. if he can’t pull out the kill next turn I may be able to do it myself. fucking forgotten fighter making its way back to my hand, what a piece of shit that spell is
Gold +F (9)
Earthquake , your base goes to 7 after your Tech I and Tech II fall on it (4)
Safe Attacking (3)
Pinky & The Brain > Nullcraft
Smoker (2)
Heroes Hall #3 ()
Tech 2 card(s)
Get Paid + float - ($9)
rebuilding t1
Maxband drakk - ($4)
Neoplexus, haste - ($2)
Knight and cadet hit rook for one life
Neoplexus and mox finish off rook
fargo - ($0)
drakk kills smoker
Gg! I definitely blundered when deciding between Hyperions and crashbarrows, I could have killed rook before the EQ if I had drawn a crash instead of a Hyperion.
Doesn’t Two Lives make it so 12 is enough damage if and only if you can do 6 to the first life and another 6 to the second? No combination of 2+5+3+2 can do 6 damage, so 1 would be wasted.