[Casual] Azuset (Red) vs Hobusu (Green) take 2

Just a heads-up, you haven’t marked your Tech I as built.

Edit: Corrected a mistake in my thoughts (again).

P1T3


Tech StartingHand Workers

TECH
Gunpoint Taxman
Molting Firebird


STARTING HAND
Makeshift Rambaster
Charge
Lobber
Bombaster
Scorch


WORKERS
Bloodburn
Pillage
Scorch


NextHand

Mad Man
Lobber
Careless Musketeer
Charge


Tech 2 card(s)
Get Paid + float + scavenger - ($8)
Worker - ($7)
Level Drakk to Lv. 4 - ($4)
Recruit Makeshift Rambaster - ($2)
Nautical Dog, driven to an even greater frenzy by Drakk, kills Young Treant
Drakk kills Merfolk Prospector and takes 2 damage
Makeshift Rambaster kills Wisp, you gain 1 gold
Recruit Lobber - ($1)
Lobber kills Arg in a frenzy and takes 1 damage, Drakk gains 2 free levels and heals

Float ($1)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Drakk Ramhorn Lv. 6 (3/4) (Gives frenzy 1 to units)
  • Nautical Dog (1/1) (Frenzy 2)
  • Makeshift Rambaster (1/2) (+2 ATK vs buildings, frenzy 1)
  • Lobber (2/1) (Haste, frenzy 1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7
Thoughts

He took the bait, though he did make a good effort to disarm the trap – I thought for a bit that he might have put up enough units to prevent a hero kill. However, I ended up being able to wipe his entire board without any of my units dying, and got a max level Drakk out of it to boot! If he’d patrolled Ironbark Treant in Squad Leader instead of attacking with it, I wouldn’t have been able to break through this turn.

Teching War Drums for the huge ATK boost (I meant to tech Drums, but apparently I accidentally teched Taxman instead… Not that it’s bad, since an effective 4/3 with haste who can sometimes steal a gold is good, but I think Drums are better here) and Molting Firebird in anticipation of my Tech II being built (the odds of drawing it early are only 1/5, and it’ll benefit greatly from Drakk’s haste). Workering Scorch because I don’t think I’ll need it as long as I keep Bombaster around, and if I do need more direct damage spells I’ll just tech one of Jaina’s Fire spells instead. I can’t patrol, but that’s fine because he can’t attack.

P2T3


Tech StartingHand Workers

TECH
Blooming Ancient
Blooming Elm


STARTING HAND
Playful Panda
Giant Panda
Tiny Basilisk
Tiger Cub
Verdant Tree


WORKERS
Spore Shambler
Rich Earth
Tiger Cub (2/2)


NextHand

Rampant Growth
Giant Panda
Forest’s Favor
Young Treant (02)
Ironbark Treant (3/2 ( -2 ATK / +2 armor while patrolling.))


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Scavenger - ($7)
Build Tech II - ($3)
Recruit Tiny Basilisk (1/2 Deathtouch) - ($1)

Float ($1)
Discard 3, draw 3, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Tiny Basilisk (1/2 Deathtouch)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Growth)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

I just noticed I may have been messing up my last game on the spread sheet. I’m not going to go back and look but I’m glad I caught myself this game. I didn’t add Ironbark Treant back into my discard after it died. This messed up my turn on the spreadsheet. I went back and fixed it.

It’s my turn 3 and I just got board wiped. The pressure is going to be on for the rest of the game unless I can somehow manage to outlast the onslaught until I get huge units on the board. It is really awesome to see how red can work in the hands of someone who knows how to use it.

If I spam more defenders I will lose my tech advantage. If I don’t My tech II building may die anyway. Either way if he does not go after my base I will be slowing him down.

I went with the tech II option. I really don’t see a great way out of this. I am glad I started teching for creatures and not spells at this point. I put down a basilisk because that is a guaranteed trade. I will also get a gold of the deal which is greatly needed if I am going to level the field.

@Hobusu’s turn!

Which spec is your Tech II?

That was a fine question!!! hahaha growth

1 Like

Well, it looks like the question of Tech II spec wasn’t relevant after all… :sweat_smile:

P1T4


Tech StartingHand Workers

TECH
War Drums
Molting Firebird


STARTING HAND
Lobber
Mad Man
Careless Musketeer
Charge


WORKERS
Bloodburn
Pillage
Scorch
Careless Musketeer


NextHand

Gunpoint Taxman
Molting Firebird
Bloodrage Ogre


Discard

Lobber
Charge
War Drums
Molting Firebird


Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Build Fire Tech II - ($3)
Lobber trades with Tiny Basilisk, you gain 1 gold
Recruit Lobber #2 - ($2)
Recruit Mad Man - ($1)
Nautical Dog and Mad Man destroy your Tech I, dealing 2 damage to your Base
Lobber and Drakk destroy your Tech I, dealing 2 more damage to your Base
Makeshift Rambaster attacks your Base for 4 more damage (Remaining Base HP: 12)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Drakk Ramhorn Lv. 6 (3/4) (Gives frenzy 1 to units)
  • Nautical Dog (1/1) (Frenzy 2)
  • Makeshift Rambaster (1/2) (+2 ATK vs buildings, frenzy 1)
  • Mad Man (1/1) (Haste, frenzy 1)
  • Lobber (2/2) (Haste, frenzy 1)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 1
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 8
Thoughts

This is almost certainly over already. I don’t see anything he can do to prevent base destruction next turn, especially if I draw Firebird. His best bet would be something like playing and maxing Arg, replaying Ironbark Treant and then using the remaining 2 gold to play at least one more unit, but even without doing the math I’m willing to bet I can get past that if I try hard enough. I could have played Careless Musketeer this turn instead of making it a worker, using Drakk’s max level ability to give it haste, but then I couldn’t build Tech II… Not that I need it that much anymore, but I’d like to play a Firebird before this game ends.

My base should be at 14 HP right? 20-6 = 14

I see what happened. You destroyed both tech buildings. You have just Tech I listed.

20 - 2 - 2 - 4 = 12. Both tech buildings dealt 2 damage each upon being destroyed, and Rambaster with frenzy 1 does 4 more.

That is what your turn says ^. I missed it the first time I scanned. then I posted. Now, i’m all caught up.

P2T4


Tech StartingHand Workers

TECH
Oversized Rhinoceros
Spirit of the Panda


STARTING HAND
Ironbark Treant (3/2 +1a ( -2 ATK / +2 armor while patrolling.))
Forest’s Favor
Rampant Growth
Young Treant (02)
Giant Panda
Merfolk Prospector (1/1+1atk)


WORKERS
Spore Shambler
Rich Earth
Tiger Cub (2/2)
Rampant Growth


NextHand

Blooming Elm
Verdant Tree
Blooming Ancient
Playful Panda


Discard

Tiny Basilisk (1/2+1a Deathtouch)
Oversized Rhinoceros
Spirit of the Panda
Forest’s Favor
Giant Panda


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Scavenger - ($9)
Rebuild Tech I
Recruit Young Treant - ($7)
Draw a card from Young Treant
Recruit Merfolk Prospector (1/1) - ($6)
Recruit Ironbark Treant (3/2 ( -2 ATK / +2 armor while patrolling.)) - ($3)
Summon Argagarg Garg (1/3 L1 T1) - ($1)
Summon Wisp (0/1) with Argagarg Garg

Float ($1)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (3/2 ( -2 ATK / +2 armor while patrolling.))
  • :psfist: Elite: Merfolk Prospector (1/1+1atk)
  • :ps_: Scavenger: Wisp (0/1)
  • :pschip: Technician: Young Treant (0/2)
  • :target: Lookout:

In Play:

  • Argagarg Garg (1/3 L1 T1)

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP:

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 9
Thoughts

I just noticed I may have been messing up my last game on the spread sheet. I’m not going to go back and look but I’m glad I caught myself this game. I didn’t add Ironbark Treant back into my discard after it died. This messed up my turn on the spreadsheet. I went back and fixed it.

It’s my turn 3 and I just got board wiped. The pressure is going to be on for the rest of the game unless I can somehow manage to outlast the onslaught until I get huge units on the board. It is really awesome to see how red can work in the hands of someone who knows how to use it.

If I spam more defenders I will lose my tech advantage. If I don’t My tech II building may die anyway. Either way if he does not go after my base I will be slowing him down.

I went with the tech II option. I really don’t see a great way out of this. I am glad I started teching for creatures and not spells at this point. I put down a basilisk because that is a guaranteed trade. I will also get a gold of the deal which is greatly needed if I am going to level the field.

@Hobusu’s turn!

From the Rules Questions Thread:

Also, where is Arg on your board?

1 Like

Fixed (I think).

I put Argagarg Garg (1/3 L1 T1) "in play"
I removed the tech II building.

1 Like

P1T5


Tech StartingHand Workers

TECH
Hotter Fire
Firehouse


STARTING HAND
Molting Firebird
Bloodrage Ogre
Gunpoint Taxman


WORKERS
Bloodburn
Pillage
Scorch
Careless Musketeer



[/details]
Tech 2 card(s)
Get Paid + float - ($9)
Recruit Molting Firebird, which gets haste from Drakk’s max level ability - ($5)
Molting Firebird flies over your patrol and attacks your Base, dealing 5 damage to it (Remaining Base HP: 7)
As Firebird attacks its molting feathers deal 1 damage to every unit and hero you control, killing Prospector and Wisp and giving you 1 gold
Drakk and Lobber kill Ironbark Treant, each taking 1 damage
Mad Man kills Young Treant, you draw
Rambaster rams your Base for 4 damage (Base HP: 3)
Nautical Dog bites your Base for 3 damage (Base: 0)


Board Info:
In Play:

  • Drakk Ramhorn Lv. 6 (3/3) (Gives frenzy 1 to units)
  • Nautical Dog (1/1) (Frenzy 2)
  • Makeshift Rambaster (1/2) (+2 ATK vs buildings, frenzy 1)
  • Mad Man (1/1) (Haste, frenzy 1)
  • Lobber (2/1) (Haste, frenzy 1)
  • Molting Firebird (4/3) (Flying, haste, frenzy 1, damages a building: deal 1 damage to every unit and hero that opponent controls)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

Going to be away for at least an hour, but the short version of my thoughts are that trading away Ironbark Treant was probably a mistake and—while I don’t have time right now for any specific examples of how you could have done it in this match—it’s important to always try to set up your patrol so Red keeps as few of its attackers alive after their attack as possible. Once I get back to my computer I’ll probably also want to look and see if you had any better options on your first two turns given the hands you had at the time.

Edit: @Azuset, I’ve added some thoughts on the first three turns.

Thoughts on Turns 1 and 2

Let’s start by putting your first two hands here for reference:

Ironbark Treant was a fair play here, and patrolling it in Squad Leader was correct since I wasn’t going to attack with something that had more than 1 HP (unless I did something crazy like Charge an Ogre, but then I wouldn’t have enough gold to build Tech I). An alternative opening might have been Tiger Cub and a Hero, with your Tech I waiting for turn 2. Cub and Calamandra in particular would be strong if I couldn’t kill Cala quickly since the threat of her using stealth to get a hero kill might force me to build a Tower instead of keeping the pressure on you. I could have gotten past Cub to kill Cala with the hand I had, but that would require two cards from my hand and 4 gold, meaning that if I still hire a worker I’m down to 4 cards in my next hand and don’t get a Tech I, plus the only thing on my board is a Lv. 3 Drakk.

Turn 2, I think, is where you hung yourself… And I must confess that if you read my thoughts, I’d intentionally given you the rope to do it with! :sweat_smile:

Before anything else, I’m not sure I agree with your tech choices for this turn. Tiny Basilisk and Giant Panda are good cards, but I’m curious why you picked them specifically… With my Dog and Ogre threatening you, a card that can’t block Tech 0 units like Tiny Basilisk seems like it would only be useful to attack, and that assumes it gets a chance to attack. Meanwhile, while Giant Panda didn’t get played, it has the problem of only giving you a 0/1 on defense the turn you play it, but you still have to pay 3 gold. Yes, getting a total of 5 HP for 3 gold is pretty good, but the lack of immediacy for most of that can get you in trouble if Red is putting a lot of pressure on you. Though it does have the advantage of being less useful as a Kidnapping target… (Speaking of which, Tiny Basilisk is a pretty good Kidnapping target since that could potentially let the Red player take it, walk it past your Tech 0 patrollers and trade it with your hero).

I think keeping Ironbark Treant and patrolling it in Squad Leader would have been a better choice than trading it for Bloodrage Ogre, since it would be impossible for me to kill it with only a single attacker unless I did something to give haste to a Taxman or Firebat (and that would cost two cards for one attack, so it still would be good value for you). For that matter, I think casting Forest’s Favor on Ironbark Treant instead of playing Young Treant might have been a good move, since that would guarantee that I would need at least two attackers to get through 3 HP and 3 armor, both of which would die if they had 2 HP or less. Even if I’d gotten through that and killed Arg then, I wouldn’t have as many units alive later, and that’s really important – every unit that Red can keep alive to attack another turn is often a free chance to kill one of your patrollers. Also, it’s worth noting that trading Ironbark Treant for Bloodrage Ogre got rid of a unit that cost you 3 gold to remove a unit that only cost me 2 gold, or 1 gold after the scavenger bonus.

I’ll admit I’m theory-crafting a bit here, partly because I’m tired enough right now that I don’t want to run through all the scenarios, but if you’d just played Arg + Prospector + Forest’s Favor and patrolled Ironbark Treant in Squad Leader and Prospector in Technician (to get back to full hand size if I get through), that would have gone better for you.

Thoughts on Turn 3

I think the game was effectively sealed at the end of your Turn 3. As a reminder, I had just wiped everything off of your board without any casualties on my end, meaning that I had three units and a hero to attack with without even playing any more cards. One of those units was even Makeshift Rambaster, which specializes in destroying buildings. With that in mind, spending 4 gold on a Tech II building you couldn’t defend was a huge mistake.

To be fair, since you didn’t realize that losing both Tech buildings would prevent you from rebuilding Tech II until Tech I was operational again, I could see the logic of “spend money now so I can focus exclusively on defense later.” I’ve even done that kind of thing myself before, but it rarely worked out all that well… I think if you’d played Giant Panda instead of building your Tech II, especially if you’d done the play I suggested for Turn 2, you could have defended better and threatened an attack from the Panda next turn (so I’d be forced to deal with it somehow instead of focusing on your buildings). Heck, you probably could have put Tiger Cub out too to be extra sure.

1 Like