I’d like to just crash through bansa’s patrol and take out a building, but I have to either destroy Tech I and leave Midori as my only ground patroller, or patrol with Panda too but only destroy the tower. Given bansa would have gold for a maxband Zane/Drakk plus 3 gold for units, I don’t fancy my chances, especially when I’m gambling on getting a Circle down. I’m just going to put out a ton of units to delay my cycle, and stop Zane shoving things around.
STARTING HAND
Firebat
Bloodburn
Bombaster
Pillage
Careless Musketeer
WORKERS
Makeshift Rambaster
Scorch
Bloodburn
NextHand
Bloodrage Ogre
Charge
Pillage
Firebat
Lobber
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Max Drakk - ($2)
Dog trades with Panda
Firebat arrives with haste and kills Treant - ($0)
Mad Man trades with Cub
STARTING HAND
Circle of Life
Spore Shambler
Young Treant
Tiger Cub
Ironbark Treant
WORKERS
Rich Earth
Forest’s Favor
Verdant Tree
Ironbark Treant
NextHand
Moment’s Peace
Fairie Dragon
Rampant Growth
Discard
Circle of Life
Gemscout Owl
Wandering Mimic
Centaur
Spore Shambler
Tech 2 card(s)
Get Paid + owl - ($8)
Technician draw before teching
Young Treant, I draw - ($6)
Worker - ($5)
Circle of Life, Gemscout Owl becomes a Fairie Dragon, Firebat gets a feather rune and dies - ($2)
Tiger Cub - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Young Treant 0/2+1A (can’t attack)
Elite: Wisp 1+0/1
Scavenger: Merfolk Prospector 1/1
Technician: Tiger Cub 2/2
Lookout: Fairie Dragon 4/2 (resist 0+1, flying)
In Play:
Midori L1 2/3
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
Bringing in a Dragon to kill of the Firebat seems like an obvious play here, but it doesn’t leave me with much on the ground if I build Tech II. I’m going to delay for a turn, and get the Cub back down instead. Or I could midband Midori, run everything into Drakk to kill him, and be left with a Level 6 Midori on 1 health. Maybe not. Let’s spend the other 2 gold to draw with Treant first.
… Hmm, I could exhaust the Prospector and put the Ironbark Treant down instead, or the Spore Shambler. Pretty much any of them will probably die this turn, but the 3-gold options can’t be killed by a lone Drakk. They all get killed by a Kidnapped Dragon, but I can put it in Lookout so bansa has to skip Tech II again to do that, or they can all kill Midori if they’re Kidnapped. Think I’m better off just putting the down the Cub and having more blockers.
Tech 2 card(s)
Get Paid - ($9)
Molting Firebird hastly destroys Tech II, your Base on 16, deal 1 to each, Wisps and Merfolk die - ($5)
Jaina - ($3)
Firebat uses ability to deal 2 to Agg to kill, Jaina to L3 - ($2)
Orge destroys Tower, your Base on 14
Mad Man - ($1)
Mad Man (2), Drakk (3) and Lobber (3) deal 8 to your Base on 6
Nautical Dog - ($0)