Option 1, we shore up, build tech 2, deploy taxman on defense, get ready for t3 sprint. option 2, max Zane and kill treant in scav, mad man kills prospector, we don’t tech up but all they have is Arg. we’re also stuck at tech 1 for ages. I think we have to tech up.
Ironbark Treant
Blooming Elm
Blooming Ancient
Rampant Growth
Discard
Spirit of the Panda
Playful Panda(2/1)
Blooming Ancient
Circle of Life
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Prospect - ($9)
Hire Giant Panda - ($6)
Hire centaur - ($3)
Build a tower - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Centaur(3/4+a)overpower
Elite:
Scavenger:
Technician: Young Treant(0/2)
Lookout: Wisp(0/1)
In Play:
Merfolk Prospector(1/1)
L5 Argagarg(1/3)
Giant Panda(2/4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 9
Thoughts
No tech 2 which is a shame, hopefully his three cards dont have any either… gonna build a tower to counter anarchy’s stealth and leave centaur out front to kill attacking GPt and hopefully one other attacker, wisp in lookout to ward off Zanes maxband as well as fire spells
STARTING HAND
Ember Sparks
Mad Man
Makeshift Rambaster
WORKERS
Bloodburn
Pillage
Scorch
Bombaster
Mad Man
NextHand
Flame Arrow
Charge
Careless Musketeer 2/1
Discard
Ember Sparks
Makeshift Rambaster
Pirate Gunship
Pirate Gunship
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Summon Jaina - ($7)
Cast Ember Sparks on Centaur, dealing 3 damage - ($4)
Summon Zane, he trades with Centaur, levels fizzle - ($2)
Summon Drakk - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Gunpoint Taxman (anti-air) 3/3+a
Elite:
Scavenger:
Technician: L1 Jaina Stormborne (sparkshot) 2/3
Lookout:
In Play:
L1 Drakk Ramhorn (dies:*) 1/3
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 4
Gold:
Gold: 0
Workers: 10
Thoughts
Option 1, max Zane (7), shove Centaur into scav, steal money with taxman trade (6), Zane kills tech, we both draw and I have 3 gold to play something. That leaves Zane fairly safe and increases my hand size to 4. option 2, Ember Sparks Centaur three times, Zane kills, 2 spare gold for Drakk, hand size 3 and more stats on board. leaves a wisp on board. probably best option since it leaves Flame Arrow and Kidnapping on the table next turn.
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Hire Blooming Ancient - ($4)
Hire Calamandra, get rune - ($2)
move rune to Panda
Tap Arg to boost panda now (3+1/5+a)
Panda kills GPT, takes 2
Rampant Growth Prospector - ($0)
Prospector kills Jaina, takes non after armour, Cala midbands
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Young Treant(0/2+a)
Elite: Blooming ancient(2+1/4)
Scavenger:
Technician: wisp(0/1)
Lookout:
In Play:
Merfolk Prospector(1/1)
L5 Argagarg(1/3)
Giant Panda(3/3) (+)
L3 Calamandra(3/4) discard 2 for stealth, units have r1
Tech 0 card(s)
Get Paid - ($10)
Maxband Drakk - ($5)
Drakk kills treant
Play Disguised Monkey - ($3)
Monkey is detected, kills Blooming Ancient
Build Tower - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L6 MAX Drakk Ramhorn (dies:*) 3/3
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Whiffed Kidnapping, which would be hilarious. Now my spells are backwards. Only real option I have that kills Ancient is max Drakk, kill treant, frenzied monkey kills Ancient. or, charge Musketeer (4), monkey (6), technician Drakk and Tower (9), wait no have to midband Drakk then. meh.
Rampant Growth
Spirit of the Panda
Stampede
Playful Panda(2/1)
Discard
Blooming ancient(2+1/4)
Young Treant(0/2+a)
Merfolk Prospector(1/1)
Circle of Life
Giant Panda(3/3) (+)
Blooming Elm
Galina Glimmer(2/2)
Tech 0 card(s)
Get Paid - ($10)
No Worker
Cala trades with drakk, 1dmg to my base
Hire Midori - ($8)
Tap arg to boost prospector
Prospector and Panda destory your tech 2, panda takes one and prospector loses armour, your base to 18
Circle of Life panda into Oversized rhinoceros - ($5)
Build Tech 3 - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: wisp(0/1)
Lookout: Large rhinoceros(7/8) +r1
In Play:
Merfolk Prospector(1/1)
L5 Argagarg(1/3)
L1 Midori(2/3)
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 7
Gold:
Gold: 0
Workers: 10
Thoughts
considering hes only played one tech 2 so far he almost defnitely has some in his hand, plus since Args midband seems to counter a tower fairly well i dont mind leaving it up, gonna not tech cards this turn with the hope that makes him aim hard for knocking down t3 even though i havent actually got any in deck
STARTING HAND
Scorch
Bloodburn
Bloodrage Ogre
Bombaster
Careless Musketeer
WORKERS
Bloodburn
NextHand
Charge
Pillage
Mad Man
Nautical Dog
Makeshift Rambaster
Discard
Bombaster
Scorch
Careless Musketeer
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Bloodrage Ogre - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Bloodrage Ogre 3/2
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 5
Thoughts
Hmm. got to worry about birds and dragon, so Fire will be most helpful here. got to keep initiative to avoid Safe Attacking being viable. Next turn, Zane plus BRO kills Rook expensively. probably do not want? but it’s an option.
Hmm. 6 gold, mid Zane survives the trade and then maxes off of Rook. I lose tech 1 chances but can apply a lot of pressure.
STARTING HAND
Makeshift Rambaster
Mad Man
Nautical Dog
Pillage
Charge
WORKERS
Bloodburn
Pillage
NextHand
Nautical Dog
Mad Man
Scorch
Charge
Careless Musketeer
Tech 2 card(s)
Get Paid + float - ($6)
Summon Zane, level him to 4 - ($1)
Zane kills monk, takes 2 damage and gives me a gold - ($2)
Summon Mad Man - ($1)
Mad Man and Ogre kill Rook, Zane maxes
Worker - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L6 MAX Captain Zane (haste) 4/4
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
Now this is spicy! mid Zane, kill scav, I have 2 gold left for mad man and worker. no tech 1, but I get a max Zane and clear the board. Zane is my worst maxband hero, but he’s the only one who nets me a gold for worker. Zane spells aren’t incredibly useful early game: sharks get blocked by small units, detonate is expensive, chaos mirror lacks good targets, max anarchy hits basically nothing. so I’ll tech Lobbers and hope not to draw them. follow up with fire spell tech, then tech 2
Also, not only does this satisfy my bloodlust, but it blocks Birds next turn!
@CarpeGuitarrem woah i forgot about this over the weekend sorry i took so long to reply, good turn btw^ i completely forgot about Zane’s midband ability (i wouldnt hv minded u killing rook if it meant no worker) P2T2
Tech StartingHand Workers
TECH
Martial Mastery
Sparring Partner
STARTING HAND
Aged Sensei
Grappling Hook
Snapback
Fox Primus
Sensei’s Advice
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Zane kills Savior Monk
Summon two Lobbers, they deal 4 damage to your Tech 1 (1 HP left) - ($4)
Tech 2 blood - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L6 MAX Captain Zane (haste) 4/1
Lobber Larry (haste) 2/2
Lobber Mel (haste) 2/2
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
No flip into tech 2, fine. Ember Sparks and Flame Arrow to finish Grave after he potentially breaks my tech 1 and kills Zane. Ah, right, if I double Lobber I can still Tech 2 and almost break tech 1, which is close to good enough! Grave gets to kill Zane with a sword, but can only attack one thing…
Yeah I’m very curious to see what happens here. I unfortunately don’t have the gold to play Recruiter, a hero, and Charge in the same turn, but Recruiter is still big and beefy and scary.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Martial Mastery, discard 1, draw 2, then look at ur hand - ($6)
Hire nimble Fencer - ($4)
Fencer trades with Zane, two levels to Grave
Grave kills a lobber
Maxband Grave - ($2)