STARTING HAND
Gunpoint Taxman
Crash Bomber
Nautical Dog
Bombaster
Charge
WORKERS
Scorch
Bloodburn
Bombaster
NextHand
Mad Man
Charge
Careless Musketeer
Makeshift Rambaster
Pillage
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Max Zane, move treant to lookout ping off 1 armor - ($4)
Zane kills Spore Shambler, we both get 1g - ($5)
Tech 2 Anarchy - ($1)
Ogre kills treant
Crash Bomber - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Crash Bomber 2/2
Lookout:
In Play:
Zane 4/2, lvl 6
Bloodrage Ogre 3/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
teching into anarchy as a good spec for a tech 3 rush. teching in some sorta low cost tech 2 that should help protect my tech 3 or help me kill things.
Tech 2 card(s)
Get Paid + Scavenger - ($8)
Centaur - ($5)
Midori - ($3)
Rampant Growth on Galima - ($1)
Galima kills Crash Bomber, you draw a card, my base goes down to 19
I would argue that spending 2g and a card, especially when you were so out of cards, just to save the 1g galina, probably was not an even trade. Instead of going so down on cards the previous turn, one of those plays could have been a hero. And for this turn, calamandra could have been a decent play because if I tried to trade away zane cal would level to midband and bigger stats, where midori does not get bigger if I sacrifice zane.
OK, thanks. The last few games might have me overly paranoid about all my blockers/heroes being killed. I thought the free levels still only happened if you kill a hero on your own turn, which didn’t help.
Huntress’s aren’t going to do anything to stop Gunships. In the unlikely event they are not immediately blown up by the obliterate, he can just kill them with the long range, and even green can’t make enough units to make up for 3 units dying each turn. And that’s just from the Gunship, let alone what else he has. The only answer green anyone really has to gunships is to kill their tech 3 before they can play them.
Only thing I could do from my hand here is a Moment’s Peace, but you have three heroes out anyway. Well played! @Shadow_Night_Black I agree. I was already going to lose, so the Huntresses were a case of “I’m going to lose and have no way to deal with Gunships, let’s at least get something with Anti-air”, rather than something I expected to work.
I’d like your thoughts on that opening at some point, if you don’t mind. I’ve never tried that combo, so I’m curious why you did it and what the plan is.
STARTING HAND
Rich Earth
Playful Panda
Spore Shambler
Rampant Growth
Forest’s Favor
WORKERS
Rich Earth
NextHand
Young Treant
Verdant Tree
Merfolk Prospector
Tiger Cub
Ironbark Treant
Discard
Forest’s Favor
Rampant Growth
Spore Shambler
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Playful Panda and Wisp - ($2)
Calamandra - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Wisp 0/1
Technician:
Lookout:
In Play:
Calamandra L1 2/3
Playful Panda 2/2
Buildings:
Base HP: 19
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Jaina out of the gate? I’m not sure what to expect here. He might just be base rushing, since I’ve been struggling with keeping units alive and swinging. Maybe I should get Calamandra out for some Resist, but stay away from weenies.