Tech 2 card(s)
Get Paid - ($10)
Lawful Search, look at your hand and draw - ($9)
Fencers and Aven take out all three soldiers
Max Onimaru - ($4)
Onimaru and Knight hit your base for 8
GG!
Float ($4)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Reputable Newsman (0/3) You cannot play 3 cost spells
GG! Nicely done, maybe things would’ve turned out differently if I’d thrown a sword at that Aven immediately. It’s an interesting matchup, outside of Discord neither of us have a really good way to deal with lots of small units.
Yeah, I found that; Also there are no easy ways to deal with heroes on the back line other than push through, so I felt like I got lots of mileage out of Onimaru in game 1 and Quince in game 3, and you did in game 2
Yeah, Blue struggles with killing combat heroes, and the absence of Law for Injunction only exacerbates that. I was hoping Grave’s sword would help with that, but then there’s no good way to deal with the Aven before I can get two heroes out.
Mm, it makes me realise just how game changing having a card like snapback is. Thanks for the games! I am keen to try a practice draft game before the tournament starts, if you are keen for that let me know
STARTING HAND
Nautical Dog
Scorch
Bombaster
Bloodrage Ogre
Makeshift Rambaster
WORKERS
Scorch
NextHand
Mad Man
Charge
Careless Musketeer
Bloodburn
Discard
Bloodrage Ogre
Bombaster
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Makeshift Rambaster - ($1)
Nautical Dog - ($0)
Makeshift Rambaster hits your base down to 17
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Nautical Dog 1/1 (resist 0+1, frenzy 1)
In Play:
Makeshift Rambaster 1/2 (haste, +2/ when attacking buildings, can’t patrol)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 0
Workers: 5
Thoughts
I’ve player [Balance]/Growth/Strength before, but swapping to Anarchy is a big difference when I haven’t used the Red starter before. I’ll start with early face and see what happens.
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Theiving Imp, you discard #2 of 4 - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Thieving Imp (2/2A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 1
Workers: 6
Thoughts
He’s gone down a card already, so I guess I’ll Imp and evntually out-economy him? Despite the popular decks I’ve never actually played this matchup! He could just Zane for some damage, but he loses some Zane health to do so.
STARTING HAND
Charge
Careless Musketeer
Mad Man
Bloodburn
WORKERS
Scorch
Bloodburn
NextHand
Gunpoint Taxman
Careless Musketeer
Pillage
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($2)
Mad Man - ($1)
Mad Man and Nautical Dog trade with Thieving Imp
Makeshift Rambaster hits your base down to 14
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Makeshift Rambaster 1/2 (haste, +2/ when attacking buildings, can’t patrol)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
(Imp makes me discard Charge, no big deal.) Full steam ahead! Going to see if I can rely on Zane to get my hand size back up, Pillage should help if he keeps floating like that.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Javelineer throws at Taxman, knocking off armour
Shadow Blade - kills Taxman, you discard #2 of 3 - ($3)
Poisonblade Rogue - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Poisonblade Rogue (2/1) Poison
Elite:
Scavenger:
Technician: Vandy (3/4A) Resist 1
Lookout:
In Play:
Skeleton Javelineer (1/1)
Buildings:
Base HP: 14
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 5
Gold:
Gold: 1
Workers: 8
Thoughts
Rook = so large and annoying, especially if he max levels him to kill Jaina if I don’t kill him, but I can’t max my Vandy without boosting that Rambaster and then I have nothing to block with… Gah annoying.
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Vandy kills your Taxman, you draw
Max Vandy - heals, my skeleton and your Rambaster get empowered with demonic energy and will die at my next upkeep (presumably horribly) - ($6)
Demonic Skeleton kills Rook
Sacrafice the weak, your Rambaster is spared its horrible death by dieing now - ($4)
Tech II (Demonology) - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy L5 (4/5) Resist 1
Buildings:
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Demonology)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
After killing rook - HHall and Imp or StW and Tech II? Probably the latter right - gives me the benefit of an extra hero and better cards, and having him discard shouldn’t be too much of an issue atm. We will see if it pays off. Another alt - Skip worker, imp and tech II. This may backfire later as he moves into Tech III, but it may prevent him from drawing cards he wands and gives me another body next turn, and more chance of drawing a meta because of the no worker. But then where to patrol? Anything but SQL gets beaten by Zane --> 5 damage to the base from the Rambaster. I’ll take the 2 damage from Zane instead with the StW play.