Tech 0 card(s)
Get Paid - ($11)
Pirate Gunship - ($5)
Crashbarrow - ($2)
Midband Drak - ($1)
Crashbarrow kills Mimic and Overuns into Treant
Pirate Gunship hits your base for 8, your base to 7, Obilierate kills Merfolk and the T-Rex
6 Pirate hit your base for 18 damage, your base to -11
Drak and Jaina hit your base for 6, your base to -17
GG!
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Jaina (4/1, lvl 7)
Drak (2/3, lvl 3)
Pirate Gunship (7/6, Flying, Haste, Long Range, Resist 2)
Pirate #1 (2/2)
Pirate #2 (2/2)
Pirate #3 (2/2)
Pirate #4 (2/2)
Pirate #5 (2/2)
Pirate #6 (2/2)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Tech Lab HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 11
Thoughts
Tech lab Growth? Interesting, but can It stand up to Pirate Gunships?
That was a really fun and crazy game! It was really odd how you didn’t play any of your 2nd and 3rd techs. And then the ending…
I just noticed on T5 you could’ve summoned Jaina first and then traded heroes for 2 free levels, and maybe on T6 I should’ve put the Dragon in LO, but I didn’t because I thought you might’ve teched Ember Sparks.
I DID have Rampant Growth on T3! How did I miss that hero kill? That was what led to my gold being stolen all the time.
For some reason I’m always nervous about teching up against Red. This time I actually tried to pretech a Tech II unit, but I still teched the T-Rexes a turn late, though it didn’t matter since I topdecked one. Maybe it’s because I saw too many forum games where the critical mistake was incorrectly building a Tech II or III building.
umm, My Second techs were the Crashbarrows (who kept being drawn when you cast moments peace), but did get debuted on the last turn. and my third techs were the Pirate-Gang Commanders, who definitely got played… I onyl tech 8 cards as P2, and since I teched 2 copies of each this game, that 2 Tax men, 2 Crashbarrows, 2 PGC and 2 Gunships… which is totally not completly stacking my deck for the late game I swear…
true, wasn’t thinking about that, was just using her as a threat that turn, wasn’t really thinking.
Its hard to play around everything , but I will say that at at this point you know I have 6 teched cards in my deck, 2 are Taxmen, and I just built a tech 2 Blood. Its reasonable to assume that I have teched 2-4 tech 2 blood units therefore, so with the remaining 0-2 tech slots left what other cards further my strats the most? Answer wise for green, I’m more likely to be teching Kidnapping or Shoody Gliders as answers rather than ember sparks (the only situation where it would do better then kidnapping is if you say played a murkwood allies without a midband Calamandra, which seems remote when I’m teching cards)
An important thing to think about when thinking about answers, is what would have made sense at the time when they were teching? Obs this can backfire (see many of my other games, I generally play into niche answers, rather then around them, so I often get punished for this) As always though, find a playstyle that works for you. Mine works for me, but I formed mine, by seeing other people play and stealing the tactics/ideas that worked and suited me, and discarded the one that didnt’t suit me (even if they work, I still struggle to get the mileage out of Black that other people on this forum do, I dont seem to find a playstyle that works for both me and black…
Your donations were very much appreciated Its a question to me if I should have killed the Prospector or used the madman as a defenseive line to all but guarantee Drak living, not sure mine was the right play, but it worked out since you missed the kill, I just thought I was lucky to dodge both Rampant Growth + Forest’s Favour…
I can say when I played Green in the Red v Green MMM (in the end it was ~12 practise games, never properly completed the set) I found that I needed to tech up quickly to survive the onslaught. But that my playstyle against the Red players style. Against me playing as red that style may not work, its hard to say what is a good strat against a colour, and what is good against the player…
Oops, I meant before the last turn. Before I saw the hidden info I thought you first preteched the Gunships on the 3rd tech.
I really need practice with the late game. Usually I notice I’m at a big board disadvantage and just try to stall at Tech II. In fact I sometimes considered resigning even when I’m not totally losing, like at T5 ~ T6, but that seems really disrespectful, and I wouldn’t get any late game practice.
Jaina is a pretty interesting hero. Her maxband is basically itself a win condition, but I’m not sure when Red should ever open with Jaina save for discouraging token spam because as Red it’s really hard to protect her unless you can keep on clearing Green’s board. Also, is she the only one with sparkshot in Red?
Yeah, teching is definitely the most skillful part of the game. But patrolling correctly is also hard and intricate. And so is managing gold floats, though I can’t really practice that against Red.
Ok, all of my units are in the second hand, so let’s get ballsy. Can he do 4 damage with just the starter deck? He needs Charge in the second hand and that’s basically it.