Player 2, Turn 4
P1 Feral/Present/Anarchy vs P2 Blood/Anarchy/Feral
[details=Doing some math][spoiler]
Ok. THAT was greedy. He forfeit board presense and I have some busrt potential. It seems like I have to go face now.
I don’t feel any treat from tier 2 feral in this position. Present or better board would probabbly change my mind.
Let’s make some math.
I have 3+3 attack on board, 4+3 attack hasty in hand. (3 gold). Bloodlust is 2 for 2, charge is 1 for two. Not sure I want to play them now. There is two options summoning Zane: 2 damage for 2 gold, 3 damage for 3 gold.
I need 6 attack to clear his patrol. And 8 gold total. Also I can consider going to tier 2. Will consider this option if my attack is not good enough.
- Dog for treant(7), summon Cal or Zane (5g) Drakk for geiger. Drak 3/2.
Rambaster(3) 4 and Musketeer 7 - to base.
1.1 max damage - hero Cal. bloodlust(1) Cal and Rambaster. +6 dmg. - 13 total. 1 gold left. Cal 3/3. Next turn Scorch plus Drakk death = 4 of lethal. +1 from musketeer may be.
Board: 3/2 drakk, 3/3 Cal, 1/1 rambaster, 1/1 dog, 2/1 musketeer.
Hand Bloodrage, Scorch +1 after reshuffle.
Surprise attack cost him 7. He is at 10. 3 left is enough for deffender. Surprise attack and zane kill both my heroes and probabbly Musketeer. And I have 5 attack on board. So probabbly better line is to play Zane, tech 2 behind the ferns, and keep Calamandra for sneak attack next turn.
1.2 Hero is Zane. For +1 gold midband (2). +3 attack.Total 10. Or max band 11 total.
Board: Drakk(3/2), Zane(3/3 or 4/4), dog, rambaster(full hp), musketeer. Drakk death 12. scorch 14. 6 left - behind the ferns bring another 5. 1 -of.
Ferns probability: 2 cards from 8 with 2 tries. That’s about 1/4 + 2/7 I think sum is not correct her, but that is close enough I think. That’s a coin flip.
Bad news that I have to summon Cal next turn if I want to play scorch. And if I missed behind the ferns I will probabbly have 2 dead draws later.
I don’t really like this option here.
1.3 Defend with Cal
Defend with 3/4A or 4/5A Cal could be an option. Both sharks wil go to Cal. Zane to Drakk. Midband his Cal.
This option is bad but it lead me to option of Drakk Defence…
2.1 From beggining: MidbandZane(3). Dog for treant(2), Zane kills Geiger and heals(3), Rambaster (1).
Board: Drakk (3/4), Rambaster (4/2), Musketeer (3/1),
10 attack, or 7 attack and patrol Drakk.
2.1.1 His base at 13. 3/4A Drakk SQL.
His options: surprise attack. Remove Drakk and Musketeer. Stalking tiger/centaur in SQL. Without behind the ferns, that’s bad. I have only 3 attack for base+2 scorch +1 drakk. 7 left.
Actually Drakk will be his number 1 priority without patrol anyway. So…
2.1.2 His base at 10. All taped.
At this point good play for him would probably remove all my minions with surprise attack. But that would open a lethal with kidnapping. Unless he defends with Calamandra…
Ok I think I take this line and tech 1 bomber and 1 behind the ferns.
Wonder if there is better play here.
Last decision to made - if I want to play a worker, or maximize my draw. What a silly question. Who cares about economy…
##Events of Turn:
- Get Gold (8)
- Tech 2 cards
[details=All Teched Cards]
Crash Bomber, Behind the Ferns
Murkwood Allies, Crash Bomber
- Nautical Dog (7)
- Zane (5)
- Midband Zane(2)
- Dog kills a treant, Zane kills Geiger, maxbands and heals. We both get a coin. (3)
- Makeshifter Rambaster (1)
- Rambaster, Musketeer and Drakk attack base for 10 total.
Patrol as below
- Discard 2 Draw 2 rs Draw 2
- Float 1g, Tech 2 cards after your turn
Base HP: 19
Tier I: 5
Hero’s Hall: 4
Careless Musketeer (2/1, frenzy, tap:1 direct damage)
Nautical dog (1/1, frenzy 2)
Makeshift Rambaster (1/2, frenzy, +2 for building)
[details=End of Turn Hand]
[details=End of Turn Discard]
Ok my draw is pretty bad. But I think that’s not a crutial problem. I can wait for couple of turns.
Edit: turn number