OK, I was doing it wrong then. I know that in the physical game, you tech cards after drawing. I was thinking that the spreadsheet processed the information similarly. But instead I should treat it just like the physical game, doing Discard/Draw THEN putting the cards in the tech section, yes? OK, got it.
That said, holy hell, I’m in trouble in this game.
STARTING HAND
Pillage
Kidnapping
Nautical Dog
Charge
WORKERS
Careless Musketeer
Mad Man
Bloodburn
Bombaster
Nautical Dog
NextHand
Crashbarrow
Bloodrage Ogre
Crashbomber
Firebat
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Drakk casts Kidnapping on Ironbark Treant. - ($4)
Ironbark Treant trades with Calamandra. (Ironbark Treant goes to YOUR Discard)
Firebat A trades with Tiny Basilisk.
Drakk deals 3 damage to your base.
Tech II (Blood) - ($0)
Yeah I really like Argagarg as a hero because he allows you to get a board out of nowhere without spending cards.
He is, in my eyes, a cornerstone of the Green strategy, both to maintain a healthy number of cards in hand and lessening the impact of bad draws. While it is a bit expensive to pay 6 gold for a 1/5, a Wisp and what amounts to about a Tech I unit, it also always threatens Stampede.
I assume this should say 1/5.
P1T6
Tech StartingHand Workers
TECH
Shoddy Glider
Burning Volley
STARTING HAND
Bloodrage Ogre
Firebat
Crashbarrow
Crashbomber
WORKERS
Careless Musketeer
Mad Man
Bloodburn
Bombaster
Nautical Dog
Tech 2 card(s)
Get Paid - ($9)
Jaina - ($7)
Firebat B trades with Water Elemental
Firebat [Haste from Drakk] - ($5)
Crashbarrow - ($2)
Drakk kills Wisp. You gain 1 Gold.
Crashbarrow kills Argagarg. Overpower kills Merfolk Prospector. (Jaina 1->3)
Firebat attacks your base for 4 damage.
Jaina 3->4 - ($1)
Crashbarrow dies from Ephemeral.
White flag. There’s no way I’m coming back now, with an empty board.
I tend to agree about Arg, though I think he’s particularly helpful in the early game. It seems to work better to bring Arg out in the first turn or two, level him up to establish a presence, then switch to Cal or Midori for a push. Arg himself doesn’t help much. Even just the Wisp as a Scavenger essentially makes Arg a 1 gold cost, which is awfully nice.
I think I’ll do one more game with Red! This should be interesting because I haven’t played against the whole white set before… I think one of the games I played was a Multicolor with strength but I don’t think that is indicative of the white play style.
P1T1
StartingHand Workers
STARTING HAND
Pillage
Nautical Dog
Charge
Bloodrage Ogre
Scorch
WORKERS
Scorch
NextHand
Makeshift Rambaster
Bloodburn
Mad Man
Careless Musketeer
Bombaster
Discard
Charge
Pillage
Bloodrage Ogre
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Drakk - ($1)
Nautical Dog - ($0)
One would think that such a big rock would be enough. However, as Captain Zane will gladly explain to you, Anarchy cannot be stopped by such mundane matters.
P1T4
Tech StartingHand Workers
TECH
Doubleshot Archer
Firehouse
STARTING HAND
Makeshift Rambaster
Bloodburn
Charge
Gunpoint Taxman
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Zane 1->6, maxband Ability bumps Ardra’s Boulder to Elite and then deals 1 damage to it. - ($1)
Zane kills Grave taking 3 damage. You get 1 gold, I get 1 gold from Zane’s midband. - ($2)
Gunpoint Taxman kills Saviour Monk taking 2 damage and will steal the Gold you just got from Grave dying. You draw a card. - ($3)
Gunpoint Taxman B - ($1)
STARTING HAND
Mad Man
Pillage
Molting Firebird
Chaos Mirror
Charge
WORKERS
Scorch
Careless Musketeer
Bloodrage Ogre
Makeshift Rambaster
Nautical Dog
Mad Man
NextHand
Bloodlust
Firehouse
Gunpoint Taxman
Bloodburn
Discard
Charge
Gunpoint Taxman
Pillage
Chaos Mirror
Kidnapping
Ember Sparks
Tech 2 card(s)
Draw a card from Technician (oh wow the perfect draw!)
Get Paid - ($9)
Worker - ($8)
Jaina - ($6)
Molting Firebird - ($2)
Jaina casts Charge on Molting Firebird - ($0)
Molting Firebird destroys Tower taking 1 damage and deals 1 damage to all of your heroes and units. This kills both of the Birds. Your base takes 2 damage.
Gunpoint Taxman trades with Grave (Jaina 1->3)
Firebat attacks your Tech II building for 3 damage.