Tech 0 card(s)
Get Paid - ($10)
Molting Firebird attacks your base for 4 damage. Rook also takes 1 damage.
Jaina 3->7 - ($6)
Exhaust Jaina to destroy your Tech II building. Your base takes 2 damage.
Gunpoint Taxman - ($4)
Firehouse - ($1)
Yeah, I must have changed something as I was moving stuff around on the spreadsheet. Because I’ve already drawn my new hand, I’ll just float that 3 gold to the next turn, and Rook should have 3 damage on him (1 from before, 2 from the Firebat).
STARTING HAND
Doubleshot Archer
Bombaster
Gunpoint Taxman
Chaos Mirror
Pillage
WORKERS
Scorch
Careless Musketeer
Bloodrage Ogre
Makeshift Rambaster
Nautical Dog
Mad Man
Tech 0 card(s)
Draw a card from Technician
Get Paid + float - ($11)
Exhaust Jaina to deal 3 damage to Inverse Power Ninja.
Firehouse kills Inverse Power Ninja. Ready Firehouse. You get 1 gold.
Firehouse deals 2 damage to your base.
Zane - ($9)
Zane 1->4 - ($6)
Molting Firebird, Zane and Gunpoint Taxman attack your base for 10 damage, destroying it.
That’s fine, but I’ll be traveling during much of January so my posting will be a bit inconsistent during that time. Shoot me a message if you don’t mind that.
OK, I think I’ll stick with a mono color for now. That’s challenging enough for me right now. At least I don’t have worry about those damned Firebirds this game! I’ve never seen Finesse or Disease in a game yet, so that’ll be fun.
Speaking of which, what the heck, I’ll go mono-red. BURN THEM ALL!
I rolled a 20, so you’re up when you want to get going. @Eijolend
This spec combination is another attempt at finding a good way to play Disease, which I like very much, but without the black starter, which I don’t like (even though it is supposed to be very good). Maybe the multi-color penalty is still too much, but Discipline seems more interesting than Demonology (not counting Metamorphosis).
P1T1
StartingHand Workers
STARTING HAND
Brick Thief
Helpful Turtle
Spark
Bloom
Timely Messenger
WORKERS
Helpful Turtle
NextHand
Tenderfoot
Older Brother
Wither
Granfalloon Flagbearer
Fruit Ninja
I think I have to take this opportunity to get Sparkshot value. However, I don’t think I can afford to not play the Older Brother and build Tech I instead as Mad Man + Zane or similar immediately destroy the investment I gained this round. Skipping Tech I is not nice, but Martial Mastery should make unlucky draws less severe.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Grave casts Martial Mastery, I discard a card, draw 2 cards and look at your hand. (See two Lobbers and realize I have to replan my whole turn…) - ($4)
Grave casts Bloom on Grave. - ($2)
Older Brother and Timely Messenger trade with Bloodrage Ogre.
Grave kills Drakk taking 1 damage, my base takes 1 damage. (Grave 5->7, heals, sword rune)
Grave throws his sword and kills Bombaster, you get 1 gold.
Tech I - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Grave Lvl.7 (5/6) +
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts]
Okay, the two lobbers make every choice I have wrong anyway, so let’s just hope I can survive this onslought while he is down on cards. Killing Grave is very expensive for him, but destroying my Tech I is entirely reasonable and leaves me far behind. I don’t think having more patrollers would’ve saved me though as then he just has more things to attack and my units don’t trade well with what he can muster.
After drawing new hand: Aaaaaand my next hand is crap (at least destroying Tech I doesn’t impact me as much ) Probably GG.[/details]
STARTING HAND
Mad Man
Lobber (Tech 1)
Scorch
Lobber (Tech 1)
WORKERS
Careless Musketeer
Pillage
Scorch
NextHand
Makeshift Rambaster
Charge
Bloodburn
Discard
Bloodrage Ogre
Bombaster
Mad Man
Tech 0 card(s)
Get Paid - ($7)
Worker - ($6)
Scavenger - ($7)
Summon Zane - ($5)
Lobber - ($4)
Lobber - ($3)
They all pile on Tech 1 and destroy it
Your base takes 2 damage
Float ($3)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Zane (2/2) exhausted
Lobber (2/2) exhausted
Lobber (2/2) exhausted
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 3
[B]Gold:[/B]
Gold: 3
Workers: 8
"
Thoughts
My choice basically came down to destroying Tech I or ganking Grave which would have wiped everyone out. Grave burned his sword on a relatively unimportant unit, so that’s OK. He might respond by taking out my Tech I, which puts us even. Less likely he’ll kill Zane. I’ll almost certainly build Tech II next turn, and maybe Tower or Surplus.
STARTING HAND
Wither
Brick Thief
Bloom
Timely Messenger
Tenderfoot
WORKERS
Helpful Turtle
Granfalloon Flagbearer
Fruit Ninja
Timely Messenger
NextHand
Crypt Crawler
Martial Mastery
Spark
Older Brother
Discard
Bloom
Wither
Tech 0 card(s)
Get Paid - ($7)
Worker - ($6)
Rebuild Tech I
Brick Thief, deals 1 damage to your base to heal 1 damage from my base. Good thing bricks are so universally useful. - ($4)
Tenderfoot - ($3)
Grave kills Zane taking 2 damage.
Float ($3)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Tenderfoot (1+1/2)
[I]Scavenger[/I]:
[I]Technician[/I]: Brick Thief (2/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Grave Lvl.7 (5/4) + xx
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 2
Disc: 2
[B]Gold:[/B]
Gold: 3
Workers: 8
Thoughts
A slow turn, but at least my Patrol Zone trades well with his Lobbers.