@ARMed_PIrate As you’re the fourth person I’m playing FND against I used the 4th roll from my looking for opponents post. Hope that’s fine.
I’m hoping for a genuine slugfest.
[details=Thoughts]Finally a FND start with Tenderfoot in hand 1 instead of messenger.
My options are really Hero+Tenderfoot, unless I’m feeling ballsy enough to drop tenderfoot+hero’s hall – which seems super sketch.
My T2 options should be: Worker+tech 1 or worker+tech 1+hero’s hall.
That leaves 1-3 gold for levels, units, etc which means timely messenger is probably the play. But I could be fatty and put down a flagbearer. Tech is probably nimble fencer plus something OR rambasa bros and martial mastery / two step?[/details]
P1T1
StartingHand Workers
STARTING HAND
Tenderfoot
Older Brother
Spark
Helpful Turtle
Fruit Ninja
[details=Thoughts]
Ugh. No BRO and no 1-drops makes for a very ugly P2 Start. One option was Arg+Bombaster (and maybe I should have done that) but I’m looking to drop a big chunk of my hand next turn, so I won’t have much money for Tech I then. Might as well get it out now. I’ll probably take 3 damage to Tech I from Grave on this coming turn, but better to have Tech I build once. [/details]
P2T1
StartingHand Workers
STARTING HAND
Bombaster
Careless Musketeer
Scorch
Bloodburn
Pillage
WORKERS
Scorch
NextHand
Mad Man
Bloodrage Ogre
Nautical Dog
Charge
Makeshift Rambaster
Discard
Pillage
Careless Musketeer
Bloodburn
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Bombaster - ($2)
Build Tech I - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Bombaster (2/2)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 6
[details=Afterthoughts]
Don’t know exactly what tech line to play next turn. Kaelii’s moves will affect it probably. He’s got stronger econ and Tech I units. Either MoLaC or Rhinos? I fear the sword, but it might be used on a hero before Rhinos come out. Iron Man+Bloodlust might be good either way.
[details=Thoughts]
This is so weird. What a truly terrible split. So, I could Charge BRO to take out SQL, send MM after TM, leaving Drakk to die in defense, maybe BRO remains alive (no worker). Or Charge NDog to take out SQL, send MM after TM, leave Drakk to die in defense, maybe Rambaster remains alive (and get a worker). But then I thought I could play my whole hand and have a decent chance of drawing something good even with a 2-card hand. And it will be awkward to take out BRO and sparkshot my weenies; he could take out BRO with Grave and just take out my weenies with his. Might be what happens. But leaves Drakk summonable to play the Bloodlust I just teched in, if I draw it. [/details]
P2T2
Tech StartingHand Workers
TECH
Iron Man
Bloodlust
STARTING HAND
Mad Man
Nautical Dog
Makeshift Rambaster
Charge
Bloodrage Ogre
[details=Thoughts]
Drew Bloodlust and Bloodburn. So Bloody! If, by some miracle, he leaves my board alone for a turn, I could play Drakk and both cards, swing with everything and max out on blood runes. Blood for the Blood God! Or midband Drakk and Bloodlust him and something else, and hit with crazy frenzy.
More likely, he’ll kill my stuff, and I have to hope to draw a unit off Technician (3/4 chance).
Most likely, he kills my stuff except the dog, and I’m SOL.
[details=Thoughts][spoiler]
I think I would have preferred Iron Man, but having max Drakk and a worker is cool. This’ll do, I think. Kaelii wanted a knock-down, drag-out, aggro game. There ya go.
I was going to go with MoLaC+Barrow for tech, but then I randomly decided to try out Ogre Recruiter, which I’ve never used, and added another Bloodlust, so hopefully I can haste him when he comes out. (I’m regretting workering Charge a bit, but that weird opening split didn’t leave me a lot of choices.) I’ll do another Recruiter and Barrow next turn, maybe?
[/spoiler][/details]
P2T3
Tech StartingHand Workers
TECH
Ogre Recruiter
Bloodlust
STARTING HAND
Bloodlust
Bloodburn
Careless Musketeer
WORKERS
Scorch
Charge
Bloodburn
NextHand
Bombaster
Pillage
Discard
Bloodrage Ogre
Nautical Dog
Mad Man
Bloodlust
Makeshift Rambaster
Careless Musketeer
Ogre Recruiter
Bloodlust
Tech 2 card(s)
Get Paid - ($7)
Draw from technician bonus
Scavenger bonus - ($8)
Worker - ($7)
Summon Drakk Ramhorn, to level 2 - ($4)
Recruit Careless Musketeer - ($2)
Drakk casts Bloodlust on Grave and Musketeer - ($0) Rambaster suicides into River, knocking off armor Musketeer trades with River; Drakk to Lv. 4 At the end of my turn, Grave dies from his insatiable Bloodlust; you draw; Drakk to max Sets has the Heroes’ Hall all to herself!
Float ($0)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Drakk Ramhorn, Lv. 6 (3/4+a, deals 1 to your base on death) “Come at me, bro!”
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 1
Disc: 8
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Afterthoughts]
Ugh. I was really hoping to draw the Iron Man. Still, Pillage and Bombaster is always a winning combination, right? And I can build Tech II?
[details=Thoughts][spoiler]
Well, that was a nice way to kill Drakk. Unfortunate, but should have seen it coming.
This is probably dumb, but I’m doing it anyway. The Tech Lab is a red herring!
[/spoiler][/details]
P2T4
Tech StartingHand Workers
TECH
Ogre Recruiter
Crashbarrow
STARTING HAND
Bombaster
Pillage
WORKERS
Scorch
Charge
Bloodburn
Pillage
NextHand
Bombaster
Iron Man
Ogre Recruiter
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Build Tech II (Blood) - ($3)
Build Tech Lab (Growth) - ($2)
Summon Argagar Garg, and Wisp! - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Argagarg Garg (1/3)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech Lab HP: 4 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 9
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
[details=Afterthoughts]
Well…Wishing that Recruiter was a Barrow. But a Recruiter, an Iron Man, and a Worker ain’t bad. Who knows? Maybe I’ll get lucky on my technician draw and get a Bloodlust. That’ll be just enough $ for Drakk, Bloodlust, Recruiter, which will probably get me a patroller to use for myself. Funny drawing Bombaster again.
Tech 2 card(s)
Get Paid, Reshuffle Draw 2 for Setsuki - ($9)
Spar with Grave
Grave beep bops the Iron Man for 2+A
Fox’s Den Students - ($5)
Setsuki swiftly kills Iron Man
NF #2 kills Bombaster
NF #1 trades with Bashar – Grave midbands and heals. You get a gold
Brick Theif, steal tech 2 brick, stuff into my base back to 20 HP - ($3)
Worker - ($2)
Ninjas break tech 2 - your base takes 2.
Tenderfoot - ($1)
Hard concede. I don’t see any way I’ll be able to get Tech II operational again.
Good game!
I don’t know what the right choices should have been given my opening split. Maybe just Arg to Lv. 3 instead of Bombaster? It was so weird having all the spells in the first hand.
I thought about it, but figured (rightly, looking at your hand now) that you might have wither to take out the wisp; then a Lv. 3 Grave could take out Arg. and hit Lv. 5 for cheap. Then you could still re-patrol Tenderfoot and Grave in the same positions (with Grave at 3/3 instead of 2/3). It would have been really expensive, maybe impossible, for me to take out Grave before you could max him.
If I had played midband Arg, you still would have been able to do the same thing, but you would have at least had to damage the Tenderfoot in addition to Grave. Probably still not worth it.
With two patrollers (0/1+A wisp) and (2/2 bombaster) I need 2+2+3 offense from 2+1 on board and 4-5 gold to get from 2+1 to 2+2+3.
Wither is 2 gold to go from 2+2+3 to 2+3 required or 2+1+3 or 2+2+2. Even with TM, Wither, Spark (4 gold, 3 cards) can only BARELY get through (Wither > wisp, spark + TM > Bombaster, Tenderfoot+grave > arg and this leaves me with a 1/1 tenderfoot and 3/4 grave no patrol, worker discard 1 shuffle redraw 3 from 9 (tech x2+3+spark+TM+wither+1).
Grave as a 3/4 is vulnerable to Drakk+Bro+Charge and you have the 7 to do that and worker which leaves me with a 1/1 tenderfoot, a 3 card hand, no tech buildings against Drakk level 3 (squad leader or resist probably?), discard 2 shuffle draw 4.
If you didn’t have Charge+Bro in your next hand (you did). If I didn’t kill Arg then you start threatening to do nasty things like max arg, play an arg buff’d haste dude to start breaking my line, bro or charge-bro + dog/madman to start trading out against my squad leader?
I think your T1 play was fine, you’re building gold for a bigger T2. However, as P2 against an aggressive P1 opening, I would have not played out my red starter hand. First, red starter is full of aggressive dudes that don’t work as well on defense. Second, Tower seems very reasonable against Neutral starter and is something I would want in the match-up.
T2 you could have built a Tower and hired BRO (best red starter card!), then hired Arg and placed the wisp in scav/tech and Arg safely behind. Now with your tower and some stuff patrolling, it’s much more costly for him to attack into your defenders. Wisp becomes a virtual 1/1. BRO is a 4/3 in SL! For 2 gold, that kind of value is insane. His midband Grave to kill SL BRO no longer even works! Tenderfoot would be able to kill wisp and live, but the Timely Messenger dies regardless of what he does.
This also lets you maintain a larger hand, which of course is valuable in either position P1 or P2.