STARTING HAND
Makeshift Rambaster
Bloodburn
Pillage
Bombaster
Charge
WORKERS
Careless Musketeer
Bloodburn
[/spoiler][/details]
[details=NextHand][spoiler]
Mad Man
Bloodrage Ogre
Pillage
Scorch
Crashbarrow
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Drakk to midband - ($2)
Frenzied Orge trades with Jandra
Pillage, steal 1$, your Base to 19HP
Tech I - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Drakk lvl 4 (2/3 + 1)
[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: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
[details=Thoughts][spoiler]
I can Pillage, and midband Drakk to trade the Ogre for Jandra. He’ll be able to kill Drakk with Vandy next turn, but providing I patrol in SQL he’ll need to maxband Vandy and won’t get the free levels. Question is what to tech in so I can kill 4/3 Vandy in the next turn or two? Option 1: 2xLobbers – with haste there’s a good chance I can kill Vandy next turn. Problem if he has Javelineer in hand (55% chamce), Vandy maxband buffs it to 3/3 and protects Vandy for a turn. Option 2: Flame Arrow, sure to kill Vandy on turn 3 or 4 (unless hit by discard). Option 3: 2xCrashbarrows – should be able to defend Tech II if I build on T3, than there’s a 75% chance I draw at least 1 Crashbarrow to play T4.
Playing Red is meant to be fun, so let’s go for option 3…
[details=Tech StartingHand Workers][spoiler]
TECH
Land Octopus
Land Octopus
STARTING HAND
Pillage
Mad Man
Crashbarrow
Scorch
Bloodrage Ogre
WORKERS
Careless Musketeer
Bloodburn
Pillage
[/spoiler][/details]
[details=NextHand][spoiler]
Charge
Bombaster
Makeshift Rambaster
Crashbarrow
Nautical Dog
[/spoiler][/details]
[details=Discard][spoiler]
Mad Man
Crashbarrow
Scorch
Bloodrage Ogre
Land Octopus
Land Octopus
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Mad Mad, trades with Javelineer, you gain $1 - ($6)
Zane - ($4)
Tech II Blood - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Zane (3/2)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts][spoiler]
First time I’ve played Blood, no doubt will mess things up.
Teched in 2xLand Octopuses (Octopi?, Octopodes?) this turn, plan to follow up next turn with 2 out of Chaos Mirror, Bloodlust, Kidnapping, depending on which Tech II spec he builds. I’ll get plenty of attack, just have to watch out I don’t leave myself too light on units left to defend.
Thanks, did tech in Tier II cards on my (redone) T2. Unusual position, but looked a good shot I could build and defend the Tech II building the following turn.
STARTING HAND
Nautical Dog
Makeshift Rambaster
Charge -> discard
Bombaster
Crashbarrow
WORKERS
Careless Musketeer
Bloodburn
Pillage
Nautical Dog
[/spoiler][/details]
[details=NextHand][spoiler]
Makeshift Rambaster
Land Octopus
Bombaster
Crashbarrow
[/spoiler][/details]
Discard to Shadow Blade
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Drakk - ($5)
Crashbarrow, kills Vandy, Drakk to lvl 3 - ($2)
Float ($2)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Drakk lvl 3 (1/3)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 1 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 9
[details=Thoughts][spoiler]
With my Tech II building just a Haunt away from being broken, may need to rush to build Tech III. So teching in Gunships this turn to get them in the deck.
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($11)
Drakk to maxband - ($6)
Land Octopus, gains haste - ($3)
Crashbarrow - ($0)
Frenzied Crashbarrow kills Dozer
Frenzied Octopus kills Garth, overpowers 5 to break Tech II, your Base to 17HP, you gain $1
Drakk deals 3dmg to your Base, to 14HP
Skip worker
A question about the Land Octopus – if the owner decides to trash 2 workers rather than the Octopus at Upkeep, does this happen before or after getting Gold for that turn?
[details=StartingHand][spoiler]
STARTING HAND
Land Octopus
Charge
Crashbarrow
Pirate Gunship
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($9)
Sacrifice 2 workers to keep Land Octopus
Land Octopus #2, gains haste - ($6)
Crashbarrow - ($3)
Zane, kills SQL Skeleton - ($1)
Drakk knocks Soul Stone from Javelineer
Crashbarrow kills Javelineer, overpower kills Vandy
Land Octopus #1 kills Scav Skeleton, overpower deals 8dmg to your Base to 6HP
Land Octopus #2 breaks your Base
GG, thanks.
When Blood works (and you get the draws), it really does work !