Good game - I can’t help but feel like I won due to some lucky draws. Turn 3 was really lucky for me, and I was fortunate to draw the PGC on turn 6 with only a 2/11 chance.
P2T9:
Gold + f (14)
Crash Barrow, your base takes 1 damage at end of turn (14)
Maxband Jaina (7)
Jaina pings your face for 3
Yeah, you had some good draws, but I messed up some too. For example, on turn 7, I should have maxed Grave; I wasn’t even considering Shoddy Glider. And I probably shouldn’t have teched Mind-Parry Monk. And I definitely should have put Grave in Lookout on turn 1.
It’s funny, I try and play these aggressive decks, but I just never set them up or make the correct plays to be aggressive. It feels like no matter what deck I’m playing I try to win an early trade/exchange, and then leverage that advantage into winning on tech.
Yeah, it’s pretty interesting. I’d kind of like to make a deck work that uses nullcraft + mimic synergy, but it’s a little tricky to set up. Midori is pretty clunky for me.
P1T1:
Starting Hand
Timely Messenger Helpful Turtle Fruit Ninja Flagbearer Bloom
Gold (4)
Worker (3)
Timely Messenger (2)
Jaina (0)
Ping your dome for 1
Discard 3, Draw 5
I’ve been thinking about which starter I should use. I’ve been using Red so far, and it’s been working out decently, but I think there are advantages to the others as well. Green is much more defensive, which would be good for helping me set up whatever I’m trying to set up. White has Snapback, which is always useful. Also, Grave is the hero that I’m most likely to play early, so the spells get a bit of a boost for that.
Red is good because it lets me be reasonably aggressive, while giving me some haste units for mimics and some stuff that goes well with Fire tech 2 as well. I think white is probably just less useful than red, but the extra defense from the green starter could really be helpful to buy time to line up Mimics/Faerie Dragons with Lobbers, or set up Firehouse/Training Grounds. What do you think?
Lining up Mimics with Nullcraft seems good. I remember that [Present]/Balance/Blood was a deck that got a reasonable amount of discussion a while back; have you tried anything like that?
P2T1
StartingHand Workers
STARTING HAND
Bloodrage Ogre
Mad Man
Nautical Dog
Bombaster
Makeshift Rambaster
no worries, I’m pretty pokey over the weekend anyways.
P1T3:
Tech
Lobber, Crash Bomber
Starting Hand
Lobber Flame Arrow Spark Flagbearer
Gold (6)
Worker (5)
Lobber (4)
Jaina runs into Grave, he levels to 5
River (2)
Tenderfoot trades with Grave, River to level 3
Lobber hits your T1 for 2
Discard 2, Draw 4
Patrol:
Leader: Level 3 River (2/4 + a)
Elite:
Scavenger:
Technician:
Lookout:
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Play Jaina - ($5)
Play Bloodrage Ogre - ($3)
Play Charge on Bloodrage Ogre - ($1)
Play Mad Man - ($0)
BRO + Mad Man kill River, Jaina to level 3