Bloom
Tenderfoot
Fruit Ninja
Timely Messenger
Helpful Turtle
Events of Turn:
Upkeep:
Get Gold (5+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Iron Man x2
Main:
Tenderfoot (5)
Jaina (3)
Worker (2)
Tech 1 (0)
Workers
Helpful Turtle, Spark
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Older Brother (2/2+1armor)
Elite:
Scavenger:
Technician: Tenderfoot (1/2)
Lookout:
In Play:
Jaina (2/3 lvl 1)
Economy Info:
Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Fruit Ninja
Bloom
Granfalloon Flagbearer
Brick Thief
Wither
End of Turn Discard
My Thoughts
I think I still want to kind of chill and try to tech up. So Iron Man seems a proper choice for that, and doubles as a solid offense in case I need to go at Neko hard. Grabbing 2 of him, though IPN and Fuzz Cuddles wouldn’t be terrible choices either. Jaina I think is a good move as well, threatens Ember Sparks so that makes patrolling harder for him.
…
Wow, whiffed the Iron Men, That’s a big ol’ bummer. Might end up Withering and Blooming, but we’ll see how feasible a Drakk kill looks. He’s not black starter anymore, so Brick Thief might be okay too. Still, I should expect Stewardess and therefore, a potentially nasty counter-swing at my Jaina
TECH
Stewardess of the Undone
Stewardess of the Undone
STARTING HAND
Nautical Dog
Bloodrage Ogre
Charge
Careless Musketeer
Makeshift Rambaster
WORKERS
Scorch
Careless Musketeer
NextHand
Charge
Pillage
Stewardess of the Undone
Stewardess of the Undone
Nautical Dog
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Bloodrage Ogre - ($1)
Float ($1)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Bloodrage Ogre (3/2A)
Elite:
Scavenger: Bombaster (2/2)
Technician:
Lookout:
In Play:
L1 Drakk Ramhorn (1/3)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
I can clear his board and max Drakk if I trade my units and forgo both my worker and my Tech I, but is it worth it? I’m not sure that it is, so I’ll resist the temptation.
Fruit Ninja
Bloom
Granfalloon Flagbearer
Brick Thief
Wither
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Ember Sparks, Fuzz Cuddles
Iron Man x2
Main:
Bloom Jaina (4)
Jaina kills SQL
Midband Jaina and heal (1)
Worker (0)
Workers
Helpful Turtle, Spark
Patrol as below
Discard 3 Draw 3 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Older Brother (2/2+1armor)
Elite:
Scavenger: Tenderfoot (1/2)
Technician:
Lookout:
In Play:
Jaina (4/4 lvl 4)
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Iron Man
Iron Man
Timely Messenger
Granfalloon Flagbearer
Brick Thief
End of Turn Discard
My Thoughts
Well, my best play here is Bloom + Midband to heal (I think), so that would leave me with only 7 gold next turn. I don’t want to rely on getting scavenger to tech up + Iron Man next turn, so I think what I’ll do instead is plan to double drop Iron Man. That leaves me thinking the following turn will be teching up, so I want to tech something that will go along nicely with that plan. Fuzz Cuddles will actually be perfect for that, so we’ll do that, and an Ember Sparks for good measure (just to have in the deck, as I have a feeling I’ll want Fire t2)
Iron Man
Iron Man
Timely Messenger
Granfalloon Flagbearer
Brick Thief
Events of Turn:
Upkeep:
Get Gold (7+1scav)
Tech 2 cards in (except turn 1)
All Teched Cards
Bamstamper Lizzo, Hotter Fire
Ember Sparks, Fuzz Cuddles
Iron Man x2
Main:
Iron Man (5)
Timely Messenger (4)
Troq (2)
Worker (1)
Workers
Brick Thief, Fruit Ninja, Helpful Turtle, Spark
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Troq (2/3+1armor)
Elite:
Scavenger:
Technician: Timely Messenger (1/1)
Lookout: Iron Man (3/4 resist 1)
In Play:
nothing
Economy Info:
Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 8
End of Turn Hand
Bloom
Fuzz Cuddles
Wither
Ember Sparks
End of Turn Discard
Tenderfoot
Older Brother
Bamstamper Lizzo
Hotter Fire
Granfalloon Flagbearer
Iron Man
My Thoughts
Yikes what a counter, Charge + Doggo. I thought for sure Jaina was safe there… Well, now laying 2x Iron Man doesn’t look so bright, as Kidnapping makes for a bad time with that. Instead, he can’t gain levels, so Troq can be a good meaty SQL, I can get the Iron Man a resist behind him, and put Timely Messenger in front to avoid a tech building kill (hopefully). Guess we’ll see how that turns out! Grabbing Bamstamper and Hotter Fire, next turn we’ll see if we want Firebird, Firehouse, or more Hotter Fire / Ember Sparks.
Iron Man
Iron Man
Timely Messenger
Granfalloon Flagbearer
Brick Thief
Events of Turn:
Upkeep:
Get Gold (8+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Ember Sparks, Hotter Fire
Bamstamper Lizzo, Hotter Fire
Ember Sparks, Fuzz Cuddles
Iron Man x2
Main:
Jaina (7)
Ember Sparks Drakk twice and your tech2 once (4)
Iron Man kills Drakk, Jaina to level 3
Fuzz Cuddles (2)
Worker (1)
Workers
Granfalloon Flagbearer, Brick Thief, Fruit Ninja, Helpful Turtle, Spark
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Fuzz Cuddles (2/3+1armor)
Elite:
Scavenger:
Technician: Jaina (2/3 lvl 3)
Lookout:
In Play:
Iron Man (3/1)
Economy Info:
Cards:
Hand: 4
Deck: 2
Disc: 5
Gold:
Gold: 1
Workers: 9
End of Turn Hand
Hotter Fire
Older Brother
Bamstamper Lizzo
Timely Messenger
End of Turn Discard
My Thoughts
I feel like I need to kill Drakk and put some damage on tech buildings, but I’m also feeling like skipping tech 2 here is going to spell trouble… That leaves skipping worker as an option but I don’t think I want to do that either. I’m going to chance that I leave one of Hotter Fire / Bamstamper in the deck, and go Fuzz Cuddles + worker. Might help me get more mileage out of Iron Man.
…
Nope, shit draw, no Iron Man and both Tech 2s… Guess I’ll be maxing Jaina and Teching up and crossing my fingers!
Stupid Arg lol, card-free blocking. I hope he’s whiffing as hard as I am… Going for Firehouse (b/c why not, I have meaty tech 1 guards) and One burning Volley. If he has Origin Story, I’ll just worker it (maybe, I want to keep my card count up). Speed of the Fox might not be a bad choice either, but I think I’ll skip that route. Still fearful of Kidnapping…
Looks like he did whiff!! Thank the maker. This lets me get bigtime tempo, freezing him off tech 2 with only maxband Arg in play. Unless he took Stampede (which I kinda doubt) I’m in the clear here to start raining down fire. I can’t quite afford maxing out Sets this turn, but next turn I should be able to, and that’s going to make picking who to Origin Story tough XD Plus, no Prynn if he’s locked into Arg!
Uh yes, I shorted 1 gold on my maxband on turn 6 (I paid 3 when I should have paid 4), but that means I only should have been floating 1 (I didn’t think you’d have Pillage still, but I 100% wanted to max out Jaina so I definitely would have done that on turn 6, otherwise I wouldn’t have gotten the Elemental kill)
How do you want to handle rolling that back? Would you still have pillaged for only 1 gold? I think the easiest thing to do is to offer you to retroactively not pillage and draw an extra 1 if you like, or take the 1 less gold floating now.
If you do want to un-pillage, though, I’m going to max out Sets (with the 1 float I’d have) instead of making a hero’s hall.
In that situation, I wouldn’t have cast Pillage because I was low on cards. I think I should draw a card and reduce my gold float by $1, and you can increase your gold by $1 ($2 stolen - $1 underpay) and change your turn 7 purchases to your liking, and that should fix everything.
Fixed the base damage, ty, and sorry but Prynn is not allowed with your tech 2 down and no Heroes Hall. I was sorta counting on Arg sticking around, with just Iron Man in patrol
Hotter Fire
Ember Sparks
Wither
Iron Man
Timely Messenger
End of Turn Discard
My Thoughts
This should be GG, he 100% should have gone Hero’s Hall instead of Tech Lab (I would have killed it anyway to keep him locked on Arg, but at least his tech 1 would have lived)