@zhavier Not sure whether this is a viable build or not, but I thought I’d give it a try.
Player 1 Turn 1
[details=StartingHand Workers]
[spoiler]STARTING HAND
Ironbark Treant
Rampant Growth
Spore Shambler
Playful Panda
Rich Earth
WORKERS
Rich Earth
[/spoiler][/details]
[details=NextHand]
[spoiler]Verdant Tree
Forest’s Favor
Young Treant
Merfolk Prospector
Tiger Cub
[/spoiler][/details]
[details=Discard]
[spoiler]Playful Panda
Rampant Growth
Spore Shambler
[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Ironbark Treant - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Ironbark Treant (1/2 +3a)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
GLHF! I have had mixed results with this deck, so I am pretty sure it is not a top tier deck.
P2T1
StartingHand Workers
STARTING HAND
Bloodrage Ogre
Charge
Nautical Dog
Pillage
Makeshift Rambaster
WORKERS
Pillage
NextHand
Bloodburn
Scorch
Careless Musketeer
Bombaster
Mad Man
Discard
Charge
Makeshift Rambaster
Nautical Dog
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Drakk - ($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]: Bloodrage Ogre 3/2
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk 1/3, lvl 1
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B]
- Gold: 0
- Workers: 6
Thoughts
So, he is likely trying to Bloom an Orpal or Plague Spitter for value, so my goals will be to put up even trades. I need to remember I’m not playing a monocolor, and my deck is kinda silly really, but we shall see how this goes. Also his only haste is mirrors, which I should be able to pop easily.
Player 1 Turn 2
[details=Tech StartingHand Workers]
[spoiler]TECH
Centaur
Ferocity
STARTING HAND
Verdant Tree
Young Treant
Merfolk Prospector
Forest’s Favor
Tiger Cub
WORKERS
Rich Earth
Young Treant
[/spoiler][/details]
[details=NextHand]
[spoiler]Spore Shambler
Verdant Tree
Ferocity
Forest’s Favor
Playful Panda
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Calamandra - ($2)
Tech 1 - ($0)
Float ($0)
Discard 4, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Ironbark Treant (1/2 +3a)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
-
Tech 1 HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
[details=Thoughts]
Idea of this deck is to take advantage of Ferals strong buffs to make good trades and neutralize opposing heroes. Not sure how it will work (or if it will work) but though it was worth a shot.
[/details]
P2T2
Tech StartingHand Workers
TECH
Kidnapping
Bloodlust
STARTING HAND
Careless Musketeer
Scorch
Mad Man
Bombaster
Bloodburn
WORKERS
Pillage
NextHand
Nautical Dog
Makeshift Rambaster
Scorch
Kidnapping
Bloodburn
Tech 2 card(s)
Get Paid - ($6)
Maxband Drakk - ($1)
Ogre
Mad Man and Ogre kill Treant - ($0)
Drakk kills Calamandra
Float ($0)
Discard 4, reshuffle, draw 5
[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]
- Drakk 3/2, lvl 6
- Bloodrage Ogre 3/1
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 6
Thoughts
I can kill Calamandra with a maxband Drakk and skip a worker to play a madman. Or I could kill the treant and put up a bombaster defense vs Calamandra who can just stealth by anyway… I am gonna be balsy and kill Calamandra
Well that was aggressive. You cought me with a tough hand, too.
Player 1 Turn 3
[details=Tech StartingHand Workers]
[spoiler]TECH
Plague Spitter
Murkwood Allies
STARTING HAND
Ferocity
Verdant Tree
Playful Panda
Forest’s Favor
Spore Shambler
WORKERS
Rich Earth
Young Treant
Verdant Tree
[/spoiler][/details]
[details=NextHand]
[spoiler]Tiger Cub
Centaur
Merfolk Prospector
Rampant Growth
[/spoiler][/details]
[details=Discard]
[spoiler]Ironbark Treant
Forest’s Favor
Ferocity
Plague Spitter
Murkwood Allies
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Spore Shambler - ($2)
Playful Panda - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Spore Shambler (2/3+a w/2 +1/+1 runes included)
-
[I]Elite[/I]: Whisp (1/1)
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
[details=Thoughts]
Idea of this deck is to take advantage of Ferals strong buffs to make good trades and neutralize opposing heroes. Not sure how it will work (or if it will work) but though it was worth a shot.
[/details]
We shall see if skipping a worker works out…
Also your tech 1 is missing.
P2T3
Tech StartingHand Workers
TECH
Spirit of the Panda
Crash Bomber
STARTING HAND
Bloodburn
Makeshift Rambaster
Nautical Dog
Scorch
Kidnapping
WORKERS
Pillage
Bloodburn
NextHand
Mad Man
Bloodlust
Bombaster
Careless Musketeer
Charge
Discard
Bloodrage Ogre
Nautical Dog
Kidnapping
Scorch
Makeshift Rambaster
Spirit of the Panda
Crash Bomber
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Nautical Dog, gains haste - ($4)
Ogre trades with Spore Shambler
Drakk kills Wisp
Tech 1 - ($2)
Nautical Dog trades with Panda
Float ($2)
Discard 3, draw 5
[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]
- Drakk 3/1, lvl 6
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 7
[B]Gold:[/B]
- Gold: 2
- Workers: 7
Thoughts
Drakk is so good at bringing the pain. I could throw out a Rambaster, but I can’t break tech 1 without leaving the panda alive, or casting scorch on something. I am not thrilled that he could kill drakk with sickness, but Im betting he didnt tech it in and is depending on calamandra spells or just tech 1 units. Because I am not breaking his tech 2, I am leaving an opening for him to build his tech 2, but chances are good he will want more defense.
We’re both taking risks this game, just of opposite sorts. You’re betting you can take me out with aggression, and I’m betting I can survive just long enough to take advantage of a tech/econ advantage. We’ve essentially switched P1/P2 Roles.
Player 1 Turn 4
[details=Tech StartingHand Workers]
[spoiler]TECH
Abomination
Cursed Crow
STARTING HAND
Merfolk Prospector
Centaur
Rampant Growth
Tiger Cub
WORKERS
Rich Earth
Young Treant
Verdant Tree
Merfolk Prospector
[/spoiler][/details]
[details=NextHand]
[spoiler]Plague Spitter
Ironbark Treant
Tiger Cub
Rampant Growth
Abomination
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Quince - ($4)
Tech 2 (Disease) - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Quince lvl 1 (1/3+a)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Mirror (0/1)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
[details=Thoughts]
So his early aggression has blasted a hole in my strategy. It’s possible he could destroy my Tech 2 this turn if he plays war drums or bloodlust and multiple units. I don’t think he can both destroy mine and build his own, though, which is what I’m counting on. If he breaks down the walls, I then have 7 or 8 gold (depending on whether or not I play a worker to devote solely to defense, and I remain ahead on tech. Once Abomination hits the table, his aggression gets a lot less scary, and unless he teched anti-air, cursed crow could really punish him for going down on cards.
[/details]
@zhavier this is my last turn for a few hours.
P2T4
Tech StartingHand Workers
TECH
Crashbarrow
Crashbarrow
STARTING HAND
Bloodlust
Mad Man
Careless Musketeer
Bombaster
Charge
WORKERS
Pillage
Bloodburn
Careless Musketeer
NextHand
Bloodlust
Bloodrage Ogre
Spirit of the Panda
Crash Bomber
Discard
Bombaster
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech 2 Blood - ($4)
Bombaster, gains haste from Drakk - ($2)
Bloodlust pops mirror by targeting and gives +1 to Bombaster - ($0)
Bombaster kills Quince, dies after discard/draw reshuffle from bloodlust
Drakk hits your base for 3
Float ($0)
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]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk 3/1, lvl 6
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 8
- Disc: 1
[B]Gold:[/B]
- Gold: 0
- Workers: 8
Thoughts
Switching roles, maybe, but I am confident I can make really big swings.
Player 1 Turn 5
[details=Tech StartingHand Workers]
[spoiler]TECH
Plague Lord
Plague Lord
STARTING HAND
Abomination
Plague Spitter
Rampant Growth
Tiger Cub
Ironbark Treant
WORKERS
Rich Earth
Young Treant
Verdant Tree
Merfolk Prospector
Tiger Cub
[/spoiler][/details]
[details=NextHand]
[spoiler]Murkwood Allies
Ferocity
Cursed Crow
Centaur
Forest’s Favor
[/spoiler][/details]
[details=Discard]
[spoiler]Rampant Growth
Ironbark Treant
Plague Spitter
Plague Lord
Plague Lord
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Abomination - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Abomination(6/6+A, all other units have -1/-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
-
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
[details=Thoughts]
Here’s hoping he didn’t tech Land Octopus.
[/details]
Your base is at 17. Now at 15.
P2T5
Tech StartingHand Workers
TECH
Plague Spitter
Dinosize
STARTING HAND
Bloodrage Ogre
Crash Bomber
Bloodlust
Spirit of the Panda
WORKERS
Pillage
Bloodburn
Careless Musketeer
Spirit of the Panda
NextHand
Nautical Dog
Crashbarrow
Discard
Bombaster
Crash Bomber
Bloodrage Ogre
Plague Spitter
Dinosize
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Crash Bomber, gains haste - ($6)
Bloodrage Ogre - ($4)
Orpal - ($2)
Bloodlust on Ogre and Orpal - ($0)
Crash Bomber attacks deals 2 damage and dies, triggering 1 more damage to Abomination
Bloodrage Ogre deals 4, killing Abomination
Orpal and Drakk break Tech 2, base to 15
Float ($0)
Discard 0, draw 2
[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]
- Drakk 3/1, lvl 6
- Orpal 1/2, lvl 1
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 2
- Deck: 6
- Disc: 5
[B]Gold:[/B]
- Gold: 0
- Workers: 9
Thoughts
Spirit of the Panda was kinda silly, should teched dinosize, woulda been a much better play here. Here’s Hoping there is something useful I can do with my next turn.
Player 1 Turn 6
[details=Tech StartingHand Workers]
[spoiler]TECH
Sickness
Sickness
STARTING HAND
Murkwood Allies
Centaur
Cursed Crow
Forest’s Favor
Ferocity
WORKERS
Rich Earth
Young Treant
Verdant Tree
Merfolk Prospector
Tiger Cub
[/spoiler][/details]
[details=NextHand]
[spoiler]Sickness
Murkwood Allies
Plague Spitter
Plague Lord
Ferocity
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Calamadra - ($8)
Murkwood Allies, Gain 4 1/1 frogs - ($3)
Centaur - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Frog (1/1+A)
-
[I]Elite[/I]: Frog (2/1)
-
[I]Scavenger[/I]: Frog (1/1)
-
[I]Technician[/I]: Frog (1/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Centaur (3/4 overpower)
- Calamandra lvl 1 (2/3)
[B]Buildings:[/B]
-
Base HP: 15
-
Tech I HP: 5
-
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
[details=Thoughts]
I think I’m in trouble, but maybe some frogs can serve as a poor man’s fog.
[/details]
P2T6
Tech StartingHand Workers
TECH
Death and Decay
Shoddy Glider
STARTING HAND
Crashbarrow
Nautical Dog
WORKERS
Pillage
Bloodburn
Careless Musketeer
Spirit of the Panda
NextHand
Scorch
Crashbarrow
Discard
Bombaster
Crash Bomber
Bloodrage Ogre
Plague Spitter
Dinosize
Nautical Dog
Crashbarrow
Death and Decay
Shoddy Glider
Tech 2 card(s)
Get Paid - ($9)
Nautical Dog, gains haste - ($8)
Maxband Orpal - ($3)
Orpal kills SQL frog, triggers maxband, killing elite and Scav frogs
Crashbarrow, kills last frog, overpower 6 onto tech 2, base to 13
Calas Midband would have been very effective here.
Nautical Dog trades with Calamandra
Sac Crashbarrow to Orpal Midband putting a -1 rune on Centaur
Drakk trades with Centaur, base to 12
Float ($3)
Discard 0, draw 2
[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]
- Drakk 3/1, lvl 6
- Orpal 2/4, lvl 6
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 2
- Deck: 4
- Disc: 9
[B]Gold:[/B]
- Gold: 3
- Workers: 9
Thoughts
I can clear his board but I skip a worker again and suicide Drakk or leave tech 2 active. I can do 12 to his base, 3 shy of lethal, but that leaves him with Cala and centaur, dangerous. I am also potentially risking getting kidnapping next hand, but there is pretty much no way Drakk is going to continue surviving on a thread, so might as well die on my terms.
GG. I can’t deal with the pressure at this point. Up for a rematch? You go first this time.
heh, forgot to pay for the crashbarrow, I didn’t have any float there, and drakk should have been marked dead. On that last turn, you could have done better with a midband Cala, because then Orpal has a lot harder time doing any tricks.
I’ll post a turn one a little later.
Sorry for the delay
P1T1
StartingHand Workers
STARTING HAND
Scorch
Charge
Bombaster
Nautical Dog
Bloodburn
WORKERS
Bloodburn
NextHand
Bloodrage Ogre
Makeshift Rambaster
Careless Musketeer
Mad Man
Pillage
Discard
Charge
Bombaster
Scorch
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Drakk - ($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]: Nautical Dog 1/1
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk 1/3, lvl 1
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B]
- Gold: 0
- Workers: 5
Player 2 Turn 1
[details=StartingHand Workers]
[spoiler]STARTING HAND
Tiger Cub
Ironbark Treant
Young Treant
Spore Shambler
Rich Earth
WORKERS
Rich Earth
[/spoiler][/details]
[details=NextHand]
[spoiler]Rampant Growth
Playful Panda
Merfolk Prospector
Verdant Tree
Forest’s Favor
[/spoiler][/details]
[details=Discard]
[spoiler]Tiger Cub
Spore Shambler
Young Treant
[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Ironbark Treant (1/2+3A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
[details=Thoughts]
I hate floating gold against the red starter, particularly with Drakk already out, but IBT is my best blocker, and I need to defend against his early aggression. Hopefully, if he plays Pillage, I can prove that the gold advantage isn’t worth the card cost. Carrion Curse could be a cheeky play, since he seems to like teching bloodlust, but even so, I have to imagine he’s workering Scorch, and probably teching mostly units, so I might not get much value out of it. If he delays tech 1, though, I’ll probably go for it.[/details]
P1T2
Tech StartingHand Workers
TECH
Kidnapping
Plague Spitter
STARTING HAND
Pillage
Mad Man
Makeshift Rambaster
Careless Musketeer
Bloodrage Ogre
WORKERS
Bloodburn
Careless Musketeer
NextHand
Charge
Bombaster
Plague Spitter
Mad Man
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Bloodrage Ogre - ($2)
Pillage, take your gold, base to 19
Tech 1 - ($0)
Float ($0)
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]: Nautical Dog 1/1
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk 1/3, lvl 1
- Bloodrage Ogre 3/2
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 4
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 6
Thoughts
Hasty Plague Spitters are the best thing about this deck. He might be putting in free speech to slow me down this time, so gonna have to slow down on my spell count.
Player 2 Turn 2
[details=Tech StartingHand Workers]
[spoiler]TECH
Free Speech
Spectral Hound
STARTING HAND
Forest’s Favor
Verdant Tree
Playful Panda
Rampant Growth
Merfolk Prospector
WORKERS
Rich Earth
Verdant Tree
[/spoiler][/details]
[details=NextHand]
[spoiler]Forest’s Favor
Rampant Growth
Young Treant
Spore Shambler
Playful Panda
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Merfolk Prospector - ($4)
Quince - ($2)
Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Ironbark Treant (1/2+3A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Merfolk Prospector (1/1)
-
[I]Technician[/I]: Mirror (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
[details=Thoughts]
Hopefully I can keep Drakk from walking all over me with free speech. If he wipes my board, I have a good chance of drawing both FS and the hound next turn in a 6-card hand. hopefully that and being able to tech into my next hand will keep him at bay while I build up.
[/details]
P1T3
Tech StartingHand Workers
TECH
Dinosize
Crashbarrow
STARTING HAND
Plague Spitter
Charge
Mad Man
Bombaster
WORKERS
Bloodburn
Careless Musketeer
Bombaster
NextHand
Pillage
Makeshift Rambaster
Kidnapping
Scorch
Discard
Nautical Dog
Mad Man
Charge
Dinosize
Crashbarrow
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
BRO and Dog kill Ironbark Treant
Plague Spitter - ($2)
Drakk kills Merfolk Prospector
Float ($2)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Plague Spitter 3/3+A
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk 1/2, lvl 1
- Bloodrage Ogre 3/1
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 0
- Disc: 5
[B]Gold:[/B]
- Gold: 2
- Workers: 7
Thoughts
I can’t think of anything he might end up copying that would give me enough trouble to worry about, even one of my units, and he wouldnt have the gold for it anyway and tech 2. Wish I had a better card to worker, but this will have to do.
Player 2 Turn 3
[details=Tech StartingHand Workers]
[spoiler]TECH
Plague Spitter
Centaur
STARTING HAND
Playful Panda
Spore Shambler
Rampant Growth
Forest’s Favor
Young Treant
Spectral Hound
WORKERS
Rich Earth
Verdant Tree
Playful Panda
[/spoiler][/details]
[details=NextHand]
[spoiler]Centaur
Free Speech
Merfolk Prospector
Tiger Cub
Forest’s Favor
[/spoiler][/details]
Tech 2 card(s)
Get Paid + Scavenger - ($8)
Worker - ($7)
Young Treant, draw - ($5)
Tower - ($2)
spectral hound - ($1)
Float ($1)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Spectral Hound (3/3+A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Young Treant (0/2)
-
[I]Technician[/I]: Mirror (0/1)
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
-
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
[B]Gold:[/B]
[details=Thoughts]
I really needed to draw Free Speech this turn. I’m probably dead now. Spitter and Centaur are potent Blockers, though, so maybe, with the help of the tower, they can keep Drakk’s forces at bay.
[/details]