Casual: petE (mono-Red) vs robinz ([Necro]/Disease/Future)

P1T3


Tech StartingHand Workers

TECH
Bone Collector
Tiny Basilisk


STARTING HAND
Lich’s Bargain
Bone Collector
Time Spiral
Plasmodium
Neo Plexus


WORKERS
Battle Suits
Temporal Research
(Neo Plexus, killed by Lich)


NextHand

Fading Argonaut
Forgotten Fighter
Hardened Mox
Nullcraft
Tinkerer


Tech 2 card(s)
Get Paid - ($6)
Fading Argonaut fades to 1 rune
Worker - ($5)
Fading Argonaut trades with Bombaster
Garth makes another Skeleton - ($4)
Garth casts Lich’s Bargain. - ($2)
build Tech 1 - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Zombie (2/2+1A)
  • :psfist: [I]Elite[/I]: Skeleton (1+1/1)
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]: Horror (3/3, Deathtouch)
    [B]In Play:[/B]
  • Garth lvl 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Sticking with the “plan” - whether it is any good or not! Argonaut trading with Bombaster seems obvious since he will die on my next upkeep anyway, given that I’m surprised he didn’t patrol it in Scavenger or Technician. Just a shame I couldn’d kill Jaina, but that will be a priority as soon as it is realistically possible. (I could have done it this turn by midbanding Garth and trading him and the Skeleton for her, but that would not let me do a lot else - and I can’t benefit from the free levels either as Garth would die.)

I’ve put the Horror in Lookout to at least force him to pay 1 more to kill it safely with Jaina’s maxband. He’s unlikely to be able to kill more than 1 or 2 others of my patrollers, and if he does then he’s unlikely to have much patrol of his own. Going to probably build Tech 2 on turn 5 (the earliest I can now after Lich killed off one of my workers), and will being to start working Midori in. Just teching a couple more Tech 1s for now though. It’s almost certainly going to be Future Tech 2 - I’ll definitely go with the fliers and/or Xenostalker, but will consider Omegacron if I still have plentiful units on board and his patrol zone is undermanned.

(Just seen my next draw - wow that is bad! Would have held off on Tech 1 for another turn had I known…)


1 Like

Fortunate draws for me. You didn’t have Forgotten Fighter to bounce Bombaster, and I drew Jaina’s ult straight away.

P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Bamstamper Lizzo
Molting Firebird


STARTING HAND
Bloodrage Ogre
Careless Musketeer
Makeshift Rambaster
Mad Man
Burning Volley


WORKERS
Scorch
Bloodburn
Careless Musketeer


[/spoiler][/details]

[details=NextHand][spoiler]
Nautical Dog
Lobber
Pillage
Charge


[/spoiler][/details]

[details=Discard][spoiler]
Bombaster
Burning Volley
Bloodrage Ogre
Makeshift Rambaster
Bamstamper Lizzo
Molting Firebird


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Burning Volley, kills Zombie, elite Skeleton and tech Skeleton, you draw - ($3)
Tap Jaina to kill Horror - ($2)
Mad Man - ($1)
Build Tech 1 - ($0)

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Mad Man (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina lvl 7 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

Sigh, just when you’re happy that Drakk’s not around, along comes Jaina to destroy you instead…

P1T4


Tech StartingHand Workers

TECH
Doom Grasp
Gilded Glaxx


STARTING HAND
Forgotten Fighter
Hardened Mox
Tinkerer
Fading Argonaut
Nullcraft
Tiny Basilisk (Technician draw)


WORKERS
Battle Suits
Temporal Research
Hardened Mox
(Neo-Plexus, killed by Lich)


NextHand

Lich’s Bargain
Time Spiral
Bone Collector
Plasmodium
Bone Collector


Discard

Fading Argonaut
Forgotten Fighter
Tinkerer
Doom Grasp
Gilded Glaxx


Tech 2 card(s)
Get Paid - ($6)
draw 1 from Technician
Worker - ($5)
Nullcraft

  • ($3)
    Tiny Basilisk - ($1)
    Garth makes a skeleton - ($0)
    Nullcraft kills mad man - you draw

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]: Tiny Basilisk (1/2, deathtouch - anattackable and unstoppable by tech 0)
    [B]In Play:[/B]
  • Garth lvl 1 (1/3)
  • Nullcraft (1/1, flying, haste, can’t be buffed/debuffed)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

So, it’s Jaina and her spells destroying me in this game. Good pre-emptive move by him - perhaps I shouldn’t have gone with LB?

I could actually kill her - but it requires playing a 3-cost Forgotten Fighter to bounce Mad Man, then trading Nullcraft, Skeleton and Garth for her. I don’t get any free levels, and we’d both have an empty board (I have no gold left, not even for a skeleton), but he’d be going first, with all his hasted units (including a Mad Man that I know for certain is in his hand), Zane free to come out - and he’s got a much bigger economy than me! So that’s flat-out terrible.

So I have no choice but to build board instead. Basilisk will no doubt die to Jaina’s maxband, so that’s gone in Lookout - I’ve lost a gold on that exchange (although not a card), but it stops him killing something else with it, or taking 3 health off my base or Tech 1. Patrol zone is relatively full thanks to Garth still being there to make skeletons - let’s just hope there’s not another Burning Volley to come (although there’s probably Ember Sparks or Flame Arrow instead…)

I’m staying at Tech 1 for another couple of turns, so I’ve still not teched any Tech 2s. Have put in the by-now-obligatory Doom Grasp, and am trying a Gilded Glaxx to be a decent blocker who he can’t remove with his spells or abilities, at least as long as I can keep a spare gold lying around (which will be tough with my Lich-hit economy - and I mustn’t forget he has Pillage and possibly Taxman as well). I was tempted by a Moment’s Peace, but I won’t be able to play a second hero for a little while (he may well kill Garth, but I can’t assume he definitely will) - and it may not be very useful anyway because at the moment it’s spells and abilities that are killing me, not unit attacks.

In the unlikely event that Garth stays alive, I can bring in my first Tech 2s with his maxband in a couple of turns - that will allow me to decide at the last possible minute if I should go with Omegacron or one of the fliers.


P2 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Bloodlust
Bamstamper Lizzo


STARTING HAND
Pillage
Lobber
Charge
Nautical Dog
Bamstamper Lizzo


WORKERS
Scorch
Bloodburn
Careless Musketeer
Pillage


[/spoiler][/details]

[details=NextHand][spoiler]
Bloodrage Ogre
Mad Man
Bombaster
Molting Firebird


[/spoiler][/details]

[details=Discard][spoiler]
Lobber
Charge
Bamstamper Lizzo
Bloodlust
Bamstamper Lizzo


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Lobber - ($6)
Nautical Dog - ($5)
Lobber trades with Tiny Basilisk
Jaina taps to kill Nullcraft
Tech II Fire - ($1)

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Nautical Dog (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina lvl 7 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 2
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9

[details=Thoughts][spoiler]


Options next turn either to tech in Gunships and go Anarchy Tech lab and Tech 3, or Crashbarrows for Blood Tech lab. Crashbarrows may be preferable if it looks like he can build and defend Tech 2 Future, as a Hive would block Gunships pretty well.

[/spoiler][/details]

Jaina’s maxband reads “Deal 3 damage to a unit or building” - so you can’t use it to kill a hero.

1 Like

Good point! Redone, with Jaina maxband targeting Nullcraft instead.

P1T5


Tech StartingHand Workers

TECH
Nether Drain
Moment’s Peace


STARTING HAND
Bone Collector
Lich’s Bargain
Plasmodium
Bone Collector
Time Spiral


WORKERS
Battle Suits
Temporal Research
Hardened Mox
Plasmodium


NextHand

Moment’s Peace
Time Spiral
Tiny Basilisk
Forgotten Fighter


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector

  • ($4)
    Bone Collector
  • ($2)
    Garth makes a skeleton - ($1)
    one of the previous skeletons trades with Nautical Dog, you draw

Float ($1)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]: Bone Collector (3/3)
    [B]In Play:[/B]
  • Garth lvl 1 (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Tech 2 fire again, eh? Well we’ll see. Obviously Firebird is a big threat with me not having build Tech 2 yet - and makes Hive a must-tech for the cheap blockers. (Obviously Hive itself isn’t cheap, but the Stingers are.)

I’ve turned down playing Lich’s bargain a second time yet, because as we’ve already seen, Maxband Jaina just blasts through it and it’s not worth the economy and base health loss. Just filling up the patrol zone in a more conventional manner for now - he can still kill it all in a few ways, but he’ll need the right cards in hand, and the skeletons dying will get me more resources.

Going to definitely be maxing Garth soon, providing he lives, to get Tech 2s into play without having to wait for a full cycle of my thick deck. I have teched Nether Drain, as well as Moment’s Peace to slow him down. (Really annoyed that I drew it first up - along with not much else that’s immediately useful.) I’ll probably pop a Hooded Executioner or two in the next cycle as well - it’s unusual to have Tech 1 units which provided much better value in the late game!


P2 Turn5


[details=Tech StartingHand Workers][spoiler]
TECH
Crashbarrow
Crashbarrow


STARTING HAND
Mad Man
Molting Firebird
Bombaster
Bloodrage Ogre
Makeshift Rambaster


WORKERS
Scorch
Bloodburn
Careless Musketeer
Pillage
Bombaster


[/spoiler][/details]

[details=NextHand][spoiler]
Bamstamper Lizzo
Mad Man
Burning Volley
Makeshift Rambaster


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Molting Firebird - ($5)
Bloodrage Ogre - ($3)
Tech Lab Blood - ($2)
Jaina taps to kill Lookout Bone Collector - ($1)

Float ($1)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Molting Firebird (4/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina lvl 7 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10

P1T6


Tech StartingHand Workers

TECH
Hooded Executioner
Hive


STARTING HAND
Tiny Basilisk
Moment’s Peace
Forgotten Fighter
Time Spiral
Nullcraft


WORKERS
Battle Suits
Temporal Research
Hardened Mox
Plasmodium
Time Spiral
(Neo Plexus, killed by Lich)


NextHand

Gilded Glaxx
Lich’s Bargain
Doom Grasp
Tinkerer


Discard

Bone Collector
Bone Collector
Hooded Executioner
Hive
Forgotten Fighter
Moment’s Peace


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Bone Collector trades with Ogre, I get another skeleton
Garth to midband - ($5)
sac a skeleton to draw a card
Nullcraft - ($3)
Garth makes another skeleton - ($2)
Tiny Basilisk - ($0)
Garth and one of the skeletons run under the Firebird to trade with Jaina

Float ($0)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Tiny Basilisk (1/2+1A, deathtouch, unattackable and unstoppable by Tech 0)
  • :psfist: [I]Elite[/I]: Nullcraft (1+1/1, flying)
  • :ps_: [I]Scavenger[/I]: Skeleton (1/1)
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 2
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
Thoughts

I’m really not sure if I’ve played this turn the best I could or not. I only noticed a bunch of possibilities (including killing Jaina!) after already saccing the skeleton to see what I drew - and after seeing the card it wouldn’t be right to go back beyond that point.

The main point of the card draw was as a desparation play to get Doom Grasp, although I had other good things to draw too. Nullcraft, the actual result, was definitely up there, allowing me to put something in that Firebird’s way. After killing Jaina, it makes it much less likely he can rain down fire on everything (although Bamstamper Lizzo can still get the Nullcraft out of the way).

I’m actually doing pretty well now in terms of sheer numbers on the board - the problem is that he can bring out either or both of 2 heroes now (at least one of which he’s surely teched spells for, and both Surprise Attack and Kidnappying scare me), and has other big stuff he can bring out. I’m surprised by his Blood Tech Lab, but it surely means there’s a Crashbarrow or Shoddy Glider coming my way soon. And after suiciding Garth it’s going to be a couple of turns before I can get a Tech 2 into play speedily - although I once again didn’t get round to building my Tech 2 building this turn. Of course, I’ll probably draw 2 or 3 of Garth’s spells next turn, there’s 3/6 in the deck and I’m drawing 4. [Yep, it was 2, including the crucial DG…]

Let’s see what he does, but I’m expecting it to be painful…


P2 Turn6


[details=StartingHand Workers][spoiler]
STARTING HAND
Burning Volley
Makeshift Rambaster
Mad Man
Bamstamper Lizzo


WORKERS
Scorch
Bloodburn
Careless Musketeer
Pillage
Bombaster


[/spoiler][/details]

[details=NextHand][spoiler]
Nautical Dog
Charge
Bloodlust
Crashbarrow
Crashbarrow


[/spoiler][/details]

[details=Discard][spoiler]
Bloodrage Ogre
Makeshift Rambaster
Burning Volley
Mad Man


[/spoiler][/details]
Tech 0 card(s)
Get Paid + float - ($11)
Zane arrives, suicides into Tiny Basilisk - ($9)
Bamstamper Lizzo, arrival deal 3 dmg to kill Nullcraft - ($5)
Drakk, to lvl 4, units gain frenzy 1 - ($0)
Firebird breaks Tech I, your Base to 14HP, molts to kill both Skeletons and Tiny Basilisk, you gain $1 and draw

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bamstamper Lizzo (5/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Molting Firebird (4/3, flying)
  • Drakk lvl 4 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tech Lab HP: 4 (Blood)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

GG, I’m going to concede here. I think I had to kill Jaina last turn, but suiciding Garth to do so hurt - 2/4 of my original cards were important spells of his, and my technician draw is another one (not that Fading Argonaut, the other possibility, would have helped at this stage).

I had to hope you didn’t have Lizzo that turn to kill Nullcraft and release the Firebird (although it occurred to me later that just maxbanding Zane would have had a similar effect).

I’m still learning things about how to play this deck - I think it has the potential to be quite effective, but may need more skill than I have at the moment! This game I certainly delayed Tech 2 too long, and wasn’t prepared for your early maxband Jaina - great move bringing her in early! My economy was too badly hit by the LB (I felt starved of money for most of the game), which I didn’t get much to show for due to Jaina. (I should probably have put the Horror in Squad Leader - for some reason I forgot that the armour still absorbs one damage from abilities, not just combat damage).

I’m certainly up for another one if you’re willing - with the same deck for now. I’ve randomed 32/100.

GG, thanks. Maxbanding Jaina T2 was something of a gamble there, but got lucky after surviving the turn to draw Burning Volley to clear up your units from Lich’s Bargain.

Happy for another as mono-Red. I randomed 30, so you to go first again.

OK, here goes:

P1T1


StartingHand Workers

STARTING HAND
Forgotten Fighter
Neo Plexus
Time Spiral
Temporal Research
Plasmodium


WORKERS
Temporal Research


NextHand

Fading Argonaut
Nullcraft
Hardened Mox
Tinkerer
Battle Suits


Discard

Time Spiral
Plasmodium
Forgotten Fighter


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Neo Plexus - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Neo Plexus (2/2+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 5
Thoughts

Well that’s a really sucky draw for T1. No Mox, no Fading Argo - not even a Nullcraft. I considered playing Plasmodium, but that won’t work against the Red starter with all that haste. I’m just playing Neo Plexus as a weaker Fading Argo. Next turn of course I’ll have all the units I want to play and only 5 effective gold to play them (and I’ll need Garth as well…)


P2 Turn1


[details=StartingHand Workers][spoiler]
STARTING HAND
Bombaster
Careless Musketeer
Bloodrage Ogre
Makeshift Rambaster
Charge


WORKERS
Careless Musketeer


[/spoiler][/details]

[details=NextHand][spoiler]
Pillage
Scorch
Bloodburn
Nautical Dog
Mad Man


[/spoiler][/details]

[details=Discard][spoiler]
Charge
Bombaster
Makeshift Rambaster


[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jaina - ($2)
Bloodrage Ogre - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Jaina (2/3 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bloodrage Ogre (3/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]


Opening with Jaina again, rather than Drakk. As well as the sparkshot to clear Skeletons, like having Jaina’s maxband ability to deal with a T3 Tiny Basilisk threatening a hero kill.

[/spoiler][/details]

P1T2


Tech StartingHand Workers

TECH
Bone Collector
Bone Collector


STARTING HAND
Tinkerer
Battle Suits
Hardened Mox
Fading Argonaut
Nullcraft


WORKERS
Temporal Research
Battle Suits


NextHand

Bone Collector
Tinkerer
Forgotten Fighter
Bone Collector
Fading Argonaut


Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Hardened Mox - ($2)
Tech 1 - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]: Hardened Mox (1+1/1, indestructible)
  • :ps_: [I]Scavenger[/I]: Neo Plexus (2/2)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6
Thoughts

Mox should provide pretty good value in this matchup if I’m not going to rush Tech 2 (which I’m not, although I’ll try to get it earlier than last time). Teching 2xBC now and avoiding the Bargain, probably at least until I’ve got Tech 2 built (and hopefully seen Jaina off, or at least teched a DG or 2 to deal with her).

Garth and his skeletons can wait for next turn - and I’ve not yet committed to doing it (although I can’t see me not doing so).


P2 Turn2


[details=Tech StartingHand Workers][spoiler]
TECH
Lobber
Lobber


STARTING HAND
Scorch
Mad Man
Pillage
Bloodburn
Nautical Dog


WORKERS
Careless Musketeer
Bloodburn


[/spoiler][/details]

[details=NextHand][spoiler]
Lobber
Lobber
Makeshift Rambaster
Charge
Bombaster


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Mad Man, sidelines Mox - ($4)
Jaina kills Neo Plexus, you gain $1
Jaina to lvl 3 - ($1)
Ogre deal 3 dmg to your Base to 17HP
Build Tech I - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina lvl 4 (3/3)
  • Bloodrage Ogre (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]


Will try to play on the economy advantage here as P2 monocolour vs P1 multicolour. Added to which he’s bought an early expensive unit, Mox for $3. So teching in Lobbers to leave me $$s to sink into Jaina, can use her burn abilities to get around Mox. Maybe build a tower next turn so his Tech 1s trade at a disadvantage.

[/spoiler][/details]

P1T3


Tech StartingHand Workers

TECH
Nether Drain
Tiny Basilisk


STARTING HAND
Bone Collector
Fading Argonaut
Forgotten Fighter
Bone Collector
Tinkerer


WORKERS
Temporal Research
Battle Suits
Forgotten Fighter


NextHand

Fading Argonaut
Plasmodium
Time Spiral
Nullcraft


Tech 2 card(s)
Get Paid + scavenger - ($7)
Worker - ($6)
Play 2 Bone Collectors

  • ($2)
    Garth - ($0)

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bone Collector (3/3+1A)
  • :psfist: [I]Elite[/I]: Hardened Mox (1+1/1, indestructible)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bone Collector (3/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 1 Garth (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

3 damage to my base is annoying, but by sinking his gold into powering up Jaina, as opposed to getting another unit out, I can now match him for board presence. He can kill one BC and sideline Mox, or perhaps kill both BC’s, but his units won’t survive the attacks unless he brings more units out to also commit suicide. (Jaina’s spells, as ever, could complicate that considerably though.) Meanwhile it’s looking like I could get to my own Tech 2s relatively quickly, if I build it next turn (I won’t make the decision until next turn though).

I wanted to tech a DG, but there’s no rush for that until he has Tech 2s out. It’s expensive, and I’ve teched a Nether Drain in preference to help level my own hero(s) while costing him some money to relevel his (and keep him away from those ultimate spells).


P2 Turn3


[details=Tech StartingHand Workers][spoiler]
TECH
Bamstamper Lizzo
Molting Firebird


STARTING HAND
Lobber
Makeshift Rambaster
Lobber
Bombaster
Charge


WORKERS
Careless Musketeer
Bloodburn
Bombaster


[/spoiler][/details]

[details=NextHand][spoiler]
Scorch
Nautical Dog
Mad Man
Pillage


[/spoiler][/details]

[details=Discard][spoiler]
Bloodrage Ogre
Lobber
Charge
Makeshift Rambaster
Bamstamper Lizzo
Molting Firebird


[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Jaina to maxband - ($3)
Lobber - ($2)
Lobber - ($1)
Ogre and one Lobber trade with SQL Bone Collector
Jaina taps to kill technician Bone Collector, you draw

Float ($1)
Discard 2, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Lobber (2/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina lvl 7 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 0
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8

[details=Thoughts][spoiler]


I’m down a card, but otherwise doing OK. Jaina will survive a few more turns to use maxband ability, or need an expensive Doom Grasp to remove. I won’t be able to get rid of Garth quickly, so he’ll be able to do a T5 maxband Garth - summon Unit, quite possibly a Hive. If I’m lucky with draws I can play an immediate Firebird, but might otherwise need a Tower and lose Tech 2 for a turn.

[/spoiler][/details]

P1T4


Tech StartingHand Workers

TECH
Hive
Xenostalker


STARTING HAND
Time Spiral
Nullcraft
Plasmodium
Fading Argonaut
Neo Plexus


WORKERS
Temporal Research
Battle Suits
Forgotten Fighter
Neo Plexus


NextHand

Nether Drain
Bone Collector
Plasmodium
Tinkerer
Tiny Basilisk


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 Future - ($2)
Garth makes a skeleton - ($1)

Float ($1)
Discard 4, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Hardened Mox (1/1+1A, indestructible)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Skeleton (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • lvl 1 Garth (1/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Future)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
Thoughts

Not much I can do here - can’t even kill the Lobber without spending 3 to midband Garth. So, in the absence of any 1-cost units (that is one big downside of the Purple starter) I’m just building Tech 2 and making a skeleton. He can certainly do 4 damage to my Tech 2 (Jaina maxband plus Lobber), but can he clear both my other patrollers to do more? Probably yes, with the appropriate spell(s). At least next turn I will get cheap levels on Garth and to take Jaina down a couple of pegs (although killing Garth might be easier than Tech 2)…

Considering Teching a Doom Grasp, but I’m just going for a couple of solid Tech 2s for now, both of which he’ll struggle to kill before he gets to Tech 2 himself. DG and Moment’s Peace will probably both be teched in the next couple of turns.


Should be coming up with something more original by now, but afraid it’s Fire again (as it’s the only spec I have with decent defence against flying).

P2 Turn4


[details=Tech StartingHand Workers][spoiler]
TECH
Bamstamper Lizzo
Burning Volley


STARTING HAND
Nautical Dog
Mad Man
Scorch
Pillage


WORKERS
Careless Musketeer
Bloodburn
Bombaster
Pillage


[/spoiler][/details]

[details=NextHand][spoiler]
Bamstamper Lizzo
Nautical Dog
Makeshift Rambaster
Lobber


[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Scorch, deals 2 dmg to Tech II - ($5)
Jaina taps to break your Tech II, your Base to 15HP
Tech II Fire - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Lobber (2/2 + 1)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Jaina lvl 7 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9