Firebat wouldn’t have haste, as the first unit to come from your hand arrived before Drakk maxbanded.
From Drakk’s card-specific rulings: “If a unit arrives from your hand, then after that you control a max level Drakk, then another unit arrives from your hand, NEITHER of those units will get haste from Drakk’s max level ability.”
The Firebat won’t get haste from Drakk’s maxband, because it isn’t the first unit that arrived from your hand this turn.
If a unit arrives from your hand, then after that you control a max level Drakk, then another unit arrives from your hand, NEITHER of those units will get haste from Drakk’s max level ability. The second one won’t because his ability only ever cares about the first unit per turn that arrives from your hand. The first one in this example also doesn’t because you didn’t have a max level Drakk when you played that unit, and Drakk’s ability can’t retroactively grant haste to units you played earlier in the turn. — Sirlin
Huh, ok then. Well I guess the easiest solution is just to use the $2 I was gonna have left over to maxband Drakk, then summon Firebat, Jaina, and Lobber (in that order), and give the 2 levels from killing Setsuki to Jaina, putting her at lvl5 (midband). Fair?
[details=Tech StartingHand Workers][spoiler]
TECH
Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain
STARTING HAND
Ardra’s Boulder
Sensei’s Advice
Training Grounds
Aged Sensei
WORKERS
Fox Viper
Morningstar Flagbearer
Smoker
Safe Attacking
Fox Primus
Saviour Monk
[/spoiler][/details]
[details=NextHand][spoiler]
Mind Parry Monk
Inverse Power Ninja
Snapback
Aged Sensei
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($11)
Grave - ($9)
Young Lightning Dragon kills Jaina, Grave to lvl 3, you draw
Mind Parry Monk breaks your Tech 2, dies to Tower, your Base to 18HP
Ardra’s Boulder - ($7)
Training Grounds - ($6)
Tech 3 - ($1)
Tech Lab Strength - ($0)
Tech 2 card(s)
Get Paid - ($10)
Summon Bloodrage Ogre - ($8)
Summon Lobber B - ($7)
Rebuild Tech 2
Drakk and Lobber B kill Ardra’s Boulder
Bloodrage Ogre trades with Grave, you draw a card
Firebat destroys your Training Grounds
Lobber A does 3 damage to your Tech III
Tech 0 card(s)
Get Paid + Float - ($17)
Summon Jaina - ($15)
Summon Molting Firebird - ($11)
Cast Charge on Molting Firebird - ($9)
Molting Firebird breaks your Tech II, 2 damage to base, also does 1 damage to all your units/heroes, killing YLD
Exhaust Firebat to do 2 damage to your Tech III, breaking it, 2 damage to base - ($8)
Build Tech III - ($3)
Trade both Lobbers for Rook, Jaina to lvl3
Jaina to midband - ($2)
First off, I think your base is at 15 currently, not 14, unless Snapback counts as killing Drakk. Well minus the 5 damage it’s taking this turn.
Anyway I absolutely agree that my last turn looks a LOT worse for me without both Charge and the Firebird. Honestly I should have seen the necessity to get haste onto my Fire units and teched Bloodlust TURNS ago but hey you always notice things you could have done better eh? It does sort of feel like it’s over since from this point I can pretty much indefinitely break your Tech II and since the only air/anti-air you MIGHT have available is Fox Primus I don’t see how you can stop me. Certainly a tense one, there were a couple of mid-game turns where I was certain I was doomed.
"P2T9
Tech StartingHand Workers
TECH
Bloodlust
Bloodlust
STARTING HAND
Bombaster
Hotter Fire
Mad Man
Gunpoint Taxman
Careless Musketeer
WORKERS
Bloodburn
Pillage
Scorch
Nautical Dog
Makeshift Rambaster
NextHand
Surprise Attack
Mad Man
Cinderblast Dragon
Doubleshot Archer
Molting Firebird
Tech 2 card(s)
Get Paid + float - ($12)
Summon Zane - ($10)
Play Hotter Fire - ($7)
Summon Drakk - ($5)
Firebat exhausts to kill Setsuki, 2 lvls to Drakk - ($4)
Drakk to Midband - ($3)
Summon Mad Man - ($2)
Molting Firebird breaks Tech II, 2 damage to Grave, 2 damage to base
Mad Man trades with Grave, you gain $1, 2 lvls to Zane
Zane to Midband - ($1)
Zane attacks base for 3
Good game, lots of twists. Realize now that IPN is not a good tech when facing Zane – just too good for Chaos Mirror. I also got a little lucky with early tech of Mind Parry Monk, effective against Fire abilities but would not have been so useful if you had chosen other Tech2 plans.
Yeah the game was lots of fun, all sorts of neat little one-ups and outplays in the course of it, definitely turned on a few key decisions. As it turned out I think you would’ve been better off leaving the Tech II up the turn you destroyed it but that was just luck of the draw on my part: I didn’t have a single Tech II unit in hand but I absolutely could have, I just happened to have drawn them the previous turn when I couldn’t play them all.
Mind Parry Monk was really annoying to play against and was the reason you never saw Bamstamper Lizzo hit the field. I actually felt pretty stupid for even going Fire once I saw what you were up to but by then it was too late. And I mean obviously it worked out well enough.
I’d be down to play again if you want. Should we re-roll to see who goes first or just alternate? And would you like to switch decks or pit red against white again?