I think double Thieving Imp should qualify as a cruel and unusual punishment
But Iāve been very fortunate - my random discards kept me the one card in my hand that was actually worth playing.
P2T6
Tech StartingHand Workers
TECH
Moss Ancient
Moss Ancient
STARTING HAND
Makeshift Rambaster <- discarded to Imp
Mad Man <- discarded to Imp
Murkwood Allies
Now! <- technician draw
WORKERS
Careless Musketeer
Bloodburn
Nautical Dog
Pillage
Scorch
NextHand
Bombaster
Stalking Tiger
Makeshift Rambaster
Tech 2 card(s)
Get Paid + float - ($11)
Calamandra - ($9)
Murkwood Allies, boosted - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Beast (4/4+1A)
-
[I]Elite[/I]: Frog (1+1/1)
-
[I]Scavenger[/I]: Frog (1/1)
-
[I]Technician[/I]: Frog (1/1)
-
[I]Lookout[/I]: Frog (1/1)
[B]In Play:[/B]
- lvl 1 Calamandra (2/3)
[B]Buildings:[/B]
-
Base HP: 17
-
Tech I HP: 5
-
Tech II HP: 5 (Feral)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 3
- Deck: 12
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 10
Thoughts
VERY fortunate to keep my Murkwood in the face of his double-Imp play. The other candidates being two weak starting deck units, and Now! - with no units in my hand that didnāt already have haste.
I considered a few different ways to do this, including maxing Cal to threaten Feral Strike (teching 2xcopies this turn) - as well as at least midbanding her, because giving Resist 1 to all those Frogs is a fun idea, particularly when he might have a Tricycloid to clean up three of them. The problem with all these plans, of course, is that Grave can just go to max and chuck his sword at her - after first using his sparkshot to kill 2 frogs.
I eventually realised the much better plan is to boost the thing, to get a 4/4 beast as well. I can JUST afford this, and it works much better. Heāll have to take quite a lot of damage to get through the beast to the frogs, and sac the weak will only ever kill a frog. Iām clearly still at the mercy of whatever is in his hand, because there is no doubt that present can do a lot of shenanigans - that after all is why itās in my own codex But he has nothing that can do 5 attack without some tricks (like an Immortal plus Now!), so that Beast will get in his way for sure. And while Grave can sword it, he canāt attack afterwards, so his sparkshot wonāt be able to function as effectively on those Frogs.
Thereās no doubt Iām still behind, but Iām quite happy to have got to the end of T6 and not feel Iām getting destroyed. The plan now is to go for Tech 3 as soon as I feel I can build it without leaving myself wide open - hence the tech of double Moss Ancient. I see no other actual āwin conditionā in my deck at the moment - the choices to get one were that or Feral Strike, which if I can get tech 3 built will let me have any 2 Tech 3s in my deck, on demand! But thatās fantasy - just the basic Tech 3 route is much more likely to work. This is an important decision because I likely wonāt shuffle after this turn before the game is over, and I donāt want to have to tech any more cards.