Think anything I play here has the potential for him to trade or bounce up to $2 in value if he has the right cards in hand. eg both Nullcraft + Battle Suits here (36% chance) allows him to trade Fargo vs lvl 3 Grave. Still, I’ll make this a Drakk opening instead if that happens, should still be fairly level.
Sorry didn’t realise people wanted my thoughts, will add them in the future, thoughts for last turn below
[details=Thoughts]
playing all three forcast cards to gaurntee 10 time runes next turn, float 3 gold rather then build tower as I want to build tech 2 next turn (10 gold, 4 tech, 2 prynn, 2 Temporal Research, 1 worker 1 seer, as many overeager cadets as I draw). Going for peace for garrisons then tech lab into past for slow time generator + shimmer rays.[/details]
thoughts box on spreadsheet is new, I hadn’t realised it had updated so I, and other on the forums, are still using the old one which just generates one, I’ll be updateing after this game now I know.
STARTING HAND
Grappling Hook
Morningstar Flagbearer
Safe Attacking
Fox Primus
Bone Collector
WORKERS
Fox Viper
Smoker
Morningstar Flagbearer
[/spoiler][/details]
[details=NextHand][spoiler]
Grappling Hook
Snapback
Bone Collector
Sensei’s Advice
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector - ($4)
Fox Primus - ($1)
Monk sidelines Mox
Grave kills Fargo
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Aged Sensei (1/1 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]: Fox Primus (2/2)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Saviour Monk (2/1)
Grave lvl 3 (3/2)
Bone Collector (3/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
[details=Thoughts][spoiler]
Need to keep the tempo up to take advantage of forecast delay. Playing out Bone Collector + Fox Primus, and floating $1 so I can max Grave next turn as well as building Tech2 – good chance I can break his Tech2. Fox Primus normally very risky against Stewardess, but unlikely he teched anything other than 2xSeers. Teching 2xCrashbarrows for hasty damage T5.
Tech 2 card(s)
Get Paid + float - ($10)
Tech Draw
Prynn - ($8)
Temporal Research, Draw 3 - ($6)
Worker - ($5)
Seer #1, removing rune from Plasmodium - ($4)
Seer #2, removing rune from Plasmodium, it arrives! - ($3)
Battlesuits - ($1)
Mox Kills Sensei
Plasmodium kills Fox primus
Float ($1)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Seer #1 (3 + 1/1)
[I]Scavenger[/I]:
[I]Technician[/I]: Seer #2 (3/1)
[I]Lookout[/I]:
[B]In Play:[/B]
KotC #1 (4/4, Resist 1, Forecast 2)
KotC #2 (4/4, Resist 1, Forecast 2)
Plasmodium (4/2, Haste)
Hardened Mox (2/1, Indestructable)
Battle Suits
Prynn (1/3, lvl 1, Fading 4)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
Choice between the second seer with the battlesuits and tech 2 Peace. Without the Plasmodium out and the second body, I don’t think my tech 2 lives through the next turn, and hence puts me behind. This way I think i can get my tech 2 down a turn after him, but the draw from garrisons should allow my board flood to repel any attack he sends my way, esp with the cheap Past units helping the draw. Really feeling the lack of stewardess this game, (he know how tight the techs are for this game plan, allowing him to get far more value from tech 0 units then normal against past.
[details=Discard][spoiler]
Aged Sensei
Fox Primus
Grappling Hook
Sensei’s Advice
Saviour Monk
Snapback
Land Octopus
War Drums
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float + scav - ($10)
Monk healing 1 on himself and Grave
Worker - ($9)
Grappling Hook elite Seer to lookout
Grave trades with lookout Seer, sparkshot kills tech Seer, you draw, Prynn to lvl 3
Drakk - ($7)
Bone Collector kills Prynn, makes a Skeleton, Drakk to lvl 3
Bone Collector #2 - ($5)
Tech 2 Blood - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bone Collector #2 (3/3)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Drakk lvl 3 (1/3)
Bone Collector #1 (3/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 0
Disc: 8
[B]Gold:[/B]
Gold: 1
Workers: 9
[details=Thoughts][spoiler]
Grappling Hook allows me to kill both Seers using Grave’s sparkshot, and clear his board other than Mox. Also get free levels on Drakk. Teching War Drums and Land Octopus to use if I can max and keep Drakk.
Think his plan has a couple of problems. The obvious one of timing against an early pressure deck. But also in these games he ends up paying $$ for cycling or rune acceleration spells (Temp Res / Time Spiral), and doesn’t have the board to defend the hero casting them. So his forecast units when they arrive don’t even end up being that cheap.
[I]Squad Leader[/I]: Fading Argonaut (3/3 + A, Fading 3)
[I]Elite[/I]: Hardened Mox (2 + 1/1, Indestructable)
[I]Scavenger[/I]: Overeager Cadet #1 (3/2)
[I]Technician[/I]: Overeager Cadet #2 (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
KotC #1 (5/4, Resist 1, Forecast 1)
KotC #2 (5/4, Resist 1, Forecast 1)
Oni (2/3, lvl 1, Frenzy)
Battle Suits
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Peace)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
hmm, not having the plasmodium changes things, with the extra bone collector to attack, I need more to keep my tech 2 safe (although it still only really takes 1 crash barrow if he trades everything else in, in which case my knights pop next turn and they should give me the breathing room to get my engine on the go.
Drawing both garrisons on the redraw is painful, as it means that if I do lose my tech 2, next turn is mainly going to be a large hero dump.
STARTING HAND
Safe Attacking
Crashbarrow
Crashbarrow
WORKERS
Fox Viper
Smoker
Morningstar Flagbearer
Sensei’s Advice
Safe Attacking
[/spoiler][/details]
[details=NextHand][spoiler]
Snapback
Kidnapping
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Garth - ($7)
Drakk to lvl 4 - ($6)
Crashbarrow #1, kills Fargo, overpower kills scav Cadet - ($3)
Skeleton sidelines Mox
Crashbarrow #2, kills tech Cadet, overpower breaks Tech 2, Base to 18HP - ($0)
Bone Collector #2 kills Oni, makes a Skeleton, Garth to lvl 3
Bone Collector #1 and Drakk break Tech 1, make a Skeleton, Base to 16HP
Float ($0)
Discard 0, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Skeleton (1/1)
[I]Technician[/I]: Skeleton (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Drakk lvl 4 (2/3)
Bone Collector #1 (3/2)
Bone Collector #2 (3/1)
Garth lvl 3 (1/3)
[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: 10
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 10
[details=Thoughts][spoiler]
With both Crashbarrows in hand I can break both Tech1+2, buys me good amount of time, though down to 2 cards. Next turn his KotCs arrive, but providing Drakk doesn’t get Origin Storied I can max both Drakk and Garth to summon a hasted Land Octopus or Ogre Recruiter. Teching Kidnapping and Bloodlust.
This is the first time I’ve played Blood, so need to learn how to generate a win as well as having fun blasting things around.
[details=Important response to petE’s thoughts]
Keep in mind that Drakk’s maxband only gives haste to the first unit played from hand. So it won’t combo with something summoned from discard via Garth. (Also doesn’t give haste to units who just got out of Jail.) [/details]