Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Playful Panda and Wisp - ($2)
Summon Argagarg and Wisp - ($0)
Patrol as shown below
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Wisp (0/1+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Playful Panda (2/2)
Argagarg Garg Lv. 1 (1/3)
[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
I had a hard time deciding between this line of play and putting Spore Shambler out. Both seem fine, but this one lets me keep a bigger board and he’ll have a hard time preventing me from boosting something, either with Rampant Growth or Arg’s midband. I’ve already figured out that the only good way he has to kill both Wisps is to use Zane to take the Squad Leader out, Mad Man to kill the Scavenger if he has it (or exhaust Careless Musketeer if he doesn’t), and then Careless Musketeer can trade with Playful Panda (if he had Mad Man). Unless he skips Tech I, that takes all his gold and still leaves the possibility of Rampant Growth Arg revenge killing Zane for free levels (then play my choice of unit, possibly including Water Elemental). Hopefully I’m not missing something obvious!
[/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4) Playful Panda trades with Bloodrage Ogre, you gain 1 gold Argagarg kills Nautical Dog and takes 1 damage, you draw a card
Arg casts Rampant Growth on a Wisp, making it (2/1+2a) for a turn - ($2) Wisp safely kills Careless Musketeer
Recruit Merfolk Prospector - ($1)
Patrol as shown below
Float ($1)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Merfolk Prospector (1/1)
[I]Technician[/I]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Garg Lv. 1 (1/2)
Wisp (0/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
Well, I just wiped his board. As green. On turn 2. As long as I can keep up the pressure, he’ll have a hard time of it… though he could Pillage both the gold I floated and the Scavenger bonus (if he kills Merfolk Prospector, of course). Hopefully I don’t regret teching expensive units and spells.
Sorry for the late reply, my internet took a vacation for about 3 hours.
Edit: took a page from your book and bolded actions below for clarity
"P1T3
Tech StartingHand Workers
TECH
Kidnapping
Flame arrow
STARTING HAND
crash bomber
Makeshift Rambaster
Mad Man
Pillage
Bloodburn
WORKERS
Bombaster
Scorch
Bloodburn
NextHand
Charge
crash bomber
Discard
Bloodrage Ogre
Nautical Dog
Careless Musketeer
Pillage
Kidnapping
Flame arrow
Tech 2 card(s)
Get Paid +float & scav - ($8)
Worker - ($7)
Makeshift Rambaster - ($5) Rambaster kills Merfolk, you gain 1 gold
Summon Zane - ($3)
Summon crash bomber (Pirate, see below) - ($2) Cast Pillage and steal 2 gold (2 base damage) - ($3)
Summon Mad Man - ($2) Mad Man kills wisp (I didn’t mean to let you draw a card, baka) Zane kills arg and levels to 3.
Patrol as shown below
I just noticed that I forgot to discard Playful Panda last turn, so that messed up my draw. I’ll try rolling back and doing that turn over the same way, but it might take a while…
Edit: Didn’t take too long. Nothing about the turn changed except I drew a different hand, but I’ll still give you the choice to retake your turn if you want to.
I really wish I could explore both of the paths I saw… I think this is better than playing Tiger Cub and building Tech II, but I wish I could see how they both end up. I’m planning to use Circle of Life to get a Tech II unit earlier than would normally be possible without having the building up yet, but we’ll see how it goes.
Crashbarrow
crash bomber
Makeshift rambaster
Mad man
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II - Blood - ($4)
Max Zane and shove centaur into technician - ($1)
Zane trades with Centaur and we both draw.
Mad Man trades with wisp, you gain a gold
Rambaster suicides into your base for 3
Crash Bomber attacks your base for 2
Pillage from the previous turn and the 5 damage above puts your base at 13 hp.
[details=Next Hand]Circle of Life
Dinosize
Tiny Basilisk
Young Treant
[/details]
Discard
Centaur
Rampant Growth
Forest’s Favor
Blooming Ancient
Artisan Mantis
Tech 2 card(s)
Draw from surprise technician Centaur
Get Paid + scavenger - ($9)
Worker - ($8)
Construct Verdant Tree - ($6)
Recruit Playful Panda and Wisp - ($4)
Recruit Merfolk Prospector - ($3)
Summon Argagarg and Wisp - ($1)
Patrol as shown below
Float ($3)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Wisp (0+1/1)
[I]Scavenger[/I]: Merfolk Prospector (1/1)
[I]Technician[/I]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Verdant Tree (3 HP) [Healing 1]
Playful Panda (2/2)
Argagarg Garg Lv. 1 (1/3)
[B]Buildings:[/B]
Base HP: 13
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 3
Workers: 9
Thoughts
I suspect this will go badly, but let’s see! With this setup I’m guaranteed to be able to Circle of Life for a Tech II unit next turn, and if he doesn’t get rid of Verdant Tree I’ll have a fully functional Tech II building up too! Patrolling Prospector in Scavenger guarantees I have enough gold for that play, and with how many chump blockers I have he’s unlikely to destroy my Verdant Tree (and if he does, I can instead just max Arg if he survived – if he didn’t, then the plan is barely affected). Going with Growth Tech II so I can use Artisan Mantis to heal and block. It has just enough HP that it can prevent Crashbarrow from overpowering if nothing else attacks it. Also including Blooming Ancient because I’m more likely to get it to work than Might of Leaf and Claw this game. Probably add a Blooming Elm later to make it into a stronger win condition.
[details=Next Hand]Blooming Ancient
Young Treant
Centaur
Moment’s Peace
[/details]
Tech 2 card(s)
Get Paid + float - Pillage - ($10) Skip worker
Summon Midori - ($8)
Recruit Tiny Basilisk - ($6)
Midori casts Circle of Life on Tiny Basilisk to sacrifice it and summon Artisan Mantis - ($3)
Artisan Mantis repairs 3 damage from my base, leaving it at 14 HP remaining
Exhaust Merfolk Prospector to gain 1 gold - ($4)
Build Growth Tech II - ($0)
Patrol as shown below
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Artisan Mantis (4/5+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Verdant Tree (3 HP) [Healing 1]
Playful Panda (2/2)
Master Midori Lv. 1 (2/3)
Merfolk Prospector (1/1)
[B]Buildings:[/B]
Base HP: 11
Tech I HP: 5
Tech II HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Totally forgot to consider Pillage… I think it went OK anyway, all things considered. I’m worried about the Bugblatter, but I’m starting to reach a critical mass now where he has to figure out what to deal with and he can’t deal with all of it anymore. I got a good hand, so as long as he doesn’t both kill Midori and break my Tech II, I should be doing OK. Or he could just kill me, but getting Artisan Mantis helps prevent that.
Tech 2 card(s)
Get Paid - ($9)
Summon Draak and midband him - ($4)
Kidnap mantis - ($0)
Jaina attacks wisp, spark shot clears them both out. 2 base damage
Mantis attacks base for 5
Bugblatter attacks base for 5
Crash Bomber attacks base for 3
GG!
Float ($0)
Discard 1, draw 1, reshuffle, 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]
Captured Bugblatter (4/1)
crash bomber (2/1)
Jaina lvl 3 (2/2)
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 10
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
"
“Blood is one of my personal favorite specs in the entire game. It might appear mindlessly aggressive, but it’s actually more difficult to play than it first appears. The hardest part is deciding when to shift all your attention to damaging your opponent’s base (that’s how you win the game), versus when to fight for control on the battlefield. You have to be very careful about when you can go “all in”. If you do it right, you barely win right before you run out of gas and have nothing left.” - @Sirlin
Truer words have never been spoken. This may not be the most perfect game to showcase this, but whenever I win with blood it’s always been one big base explosion where I know my following turns are going to suck.
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Playful Panda and Wisp - ($2)
Summon Midori - ($0)
Patrol as shown below
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Master Midori Lv. 1 (2/3)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Playful Panda (2/2)
[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’s starting with Bloodburn… Chump-blocking with Wisps and/or Frogs will be a bit less useful this game, but he basically just made me Player 1 + a bonus worker. This seems like the best opening to maximize the threat he feels, and if I can keep Midori alive I can use Nature Reclaims to get rid of Bloodburn for the rest of the game (while thinning my deck in the process).
You forgot to add your Tech I HP. Edit: So did I… Fixed.
Player 2 Turn 2
Tech, Starting Hand, and Workers
TECH
Tiny Basilisk
Nature Reclaims
STARTING HAND
Rich Earth
Forest’s Favor
Spore Shambler
Merfolk Prospector
Verdant Tree
WORKERS
Ironbark Treant
Rich Earth
[details=Next Hand]Forest’s Favor
Young Treant
Verdant Tree
Tiger Cub
Merfolk Prospector
[/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4)
Recruit Spore Shambler - ($1)
Move a +1/+1 rune to Wisp - ($0) Wisp and Midori kill your patrollers and each take 1 damage, you draw a card, gain 1 gold, and put 2 runes on Bloodburn
Patrol as shown below
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Playful Panda (2/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Spore Shambler (1/2) {+1/+1}
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Master Midori Lv. 1 (2/2)
Wisp (1/1) {+1/+1}
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Maybe this isn’t the best play, but I feel like even with all that gold he has now he probably still can’t get a hero kill, and that’s what really matters in this situation. Sadly didn’t draw either of my techs, but I should still be able to do things with this hand if I play it right.