Before you view this turn, know that the only units I used to attack this turn were Tech 0 (including tokens, naturally). Thus, Tiny Basilisk’s ability was extremely important…
Player 2 Turn 6
Starting Hand and Workers
STARTING HAND
Makeshift Rambaster
Charge
Bombaster
WORKERS
Scorch
Bloodburn
Careless Musketeer
Pillage
Giant Panda
Next Hand
Disguised Monkey
Bloodrage Ogre
Discard
Charge
Bombaster
Tech 0 card(s)
Get Paid + float - ($11)
Summon Zane the Insane - ($9)
Recruit Bombaster - ($7)
Zane casts Charge on Bombaster, giving it haste and +1 ATK this turn - ($5)
Bombaster trades with Flagbearer, you get 1 gold, MoLaC gains a 4th rune
Elemental kills Midori and takes 2 damage, you draw a card, Zane gets 2 free levels and MoLaC gets a 2nd rune
Argagarg exhausts to give +1 ATK/+1 armor to Nautical Dog
Nautical Dog safely kills your Arg, Zane gets 2 more free levels and MoLaC gets a 3rd rune
Level Zane to max, shoving Tiny Basilisk to Lookout - ($4)
Zane kills Tenderfoot and takes 2 damage, Might of Leaf and Claw activates and gives all of my units and heroes +5 ATK and +5 HP
My wisps (now 5/6 each) break both of your Tech buildings, dealing 4 damage to your Base
Recruit Makeshift Rambaster, which becomes anything but makeshift under MoLaC’s influence - ($2)
Rambaster does 8 to your Base, leaving it with 8 HP remaining
Float ($2)
Discard 0, 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] - Might of Leaf and Claw (+5/+5 to units and heroes)
- Argagarg Garg Lv. 5 (6/10)
- Elemental (8/6) (Anti-air)
- Captain Zane Lv. 6 (9/7) (Haste)
- Nautical Dog (6/6) (Frenzy 1)
- Wisp (5/6)
- Wisp (5/6)
- Makeshift Rambaster (6/7) (+2 ATK against buildings)
[B]Buildings:[/B] - Base HP: 19
- Tech I HP: 5
- Tech II HP: 5 (Anarchy)
- Tech Lab HP: 4 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 2
- Deck: 6
- Disc: 2
[B]Gold:[/B] - Gold: 2
- Workers: 10
Thoughts
This should be game, since I can keep him from playing any Tech I and II units forever unless he gets to use Nature Reclaims, and I’ll probably have destroyed his base by the end of next turn then. Got lucky that he wasn’t able to get a Potent Basilisk, but now it’ll never get a chance to stop my rampage.