Tech 2 card(s)
Get Paid - ($5)
Prospect - ($6)
Young Treant, draw 1 - ($4)
Tiger Cub - ($2)
Tech 1 - ($1)
Worker - ($0)
Calamandra hits base for 2
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Tiger Cub 2/2+A
[I]Elite[/I]: Young Treant 1/2
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Calamandra 2/3, lvl 1
Merfolk Prospector 1/1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 2
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Throw up some blockers and hope for the best. He can be expected to have at most 3 hastey things this turn, and the only one that can kill tiger cub is zane. Alternately, he has charge, but again, thats a lot of cards and at least 5 gold, so he can’t do much damage to my back line., and I think I have a pretty big turn to swing with next turn.
I think its pretty balsy to not do anything at all on turn 1, but red seems pretty scary at it.
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Bloodrage Ogre - ($7)
Nautical Dog - ($6)
Tower - ($3)
Tech I - ($2)
Float ($2)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre (3/2 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Nautical Dog (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 7
[details=Thoughts][spoiler]
Teching 2xLobbers, trade favourably with Tiny Basilisks. Not playing a hero yet. Partly to protect against hero kill using Rampant Growth to break through patrol, also flexibility to come in with either Drakk (more likely) or Zane next turn. Prospector still an awkward problem for me.
Not as devastating as I feared. Next turn I see him doing damage with 8g… Drakk plus a 2 drop still only hits 2 things, not that scary. Max Zane and a lobber, could kill centaur but still not scary. More likely tech 2 and block. I’m safe to either circle of life or grab a tiger with calamandra.
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Bombaster - ($8)
Zane to max, shove Tiger Cub to Elite - ($1)
Zane kills Centaur, we both gain $1 - ($2)
Pillage your $2, your Base to 18HP - ($3)
Bombaster sacs to kill Tiger Cub - ($2)
Nautical Dog kills Treant, you draw
Lobber kills Prospector - ($1)
Worker - ($0)
Float ($0)
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]
Zane lvl 6 (4/1)
Lobber (2/1)
Nautical Dog (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 2
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts][spoiler]
Using Zane’s max to work a $2 Pillage and clear his board except for Cal. Takes me down to 2 cards, but think it’s my best option, as Prospector is otherwise allowing him to walk away with the game. Think my best bet from here is Anarchy. Try for Chamelion Lizzo + Drakk mid for a Tech building kill without costing a card, and rush for a hopeful Tech III.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Calamandra trades with Zane
Midori - ($4)
Galina Glimmer - ($3)
Circle of Life Galina Glimmer into Wandering Mimic - ($0)
Mimic kills Nautical Dog
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Midori 2/3+A
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Wandering Mimic 4/2
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Ok, didn’t expect quite that much damage :)… still I have some good options I think. Kill stuff with Calamandra then summon wandering mimic with Midori. seems worth it, especially if I can get flying from gemscout.
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Jaina - ($5)
Tech II Anarchy - ($1)
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Lobber (2/1 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Jaina (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
[details=Thoughts][spoiler]
Looks like my last turn came just in time – Galina + Prospector + big green board would not have been funny. Offering free hero levels now to get the hand size up. Teching in a Gunship and Flame Arrow, may need the spell against Balance’s fliers.
Nautical Dog died tragically, and so is not in fact in play, and probably necessitates a reshuffle redraw, but i didn’t actually do the math, so you may have just left him in play and in discard…
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Gemscout Owl - ($6)
Forest’s Favor on Mimic - ($4)
Mimic hits your Tech 2 into the ground
Tech 2 Balance - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Midori 2/3+A
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Gemscout Owl 1/1
[B]In Play:[/B]
Wandering Mimic 5/2, +1 Rune
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 5
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Ugh, I can’t really preotect a tech 2 with this board Jaina plus another lobber equals kill any building. And of course, red always has makeshift and mad man to screw with things. I can break the tower, kill the lobber, and have nothing to defend with I could kill lobber and jaina and get cala and summon all the frogs, risking imminent chameleon monkey attacks. This line has the advantage of more cards in hand, but no tech 2 built. I’m going to keep the defense and accept the demise of my tech 2, and hope my tech 2 card comes in the hand that has an active tech 2
WORKERS
Bloodburn
Mad Man
Scorch
Careless Musketeer
Charge
[/spoiler][/details]
[details=NextHand][spoiler]
Nautical Dog
Bloodrage Ogre
Pirate Gunship
[/spoiler][/details]
[details=Discard][spoiler]
Lobber
Lobber
Makeshift Rambaster
Pirate Gunship
Ember Sparks
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Lobber - ($8)
Both Lobbers trade with Midori, Jaina to lvl 3
Max Jaina - ($4)
Jaina taps to kill Mimic
Float ($4)
Discard 1, draw 3
[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]
Jaina lvl 7 (4/3)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 5
Disc: 5
[B]Gold:[/B]
Gold: 4
Workers: 10
[details=Thoughts][spoiler]
Teching in the second Gunship, and Ember Sparks for further flier removal.
Unfortunately drew the one Gunship in the current cycle in my next hand. Won’t be able to play a Gunship for at least 3 turns now with that well-timed Tech II break.
Tech 2 card(s)
Get Paid + Owl - ($10)
Young Treant, draw - ($8)
Potent Basilisk, nothing to destroy - ($4)
Worker - ($3)
Calamandra - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Potent Basilisk 3/5+A
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Young Treant 0/2
[I]Lookout[/I]: Gemscout Owl 1/1
[B]In Play:[/B]
Calamandra 2/3, lvl 1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 1
Disc: 8
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
Yea he had to use Jaina he couldn’t let mimic run loose. and if I had gotten out Basilisk and mimic, prolly would have been game. He will definitely build tech 3 next turn and I can’t summon Midori, so Calamandra or tower. chameleon seems likely, or monkey. then again he only has 3 cards. I’ll take a gamble.
Sigh, I always forget about sparkshot and he now has hasty drakk shenanigans. Tower is obvious to do now. He has a lot of potential damage, so I expect to have my face smashed, we shall see.
[/spoiler][/details]
Tech 0 card(s)
Get Paid + float - ($12)
Bombaster, gains haste - ($10)
Chameleon Lizzo kills Cal - ($6)
Jaina taps to kill Prospector, you gain $1
Nautical Dog trades with Tiger Cub
Drakk and Bombaster break Tech III, your Base to 16HP
Tech III - ($1)
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
[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]
Jaina lvl 7 (4/3)
Drakk lvl 7 (3/3)
Bombaster (2/1)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 9
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 10
[details=Thoughts][spoiler]
No Gunship yet. I’m well ahead, though Moment’s Peace can put a spoke in the wheel.
Well, that was harsh, but not entirely unexpected. Moment’s Peace means he would have to trade both heroes, or he just attacks my base directly. with Spells. And now he might have a gunship in hand, but moment’s peace takes care of that.