P2 Turn2
[details=Tech StartingHand Workers][spoiler]
TECH
Bird’s Nest
Bird’s Nest
STARTING HAND
Pillage
Nautical Dog
Mad Man
Bloodburn
Bombaster
WORKERS
Scorch
Bloodburn
[/spoiler][/details]
[details=NextHand][spoiler]
Charge
Bird’s Nest
Careless Musketeer
Pillage
Bloodrage Ogre
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rook to midband - ($1)
Rook kills Imp
Ogre trades with Jandra, you draw
Float ($1)
Discard 3, reshuffle, draw 5
[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]
- Rook lvl 5 (3/3)
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 5
- Disc: 0
[B]Gold:[/B]
- Gold: 1
- Workers: 7
[details=Thoughts][spoiler]
Surprised he played both his expensive 3-cost starting units as P1. Should be good for me as I get to clear both Imp and Vandy this turn, and he won’t have much to show for the spend. Also surprised he patrolled Vandy in technician rather than scavenger, would have thought he needs the $s more than the draw at this point (guess he must have a bad T3 draw). He earns $13 in the next two turns, take off $2 for workers and $4 to build Tech II leaves $7 to spend. Maybe Plague Spitter + Soul Stone/Bone Collector + Vandy to degrade Rook, while heading for Demonology? Or Summon Skeletons + Garth + Bone Collector, look to mass the Skeletons for Necromancy and Skeletal Lord?
I’ve two different approaches here. Most straightforward is to midband Rook, kill Imp with Rook, trade Ogre for Vandy, delay Tech I build until T3. I keep a hand size of 5, and have 3/3 lvl 5 Rook vs his empty board. With $1 float can max Rook and build Tech I next turn and still have additional $2 to spend or float.
Alternative is to kill Imp with Mad Man and Rook (left at lvl 1), build Tech I and float $2. I’m down to a hand size of 4, but could conceivably shoot for building Tech II on T3 while teching in 2 x Tier II units (eg Ancients), with a 66% chance of drawing one of them on my T4 (since I can defend the Tech II building with Rook + another unit). Bit too ambitious I think. Would likely need to go further down on cards to limit the risk of a Rook kill and free levels for Vandy, could open the door for a Metamorphosis play.
Think the percentage play is go for the first option while teching in 2xBird’s Nests, giving me a 75% chance of drawing at least one on my T4. Birds are great against the Skeleton army plan, speed up MoLaC activation around Voidblocker, give me options of Earthquake, and can buff with Dinosize/Chaos Mirror to kill Vandy in time if he signals a Metamorphosis play. Worth taking up the 2 tech slots.
[/spoiler][/details]