@Castanietzsche GLHF!
P1 Turn1
[details=StartingHand Workers][spoiler]
STARTING HAND
Mad Man
Bombaster
Pillage
Makeshift Rambaster
Scorch
WORKERS
Pillage
[/spoiler][/details]
[details=NextHand][spoiler]
Bloodburn
Charge
Bloodrage Ogre
Careless Musketeer
Nautical Dog
[/spoiler][/details]
[details=Discard][spoiler]
Scorch
Makeshift Rambaster
Mad Man
[/spoiler][/details]
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Bombaster - ($1)
Float ($1)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: Bombaster (2/2 + 1)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
- Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B] - Gold: 1
- Workers: 5
[details=Thoughts][spoiler]
Balance is a spec I find really tough to face with my deck, for the answers it has to so many of my options. Nature Reclaims takes care of MoLaC, Tiny Basilisks are great hero killers (no value from maxing Rook), Potent Basilisk destroys Bird’s Nest, Mimics can copy haste from my red units, stealth/haste from Anarchy, overpower from Barbarians, etc…
Add to that I’m P1 multicolour vs P2 neutral-monocolour, so can fall badly behind on economy if I don’t make value trades. My opening split is bad for building a quick board, with both my better attacking units (Ogre, Nautical Dog) in my T2 hand, and he’ll be buffing his starter unit stats with Midori midband with a few turns. Think my best option is to open with Bombaster, then bring in Ogre and Dog next turn delaying a hero until T3. Most likely Rook for Birds, but possibility to surprise with Zane.
[/spoiler][/details]