Hoping I can do better in the rematch as P1. Got a pretty good opening split with Sensei in my 1st hand and Hook in my 2nd.
Sensei goes in scav so that if he dies to Deteriorate, I can play Viper and Smoker next turn.
I’ll probably get some combination of Birds, Glaxx and Bomber as my first teched cards, depending on witspur’s opening.
Getting some value out of my opening split here. I could lose Rook to Zane+Deteriorate, but witspur won’t get free levels without delaying tech 1.
Smoker on elite is almost strictly better than Fox Viper here, so I’ll save the $1.
Thieving Imp would suck a little bit, but I can get HH for Vir to manage my hand.
My first instinct was to bring Vir to pseudo-stash Birds (or topdeck and play Glaxx), but I think I’ll try something different and go with Drakk. If witspur walls up, I’ll just drop Glaxx and tech up. If witspur tries to rush to tech 2, I’ll amp up the aggression.
Summon Skeletons
Crash Bomber
Jandra, the Negator
Sacrifice the Weak
Discard
Deteriorate
Graveyard
Skeleton Javelineer
Crashbarrow
Maximum Anarchy
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Gunpoint Taxman - ($5)
Orpal L1 (1/3) - ($3)
Deteriorate Sensei- you cash in on the violence
Tower - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Gunpoint Taxman (3/3+A)
Elite:
Scavenger:
Technician: Orpal L1 (1/3)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
His saving $2 indicates to me either a Glax and his Tech 2, or maybe even 2 Glax units. Not much I can do except try to keep up with his board presence on my way to a Tech 2 building. Disease isn't completely off the table. I considered Plague Lab for just a second. The distribution of -1/-1 runes upon summon would come in handy because I'm pretty sure he's going tokens and chump units for an attempt at a quick built Omegacron. I'm teching Maximum Anarchy as a scorched earth solution to many potential problems I may run up against. For now, though, steady build and hopefully a Tech 2 next turn.
If I was having any second thoughts, the tower puts them to rest. Going for cheap-ish, robust units that would leave me enough gold to quickly level up my heroes.
Just like Dreamfire to zig when I think he’s going to zag. No tricky purple stuff then, just some toe to toe brawling. Alright, worst case scenario, he’s got bloodlust, aged sensei, and 1 or 2 barbarians. But that’s too many cards to use and too much money to spend. I would use bloodlust on smoker and a BarBar and utilize Drakk at mid or maxband. Then bring Zane in for the cleanup. Hell, that’s still a huge resource sink. I had an intricate plan developing, but scrapped it. I couldn’t clear his board and build my Tech 2 on the same turn. I had to choose one or the other, and I believe I chose correctly. That Tower on the other hand, yikes. It may still prove to be a valuable asset, but right now it’s looking like a waste of gold. Back to the real issue, can my Tech 2 hold? Probably not. Certainly not if he comes after me with extreme prejudice. It’s still anyone’s ball game right now though. *I was unlucky not to draw one of the Crash Barrows I had available. If the building stands, I won’t be able to exploit it.
TECH
Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain
STARTING HAND
Crash Bomber
Whitestar Grappler
Aged Sensei
Doubling Barbarbarian
WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook
Aged Sensei
NextHand
Snapback
Birds’ Nest
Discard
Oathkeeper of Kor Mountain
Oathkeeper of Kor Mountain
Tech 2 card(s)
Get Paid + float - ($10)
Vir - ($8)
Vir peeks.
Worker - ($7)
Doubling Barbarbarian - ($4)
Whitestar Grappler - ($1)
Crash Bomber - ($0)
Float ($0)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Doubling Barbarbarian (3/5AA)
Elite:
Scavenger: Gilded Glaxx (3/4)
Technician: Crash Bomber (2/2)
Lookout: Smoker (1/1)
In Play:
Drakk lvl 1 (1/3)
Vir lvl 1 (2/3)
Whitestar Grappler (3/5)
Safe Attacking
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Economy Info: Cards:
Hand: 2
Deck: 3
Disc: 2
Gold:
Gold: 0
Workers: 9
Thoughts
I could break tech 2 with maxband Drakk + Barb, but that leaves me vulnerable to a maxband Orpal play, plus I won’t have great options in my hand next turn. I’ll flood the board instead and let the patrol work for me.
Tech 2 card(s)
Get Paid - ($9)
No Worker
Drakk - ($7)
Kidnapp Barbarian - ($3)
Midband Orpal - ($0)
Barbarian kills Crash Bomber and overpower kills Smoker- you draw. Ping my base
Sacrifice Barbarian with Orpal’s Midband to place -1/-1 Rune on Glaxx
Deteriorate Glaxx
Orpal kills Glaxx- you get $1 and Orpal takes 1 DMG
Gunpoint Taxman (3/3) kills Drakk takes 1 DMG. Ping my base again
2 stolen levels - Maxband Orpal
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Drakk (1/3+A)
Elite:
Scavenger: Skeleton #1 (1/1)
Technician: Skeleton #2 (1/1)
Lookout:
In Play:
Tower 4
Gunpoint Taxman (3/2)
Orpal L6 (2/5)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 6
Gold:
Gold: 0
Workers: 9
Thoughts
Addendum- My thoughts from last turn included speculation about what I was likely to see this turn as well as some general comments about what I would do if I were in my opponent’s shoes. Included in this speculation was the idea that he might bring out Zane. That would be complicated for Dreamfire to pull off, though, because he isn’t running Anarchy in his Codex. My bad. For this turn- It was difficult coming up with an answer to him emptying his hand and flooding the board with big units. Every play I devised seemed to leave my Tech 2 building open to retaliation. A little twist on Orpal’s Midband ability has hopefully allowed it to remain intact for a bit longer.
WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook
Aged Sensei
NextHand
Bloodlust
Morningstar Flagbearer
Oathkeeper of Kor Mountain
Tech 2 card(s)
Get Paid - ($9)
Scavenger gold and technician draw - ($10)
Skip worker.
Rook - ($8)
Snapback Orpal for Zane - ($5)
Vir and Grappler kill Drakk, my base to 19, Rook to lvl 3.
Rook to midband - ($3)
Birds’ Nest, Big Bird and Tweety arrive - ($1)
Tech Lab (Blood) - ($0)
What a play! I guess I should’ve gone after the tech 2 after all…
Not sure where I should be going from here. Leaving GPT alive feels bad having played birds, but leaving Drakk alive feels worse.
STARTING HAND
Morningstar Flagbearer
Bloodlust
Oathkeeper of Kor Mountain
WORKERS
Fox Primus
Fox Viper
Sensei’s Advice
Grappling Hook
Aged Sensei
Bloodlust
NextHand
Gilded Glaxx
Smoker
Doubling Barbarbarian
Discard
Birds’ Nest
Whitestar Grappler
Oathkeeper of Kor Mountain
Pirate Gang Commander
Pirate Gang Commander
Tech 2 card(s)
Get Paid - ($9)
Rebuild tech 1
Worker - ($8)
Drakk, to midband - ($3)
Birds safely kill Zane, Drakk to maxband.
Morningstar Flagbearer, gains haste - ($0)
Flagbearer hits your tech 2 down to 2.
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Drakk lvl 6 (3/4)
Technician:
Lookout:
In Play:
Morningstar Flagbearer (2/2)
Big Bird (1/1)
Tweety (1/1)
Safe Attacking
Buildings:
Base HP: 15
Tech I HP: 5
Tech Lab HP: 4 (Blood)
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
A Heroes’ Hall would’ve been good here, since if Drakk lives, I’m likely not to have anything to do next turn. This is probably the sunken cost fallacy speaking, but I’m gonna commit to the Tech Lab and hope I can survive another turn to make it matter.
Edit: in hindsight, I think I should’ve broken the tech 2, and left witspur locked on Zane.
I hired worker #10 this turn, and didn’t Tech 2 cards. Is this the way the template is set up, or should I have Teched one more turn? Let me know, if I need to tech the 2 cards and redraw.
"P2T7
StartingHand Workers
STARTING HAND
Crash Bomber
Summon Skeletons
Maximum Anarchy
Ogre Recruiter
Tech 0 card(s)
Get Paid + float - ($11)
Worker - ($10)
Drakk to Maxband - ($3)
Orpal - ($1)
Crash Bomber hasty suicide on your Drakk kills him with frenzy and explosive patrol DMG. Orpal 2 levels. You get $1 ping my base - ($0)
Frenzied Skeleton #2 trades with Flagbearer
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Orpal L3 (1/3+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Tower 4
Drakk L6 (3/4)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 2 (Blood)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 3
Gold:
Gold: 0
Workers: 10
Thoughts
Looks like I’m going to lose my Tech 2 building this turn. Those birds are a pain in the butt. I drew the Taxman, which could help but it shouldn’t come down to that. Hopefully I can use Orpal’s maxband to spread disease, kill the birds, and then use GPT to help re-break his Tech 2.
You’ll need to tech the 2 cards and I guess reshuffle, because teaching cards happens before your turn actually begins, and so you’d have had only 9 workers at the relevant time. You won’t have to tech any more cards going further, though.
Yes, the teched cards are from the previous turn. Per Codex rules, at the end of your turn, you set aside 2 tech cards, and at the start of your next turn they go into your discard pile. That’s why we tech 0 cards at the start of our first turn, because there was no turn before that where cards were set aside.
Dreamfire is also right that you should redraw your hand after teching, because the information about your card draws could theoretically influence your tech choice.
Crash Bomber
Summon Skeletons
Maximum Anarchy
Bloodlust
Pirate-Gang Commander
Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Drakk to Maxband - ($3)
Orpal - ($1)
Crash Bomber hasted frenzy attack on Drakk. Drakk is killed with explosive patrol DMG. Orpal gets 2 levels. You get $1 and ping my base - ($0)
Frenzied Skeleton #2 trades with Flagbearer
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Orpal L3 (1/3+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Tower 4
Drakk L6 3/4)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 2 (Blood)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
Had to redraw after not Teching 2 cards. Wow, it’s a bad draw.