STARTING HAND
Bloodrage Ogre
Bombaster
Makeshift Rambaster
Nautical Dog
Mad Man
WORKERS
Bloodrage Ogre
NextHand
Scorch
Bloodburn
Careless Musketeer
Pillage
Discard
Mad Man
Makeshift Rambaster
Bombaster
Tech 0 card(s)
Get Paid - ($5)
Summon Zane, he crashes into Bloodrage Ogre, dealing 1 damage after armor - ($3)
Play Mad Man; he trades with Bloodrage Ogre - ($2)
Play Nautical Dog - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Nautical Dog (frenzy 1) 1/1
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
I could respond with Zane, Mad Man, Dog, Worker, and be on parity. That knocks out Zane as an option for me next turn, but I think it’s the best way for me to stall. Looking like a lot of potential token spam, but I can deal with that via Crash Bombers and Ember Sparks. I’m thinking Bugblatters are great here. More immediate concern: Rook is a pain if I don’t build up early board presence. I’m guessing birds don’t come out, but he’s a big beefy boi and I need to stop him from hitting maxband, which means putting pressure on fast. Which actually looks like Gunpoint Taxman if I’m being honest. I’ll worker BRO because I can get a better 3/3 with Tech 1, and Rambaster can be useful to burst down tech buildings. (Almost patrolled in Elite before I forgot that there’s no Zane to worry about, phew!)
Scorch and Dog trade kills Cal, gives me two free levels, but I skip Tech 1. Leaving Cal up potentially threatens to drop tigers or wreak havoc on my backline, and I don’t have a clean answer to her. I can probably Tech 1 next turn?
I really ought to have stuck Drakk in not-SQL. As it stands, the only way I kill Drakk is Midband Zane, Mad Man trade. That leaves me with a maxband Zane and no Tech 1, which means I can’t play either teched card next turn. I think it’s better to put Jaina in patrol and then build Tech 1, relying on being able to trade Jaina away or to have Tech 1 ready. I think I dare zhavier to break Tech 1. My only annoyance here is uh that’s a lot of gold being floated. Do I just midband Jaina so that she trades clean with Drakk? I could also float gold and summon Rambaster. I think I’ll just midband Jaina, put her in scav, leave the door open for Drakk + Kidnapping + GPT if she dies. If she doesn’t die, I can GPT and Tech 2.
Surprise Attack
Scorch
Steam Tank
Bombaster
Kidnapping
Tech 2 card(s)
Get Paid + Scavenger - ($8)
Summon Zane - ($6)
Midband Zane - ($3)
Zane trades with Drakk, levels fizzle, 1 damage to base
Summon Drakk - ($1)
Worker - ($0)
Rebuild Tech 1
Float ($0)
Discard 4, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 Drakk Ramhorn (Dies:*) 1/3
Buildings:
Base HP: 17
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Wow Crash Bomber is just so good. I think I just clear out Drakk with Zane, rebuild Tech 1, I have 2 gold so I can drop a Bombaster. I lose access to Surprise Sharks but I’ll have Kidnapping online next turn and that’s much better. Wait I can just summon Drakk so I can build Tech 2 next turn. Keep out of patrol so I can avoid Scorch; I’ll have to endure the risk of Charge instead, but I’m fine with that resource expenditure.
Tech 2 card(s)
Get Paid - ($9)
Midband Drakk - ($6)
Drakk casts Kidnapping on Crash Bomber - ($2)
Frenzied Crash Bomber hits Rook for 3 damage, pinging your Tech 2 for 1 upon death
Drakk attacks Rook for 2 damage, killing him; Drakk maxbands and heals
Worker - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L6 MAX Drakk Ramhorn (Dies:*) 3/4
Buildings:
Base HP: 17
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 6
Gold:
Gold: 1
Workers: 10
Thoughts
Cool, my Crash Bomber now. 4 gold, I can midband for 3, hmm that kills Rook but blocks my Tech 2. It’s definitely my strongest option, though. With that said, if I’m rushing Gunships I don’t need to get Tech 2 up this turn.
STARTING HAND
Gunpoint Taxman
Bloodlust
Steam Tank
Nautical Dog (frenzy 1) 1/1
Mad Man
WORKERS
Bloodrage Ogre
Bloodburn
Pillage
Careless Musketeer
Steam Tank
NextHand
Makeshift Rambaster
Surprise Attack
Charge
Tech 0 card(s)
Get Paid + float - ($11)
Tech 2 – Anarchy - ($7)
Play Gunpoint Taxman, it gains haste from Drakk - ($5)
Frenzied Gunpoint Taxman kills Cal, takes 2 damage, no gold to steal
Play Nautical Dog and Mad Man from hand - ($3)
Drakk casts Bloodlust on Dog and Mad Man - ($1)
Frenzied Bloodlusted Dog kills Drakk, 2 pings to my base
Mad Man trades with Bugblatter, 2 ping to my base
Drakk kills Rambaster, takes 1 damage
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L6 MAX Drakk Ramhorn (Dies:*) 3/3
Gunpoint Taxman (anti-air) 3/1
Buildings:
Base HP: 10
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 3
Deck: 9
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Spooky, I might lose this base race with that timely Blatter tech. Gotta clear everything out at this point.
Crash Bomber
Nautical Dog
Murkwood Allies
Shoddy Glider
Kidnapping
Makeshift Rambaster
Captured Bugblatter
Mad Man
Bloodlust
Kidnapping
Bloodlust
Crashbarrow
Tech 2 card(s)
Get Paid - ($9)
Crash Bomber - ($8)
Captured Bugblatter - ($5)
Crashbarrow - ($2)
Mad Man - ($1)
Crashbarrow hits base for 6
Mad Man trades with gunpoint, base takes 2
end of turn crashbarrow dies, base to 1, checkmate