Charge
Mad Man
Bloodrage Ogre
Nautical Dog
Bombaster
End of Turn Discard
My Thoughts
Good for him in the Drakk kill but damn, he’s really trading poorly on cards. Taxmen aren’t going to make matters better for him either. Going blood, so I have plenty of gold to play heroes as well
…
No barrows yet but next turn will be a dousy
Charge
Mad Man
Bloodrage Ogre
Nautical Dog
Bombaster
Events of Turn:
Upkeep:
Get Gold (8+1float)
Tech 2 cards in (except turn 1)
All Teched Cards
Ember Sparks x2
Crashbarrow x2
Gunpoint Taxman x2
Main:
Zane + Maxband, shove Rook to elite and put a point of damage on him (2)
Zane kills Scav, takes 2, we both get a gold (3)
Taxman kills lookout, takes 2, I steal your scavenger gold (4)
Jaina (2)
Nautical Dog (1)
Worker (0)
Workers
Bombaster, Careless Musketeer, Bloodburn, Scorch
Patrol as below
Discard 3 Draw 3 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 Blood
In Patrol:
Squad Leader: Jaina (2/3+1armor lvl 1)
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout: Gunpoint Taxman (3/3)
In Play:
Zane (4/2 lvl 6)
Gunpoint Taxman (3/1)
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Makeshift Rambaster
Pillage
Crashbarrow
Crashbarrow
Ember Sparks
End of Turn Discard
My Thoughts
Well no birds out, so max rook isn’t a huge threat yet. Zane is so handy, shoving him out of the way so we can take down the board (why isn’t he in technician with that Messenger?), profit in the process, and set ourselves up for annihilation next turn with our double crash barrows. Teching two ember sparks to help with making crash barrow math optimal, and sticking Jaina in front b/c I think he’ll want her around over Drakk, and will patrol Rook in front to absorb the blows.
obviously a bad choice to go so hard on rook and not tech earthquakes. i didnt expect him to last that long, and didnt adjust accordingly.
"P1T6
Tech StartingHand Workers
TECH
grounded guide
birds nest
STARTING HAND
nimble fencer
Granfalloon Flagbearer
Wither
star crossed starlet
maestro
WORKERS
Fruit Ninja
Brick Thief
spark
Older Brother
Granfalloon Flagbearer
NextHand
Tenderfoot (1/2)
starcrossed starlet
TM (1/1)
Tech 2 card(s)
Get Paid - ($8)
tech draw
my base to 16
rebuld tech 2
NImble Fencer - ($6)
Star Crossed Starlet - ($4)
River - ($2)
wither taxman - ($0)
starlet trades with taxman
fencer trades with zane, river to lvl 3
rushing morningstar pass and doubling barbarians. working fox viper so i can save flagbearer for later. im also fine if he trades into both my guys because that’s what you do against red, make them trades 2 for 1.
BROgre kills Smoker, takes 1, bloodburn gets a charge
Worker (1)
Tech 1 (0)
Workers
Careless Musketeer, Pillage
Patrol as below
Discard 2 Draw 1 rs Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
In Play:
Bloodrage Ogre (3/1)
Bloodburn (1 rune)
Economy Info:
Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
End of Turn Hand
Bombaster
Gunpoint Taxman
Makeshift Rambaster
Mad Man
End of Turn Discard
My Thoughts
Keeping threat high, going to go with Bloodburn to help with potential birds and also b/c it’ll make going Hotter Fire more fun XD Taxman for solid body and Lobber for the eventual Hotter Fire play
hmmmm, well, bloodburn huh? well, he might not be as aggressive as i thought. rook can hit dog, then midband…but he’d have free range at my tech 1.
i think the tower will be useful later on as well, and i need something to sink my gold into in the meantime, i dont want to put it into rook, ad i dont want to bring out a second unit because cards in hand are a thing…
aged sensei, and tower is balanced enough for now. i think mythmaking and adr’a boulder should be good to stand against bloodburn. hoping for the double draw…