Bombaster
Molting Firebird
Hotter Fire
Lobber
Lobber
Events of Turn:
Upkeep:
Get Gold (10+1float)
No techs
All Teched Cards
Fire Dart, Crash Bomber
Fire Dart, Molting Firebird
Bloodlust, Molting Firebird
Ember Sparks x2
Lobber, Bamstamper Lizzo
Hotter Fire x2
Gunpoint Taxman, Lobber
Main:
Lobber (10)
Lobber (9)
Hotter Fire (6)
Lobbers destroy Pass
Drakk + midband (1)
Firebird hits your base to 6, 3 damage to Grave
Taxman kills Grave, Drakk maxbands
Lizzo Destroys your Base, Jaina high-fives him, GG WP!
I totally forgot you went vanilla White this game when I banked hard on Hotter Fire, as Snapback and Versatile Style really throw a wrench in that! Still, Bloodburn just got insane value this game. Want to go again?
Bloodrage Ogre
Bombaster
Pillage
Charge
Nautical Dog
Events of Turn:
Upkeep:
Get Gold (4)
Tech 2 cards in (except turn 1)
All Teched Cards
Main:
Bloodrage Ogre (3)
Nautical Dog (2)
Worker (1)
Workers
Pillage
Patrol as below
Discard 2 Draw 4
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
In Patrol:
Squad Leader:
Elite: Nautical Dog (1+1/1)
Scavenger:
Technician:
Lookout:
In Play:
Bloodrage Ogre (3/2)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 1
Workers: 6
End of Turn Hand
Makeshift Rambaster
Mad Man
Bloodburn
Careless Musketeer
End of Turn Discard
Charge
Bombaster
My Thoughts
El Classico red opening again, Elite Dog provides the best trade value against Primus. He could hook or Safe Attacking to avoid, but either of those are okay for me I think.
STARTING HAND
Aged Sensei
Morningstar Flagbearer
Safe Attacking
Fox Viper
Smoker
WORKERS
Savior Monk
Smoker
NextHand
Sensei’s Advice
Sparring Partner
Fox Viper
Rambasa Twin
Grappling Hook
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tech 1 - ($3)
Rook - ($1)
safe attacking - ($0)
Fox Primus safe attacks dog, takes 1 back
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Rook (2/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking
Fox Primus (2/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
going the classic sparring partner rambasa twin combo. rook is to wall up and get good trades, safe attacking since im more offensiv this game with lower tech units.
STARTING HAND
Sensei’s Advice
Grappling Hook
Fox Viper
Sparring Partner
Rambasa Twin
WORKERS
Savior Monk
Smoker
Fox Viper
NextHand
Aged Sensei
Fox Primus (2/1)
Snapback
Morningstar Flagbearer
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Rambasa Twin, brings his little friend from codex - ($1)
sparring partner - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Twin #1 (3/2)
[I]Technician[/I]: Twin #2 (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking
Sparring Partner (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
hmm, traded 6 gold for 5, and he spent an extra card and hero. not ideal, but not that bad i guess.
twins and partner are a good redraw - and it’s about time.
teching hidden ninja to get the hero kill, plus another sparring partner to flood heros and units with runes later. I cant decide on my tech 2 just yet. id be surprised if he built his this turn since i have a pretty good board presence.
Mid Drakk, suicide into Scavenger Rambasa Twin, you get 1g, your base to 19 (6)
Worker (5)
Tech 2 Anarchy (1)
Workers
Careless Musketeer, Bloodburn, Pillage
Patrol as below
Discard 3 Draw 5
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
nothin
Economy Info:
Cards:
Hand: 5
Deck: 1
Disc: 5
Gold:
Gold: 1
Workers: 8
End of Turn Hand
Charge
Nautical Dog
Mad Man
Makeshift Rambaster
Gunpoint Taxman
End of Turn Discard
My Thoughts
No really good ways out of this situation, he didn’t go birds like I thought and what’s more he drew double techs while I drew none. I’m going to tech up in the hopes he buys that I first-teched and takes the bait to kill my tech 2. If he kills the tech 1, bummer, but I can probably find a way to work it in my favor.
Tech 2 card(s)
Get Paid - ($7)
scav gold - ($8)
twin #1 returns to codex
Worker - ($7)
Grave - ($5)
partner and twin break your tech 1, your base to 18
tech 2 ninjitsu - ($1)
lvl to grave to guard against a potential pillage - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Grave, lvl 2, (2/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking
Sparring Partner (2/2)
Twin #2 (3/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
well well well…did he actaully tehc in his tech 2 units. i feel like that’s something that frozenstorm might actually do, however…it’s so…odd.
how about this, would i be more ebarassed if he didnt tech in his tech 2 units, and drops all his tech 1’s next turn, or would i be more embarrased if he plays a tech 2 unit next turn…i think teh former.
Crash Bomber
Gunpoint Taxman
Steam Tank
Bloodrage Ogre
Scorch
End of Turn Discard
My Thoughts
Bad draw luck for me, smart play for him. I have to offer Jaina as a sacrificial lamb now, sadly, but at least things are looking up for the future. I’m teching a Gunship in the hopes that I get a good split (steam tank in next hand, Gunship in turn 6 hand). If not, though, no biggie, I’ll also tech a kidnapping to try and punish any Glorious Ninja play.
…
Success! Steam tank in tow, now let’s just hope he doesn’t have a ninja in this next hand.
WORKERS
Savior Monk
Smoker
Fox Viper
Aged Sensei
Grappling Hook
NextHand
earthquake
Glorious Ninja
Glorious Ninja
Morningstar Flagbearer
Fox Primus (2/2)
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Rook - ($5)
sensei’s advice - ($4)
Sparring Partner kills Jaina, survives with 1, Rook to lvl 3
Twin trades with Zane, Rook to lvl 5
max Rook - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Rook, lvl 8, (4/6+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Safe Attacking
Sparring Partner (2/1)
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Tech II HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
Thoughts
tempted to tech double earthquake, but i think ill need a fox den’s school as well, teching teh school to help against obliterate… rook will likely last 2 turns. those free levels help a lot.
if he goes tech 3, which he most likely will, then i’ll need to get rook through to break his tech 3. can i do it with double glorious ninja?
screw it! im going double earthquake. probably max sets next turn to redraw quicky.
Hmm, well I can’t just lay the Steam Tank and call it good, Partner will buff Rook and walk past to kill the tech 3. He’s probably got a Ninja in hand now, so that’s gonna be rough. I think the play here is flood the board to try and get a counter-attack off, as well as serve to minimize the chances I draw Gunship (so I can tech up next turn to draw it) I’m in bad shape though, that’s for sure!
…
Phew, missed, so Mid Drakk / Zane + Tech 3 might work next turn!
and there it is, got lucky on the redraw with the 40% to draw one of the earthquakes. good redraw for me this game.
however, i dont think iw ant to play that right now. what is important is to break his tech 3 when he builds it, and if i dont protect rook, i dont think ill be able to do that.
so for the meantime, i BELIEVE i have acconted for all options on his side. i think the only play that will destroy me is if he kills flagbearer with a jaina spell.
i dont thinkit’s possible for him to kill flagbearer AND kidnap GN, maybe chaos mirror, but i havent seen him sue that at all so far…sooooooooo ill take a chance and guard against the tech 3 next turn. all i need is one turn to break through, so walling up for now sounds good to me.