Ember Sparks x2
War Drums, Desperation
Kidnapping, Chaos Mirror
Gunpoint Taxman, Crash Bomber
Main:
Zane, suicides into IPN, levels fizzle (5)
Taxman trades with IPN, I steal your float (6)
Drakk kills Flagbearer, takes 2, you get a card
Bombaster, gets haste from Drakk, it and Crash Bomber wreck your tech 2, your base to 13 (4)
Bloodrage Ogre (2)
Jaina (0)
Workers
Bloodburn, Scorch, Careless Musketeer
Patrol as below
Discard 1 Draw 3
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Bloodrage Ogre (3/2)
Lookout:
In Play:
Drakk (3/2 lvl 6)
Crash Bomber (2/2)
Jaina (2/3 lvl 1)
Bombaster (2/2)
Economy Info:
Cards:
Hand: 3
Deck: 5
Disc: 4
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Pillage
Makeshift Rambaster
Mad Man
End of Turn Discard
My Thoughts
I think this is a decent sacrifice. He probably went for SotF, so I want to cover that. No really great way to make use of chaos mirror here, so just break the tech 2 and hope to draw drums!
…
Bah! Still no dice. Hopefully he floats some so we can pillage, but man not even Desperation or Kidnapping, these are some rough draws!
Lobber x2
Ember Sparks x2
War Drums, Desperation
Kidnapping, Chaos Mirror
Gunpoint Taxman, Crash Bomber
Main:
Brogre and Bombaster take Rook’s first life
Mad Man, it takes Rook to 4hp (6)
Pillage, your base to 11 (5)
Crash Bomber deals 3 to Rook and explodes its last damage on Rook, killing him. Jaina to lvl 3
Makeshift Rambaster, hits your base to 7 (3)
Midband Jaina, hit your base to 4 (2)
Drakk hits your base to 1
Workers
Bloodburn, Scorch, Careless Musketeer
Patrol as below
Discard 0 Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Drakk (3/2 lvl 6)
Jaina (3/3 lvl 4)
Makeshift Rambaster (1/2)
Economy Info:
Cards:
Hand: 3
Deck: 3
Disc: 11
Gold:
Gold: 2
Workers: 7
End of Turn Hand
Nautical Dog
Kidnapping
End of Turn Discard
Ember Sparks
Ember Sparks
Gunpoint Taxman
Chaos Mirror
Bloodrage Ogre
Bombaster
Crash Bomber
Lobber
Lobber
Pillage
Mad Man
My Thoughts
I believe this is GG unless he can prevent Drakk from suiciding AND kill Jaina AND prevent me attacking his base, which I think would be tough to pull off…
STARTING HAND
Bombaster
Bloodburn
Scorch
Bloodrage Ogre
WORKERS
Pillage
Bloodburn
NextHand
Bloodlust
Nautical Dog
Makeshift Rambaster
Gunpoint Taxman
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
tap musketeer, my base to 19, your base to 19
bloodrage ogre - ($2)
tech 1 - ($1)
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Mad Man (1/1)
[I]Technician[/I]: Brogre (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Careless Musketeer (2/1)
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 6
Thoughts
teching in gunpoint taxman and bloodlust in case i get lucky on the redraw. im hoping he’ll play back and i can run three or 4 things into him next turn. at least i can finally float gold in peace.
Hmm naw, I don’t think I can safely depend on Rook, so I think better to stall a bit with tower and boulder, and Sparring Partner in behind! The combo of Ninja and Sparring Partner does seem a highly effective defense, perhaps I should aim for that!
STARTING HAND
Nautical Dog
Gunpoint Taxman
Bloodlust
Makeshift Rambaster
WORKERS
Pillage
Bloodburn
Makeshift Rambaster
NextHand
Bloodlust
Bombaster
Nautical Dog
Scorch
Charge
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Mid Drak - ($1)
Brogre and Mad Man trade with Rook, Drak to max
Musketeer trades with Savior Monk
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Drak, lvl 6, (3/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
well, not teching war drums due to snapback, but i will tech double bugbladder and go tech 2 next turn. if drak stays around, that’s great, if not, then i can drop a unit or two. lets just hope i dont draw TWO bugbladders next turn.
Could just tech up, but it’d be wasting my technician when I could be thinning the deck out. No I think I’ll wait one turn on teching up, but bring the GNs in so I’m more likely to draw them on turn 5. Next turn probly Rook + Sparring + Tech up
playing the bombaster to be safe. laying back to maximize bugbladders. sort of surprised he didnt tech up, but oh wel, i dont mind. i can have a pretty explosive two turns coming up.
Morningstar Flagbearer
Glorious Ninja
Sensei’s Advice
Fox’s Den School
End of Turn Discard
My Thoughts
Yep, now we tech up. Grabbing Birds and FDSchool, not really sure about the Birds tech but seems a decent choice in case I get blown up. Reversal or SotF might be better choices, I’m afraid they’re too expensive and short-lived though.
Debated leaving Drakk around, but it makes a big difference between 6 and 7 hp on the boulder and keeps his possible number of attackers down. Hopefully the tech 2 lives! He’d need double barrels to get to it I think
walling up to start the flood of damage next turn. teching in kidnapping to trade his units into eachother, plus pirate gang commander in case i need to tech 3.
I think this provides the best overall defense. All but Kidnapping + Crashbarrow will be locked out. From there hopefully I can break his tech 2 indefinitely? Fingers crossed