STARTING HAND
Pillage
Charge
Bombaster
Mad Man
Careless Musketeer
WORKERS
Pillage
NextHand
Makeshift Rambaster
Scorch
Bloodrage Ogre
Nautical Dog
Bloodburn
Discard
Careless Musketeer
Charge
Bombaster
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
Mad Man - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Rook (2/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Mad Man (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 5
Thoughts
Rook T1 so I can suicide Rook T3 and summon zane same turn. Need to watch out for 2x BC with MIdori midband. Charge will be helpful with some of the stronger units Strength can put out there. But Surprise Attack MOLAC is tempting as well.
So maxing Rook is a no go. Teching in another set of spell / unit for Zane in two turns. Next turn will be charged GPT. tech 2 after that (a turn late). Need to get at his tech 2 in the meantime.
[details=My Thoughts]
Sticking to the plan. Birds will suffer from Tower, and need help to destroy the Graveyard. I go for Balance Tech II, ready for some Faerie Dragon shenanigans. [/details]
i just noticed that you didnt actually worker a card at turn 2. you stayed at 6 workers from turn one to turn 2. does this change your turn at all? you did actually pay for the worker, but it definitely affects your draws if you didnt remove the card. let me know.
No change, I just forgot to implement my workers on T2 (and the typo persisted on T3) but I did collect 7 at the beginning of turn 3 and I actually played a worker on T2 (and T3), so it’s fine ! I corrected the error though. Thanks for pointing it out !
STARTING HAND
Gunpoint Taxman
Scorch
Bombaster
Charge
WORKERS
Pillage
Bloodburn
W - Careless Musketeer
Scorch
NextHand
Surprise Attack
Mad Man
MOLAC
Bombaster
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
GunPoint Taxman - ($4)
Birds trade with Skeletons, you draw 1 and get 1 gold
tech 2 Growth - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Gunpoint Taxman (3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Rook, lvl 1, (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Birds Nest
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 2 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Growth, should work well with Surprise attack. Looks like he didn’t tech 2, s need to press my slight advantage here. He’s definitely got a Midori midband coming soon So I’ll need to deal with it with a strong tech 2.
[details=End of Turn Hand]
Skeleton Javelineer
Wandering Mimic
Sacrifice the Weak
Now [/details]
[details=End of Turn Discard]
(empty) [/details]
[details=My Thoughts][spoiler]
Seems all is fine. Birds and Rook are gone, so only a Tower could prevent a feathered BC wreckage on next turn; and if this happens, I might have enough skeletons to draw into Now!, hasten Faerie Dragon who’d blow up the Tower anyway.
After draw: that is, if I draw a Faerie Dragon in the first place ><.
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Arg (wisp) - ($5)
Mad Man - ($4)
Float ($4)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Mad Man (1/1+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Arg (1/3)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 2 (Growth)
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 7
[B]Gold:[/B]
Gold: 4
Workers: 9
Thoughts
MOLAC is out given Garth and Potentn Basilisk. I totally forgot about StW. I think this game is over. BC is too strong of a presence, while putting up a good wall. Starting Rook was a big mistake. Not offensive enough.
[details=End of Turn Discard]
Now
Skeleton Javelineer
Sacrifice the Weak
Nether Drain
Temporal Distorsion [/details]
[details=My Thoughts]
Graveyard + haste + Mimic always do the trick. Soon I’ll maxband Garth, and nether drain into maxband Geiger… I fail to see anything codexnewb could do to stop me. [/details]
[details=End of Turn Discard]
Skeletal Archery
Sacrifice the Weak
Summon Skeletons [/details]
[details=My Thoughts]
Solid opening, with possibly jav + token + tech I going for BC, or Imp + token going for LB, as Anarchy-Growth-Strength has no anti-token device, save from Tower (Tower itself being an issue, to tell the truth) [/details]
[details=End of Turn Hand]
Skeletal Archery
Sacrifice the Weak
Thieving Imp
Graveyard
Bone Collector [/details]
[details=End of Turn Discard]
(empty) [/details]
[details=My Thoughts]
I’m not sure whether LB on T3 may be decisive or not; I have no way to get rid of a tower. BCs ought to be more reliable. [/details]
[details=End of Turn Hand]
Summon Skeletons
Bone Collector
Skeletal Archery
Sacrifice the Weak
Deteriorate [/details]
[details=End of Turn Discard]
(empty) [/details]
[details=My Thoughts][spoiler]
Teching Nether Drain against Arg means I must have a killing opportunity to cast it, but if I find one, that’s much value out of it (4 levels). Lich’s Bargain starts to be needed due to my patrolling. Eventually it didn’t cost me that much, as I traded 3 gold and no cards (Garth, 2 skeletons, haunt with 1 scav and 1 techn, plus haunt being buried) to 0 gold and 2 cards (Ogre and Dog with 2 free levels and scav), but still it was a poor play.
After draw: not drawing Nether Drain is fine but I’d really have appreciated Lich’s Bargain ! Let’s hope I’ll make it 'til turn 5.
[/spoiler][/details]