IsotopeX (MonoGreen) vs DreamFire (MonoRed)

You know, I’m going to listen to that old dude. More punching, coming right up!

P1T4


Tech StartingHand Workers

TECH
Captured Bugblatter
Kidnapping


STARTING HAND
Charge
Bombaster
Lobber
Crash Bomber


WORKERS
Scorch
Careless Musketeer
Pillage
Bombaster


NextHand

Nautical Dog
Bloodburn
Mad Man


Discard

Bloodrage Ogre
Charge
Lobber
Crash Bomber
Lobber
Captured Bugblatter
Kidnapping


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Recruit Zane - ($6)
Recruit Crash Bomber - ($5)
Charge on Crash Bomber - ($3)
Crash Bomber crashes into Rook for 3 and bombs Sparring Partner for 1
Lobber trades with Rook - Zane to lvl 3
Zane to maxband - shoves Sparring Partner to die all alone in Lookout - ($0)
Zane wrecks Tower - 2 damage to base
Makeshift Rambaster hits base for another 3

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster
  • Zane lvl 6 (4/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 7
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

I’m betting on him only teching his Tech II cards last turn, so not having them in his current hand. If I’m wrong, a Glorious Ninja could really ruin my day here…
On the other hand, I wouldn’t mind a Snapback so much. It would give me something to invest gold in next turn (along with getting my Tech II), since I really need to rebuild my hand size.
I’m teching Kidnapping cause I just know he went Ninjutsu for the defensive options - either a Porcupine or a Glorious Ninja could singlehandedly stop my entire offesnive - and I’ll need an answer for that.
Also teching Captured Bugblatter because, if he does get a Glorious Ninja in patrol, at least I can keep some pressure on, while a Crashbarrow would just be a dead draw. Of course, this all pertains to the far future, two whole turns away…

1 Like

I’m not seeing much of a path forward here, but I survive this turn something good might come together.

P2T4


Tech StartingHand Workers

TECH
Glorious Ninja (Tech II Cost 5)
Porcupine (Tech II Cost 3)


STARTING HAND
Grappling Hook
Bird’s Nest (Strength Magic Cost 2)
Snapback
Fox Viper


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper


NextHand

Sparring Partner (2/2)
Entangling Vines (Strength Magic Cost 3)
Porcupine (Tech II Cost 3)
Savior Monk (2/2 Healing 1)
Grappling Hook


Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Grave - ($6)
Grave max level - ($0)

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Aged Sensei (1/1+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]: Grave Lv. 7 (4/5 sparkshot, readiness, sword rune)
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9
    "

Actually, I think I’m the one who’s in trouble here.

P1T5


Tech StartingHand Workers

TECH
Flame Arrow
Captured Bugblatter


STARTING HAND
Mad Man
Nautical Dog
Bloodburn


WORKERS
Scorch
Careless Musketeer
Pillage
Bombaster
Bloodburn


NextHand

Captured Bugblatter
Crash Bomber
Captured Bugblatter


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Zane kills Aged Sensei
Recruit Nautical Dog - ($6)
Build Tech II Blood - ($2)

Float ($2)
Discard 1, draw 1, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Nautical Dog
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Makeshift Rambaster
  • Zane lvl 6 (4/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9

[details=Thoughts]So much for rebuilding my handsize…
I’m guessing he’s most afraid of Crashbarrows, so he’ll want to patrol with Glorious Ninja. That means he’ll use the sword to kill Zane, leaving me safe to play Captured Bugblatter and as many chump blockers as I can. Had to kill Sensei to keep Grave or the Ninja from one-shotting my tech II, and I’m patrolling Nautical Dog to get some tower hits on his guys, so that a Flame Arrow could pick them off. Hopefully he won’t Hook him out to deny me cards.[/details]

You might be right. I really, really needed Grave to live.

Quick edit to remove Grave’s sword rune. Because it’s currently embedded in Zane’s heart.

P2T5


Tech StartingHand Workers

TECH
Fox Den School (Cost 4)
Reversal (Cost 3)


STARTING HAND
Porcupine (Tech II Cost 3)
Savior Monk (2/2 Healing 1)
Grappling Hook
Sparring Partner (2/2)
Entangling Vines (Strength Magic Cost 3)


WORKERS
Morningstar Flagbearer
Fox Primus
Smoker
Fox Viper
Savior Monk (2/2 Healing 1)


NextHand

Sensei’s Advice
Snapback
Glorious Ninja (Tech II Cost 5)
Safe Attacking
Bird’s Nest (Strength Magic Cost 2)


Discard

Aged Sensei (1/1+1A)
Grappling Hook
Entangling Vines (Strength Magic Cost 3)
Sparring Partner (2/2)
Fox Den School (Cost 4)
Reversal (Cost 3)


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rook - ($6)
Porcupine - ($3)
Grave kills Nautical Dog, takes 2 damage, you draw a card
Grave throws his sword at Zane, kills him, Rook gains 2 levels
Rook levels to midband - ($1)

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Porcupine (2/6+1A Deathtouch)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Rook Lv.3 (3/5 unstoppable by single patroller)
  • Grave Lv. 7 (4/3 sparkshot, readiness)
    [B]Buildings:[/B]
  • :heart: Base HP: 11
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Ninjutsu)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
    "

Just a quick rules clarification regarding Rook’s midband ability: if I have two patrollers - one in SQL and one wherever - does Rook have to attack the one in SQL?

Yes. His midband ability only works if the player he’s attacking has exactly one patroller.

2 Likes

However, if one of them can be removed from patrol…through Entangling Vines or Thunderclap or whatever…then he can happily walk past the other one.

3 Likes

Thanks, @Hobusu, @IsotopeX

One small thing: you’ve got Rook written as lvl 3, when he should be at 5.

P1T6


Tech StartingHand Workers

TECH
Ember Sparks
Ember Sparks


STARTING HAND
Crash Bomber
Captured Bugblatter
Captured Bugblatter
Mad Man (technician draw)


WORKERS
Scorch
Careless Musketeer
Pillage
Bombaster
Bloodburn


NextHand

Flame Arrow
Lobber


Discard

Nautical Dog
Makeshift Rambaster
Mad Man
Ember Sparks
Ember Sparks


Tech 2 card(s)
Get Paid + float - ($11)
Skip worker
Draw card from technician dying
Recruit two Captured Bugblatters - ($5)
Recruit Mad Man - ($4)
Recruit Crash Bomber - ($3)
Mad Man and Rambaster suicide attack Porcupine, barely grazing him but dealing 4 damage to your base

Float ($3)
Discard 0, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Crash Bomber (2/2+1A)
  • :psfist: [I]Elite[/I]: Captured Bugblatter (5/2)
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Captured Bugblatter (4/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 2
  • Deck: 5
  • Disc: 5
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 9
Thoughts

As luck would have it, I drew both my Bugblatters, making this officially a base race.
I obviously want to patrol Crash Bomber and play the Bugs behind him. I’m highly doubtful I can keep even 1 Bugblatter alive til next turn, what with hasted ninjas and Rook’s spells sidelining any additional patrollers I might set up. Because of that, I think I’ll just suicide Mad Man and Rambaster right away, to capitalize on having the Bugblatters around. That’s worth 4 damage to base, and he’s all but guaranteed to take 3 more killing the Bugs, and maybe another 3 from Crash Bomber if he doesn’t Entangle it.
That leaves him with 4 health at most, meaning I can finish him off with a Flame Arrow and a single Lobber, or one lucky Kidnapping. Gonna keep both Jaina and Drakk off the board to avoid a Snapback.

After the draw: okay, that’s one hell of a lucky draw! I think this game might be finished.

Oh, that’s not good.

Yeah, I’m done. I can deal with those units, but the collective damage brings my base to 1 (3 from killing the Bomber, 2 from killing one of the Bugblatters and 1 more damage from killing the other). At that point you’ve got Zane, or probably a Jaina spell. Unfortunately my last hand wasn’t useful; Snapback was a dead draw, Bird’s Nest was too late to be useful. At least Glorious Ninja would allow me to hastily, swiftly, GLORIOUSLY kill something.

I was really lucky to draw both my Bugblatters there, otherwise I think you would’ve shut me down in a couple of turns.
But this was very different from playing against mono-green, I was a lot more worried about what you might spring on me. And white’s heroes are scary!

Yeah, the white heroes are badass (with the possible exception of Setsuki), and I probably should have gone all-in on maxxing out Rook. Because Red doesn’t have any hard hero removal (like Doom Grasp/Snapback/Origin Story) they’re forced to just beat up on a hero, so a giant unkillable rock monster is always a good asset.

Oh yeah, I would need a lot of Flame Arrows to get through a maxband Rook…
Do you feel like a rematch, this time going as P1? I’m guessing that would change the tempo of this matchup a lot.

Sure.

"P1T1


StartingHand Workers

STARTING HAND
Fox Primus
Aged Sensei
Sensei’s Advice
Safe Attacking
Smoker


WORKERS
Fox Primus


NextHand

Grappling Hook
Fox Viper
Savior Monk
Snapback
Morningstar Flagbearer


Discard

Smoker
Sensei’s Advice
Safe Attacking


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Rook - ($1)
Aged Sensei - ($0)

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Rook Lv 1 (2/4)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Aged Sensei (1/1)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 5
    "

P2T1


StartingHand Workers

STARTING HAND
Makeshift Rambaster
Nautical Dog
Careless Musketeer
Scorch
Pillage


WORKERS
Pillage


NextHand

Bloodburn
Charge
Bloodrage Ogre
Bombaster
Mad Man


Discard

Scorch
Makeshift Rambaster
Nautical Dog


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Careless Musketeer - ($2)

Float ($2)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Careless Musketeer
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 2
  • Workers: 6

"P1T2


Tech StartingHand Workers

TECH
Bird’s Nest (Growth magic Cost 2)
Inverse Power Ninja (Tech 1 Cost 3)


STARTING HAND
Fox Viper
Morningstar Flagbearer
Snapback
Grappling Hook
Savior Monk


WORKERS
Fox Primus
Morningstar Flagbearer


NextHand

Smoker
Fox Viper
Inverse Power Ninja (Tech 1 Cost 3)
Bird’s Nest (Growth magic Cost 2)
Grappling Hook


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Savior Monk - ($2)
Tech I - ($1)
Aged Sensei instructs Rook
Rook kills Musketeer, takes 1 damage after armor
You get a gold

Float ($1)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk (2/2+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Aged Sensei (1/1)
  • Rook Lv 1 (2/3) 1 damage
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 6
    "

P2T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Gunpoint Taxman


STARTING HAND
Mad Man
Charge
Bombaster
Bloodburn
Bloodrage Ogre


WORKERS
Pillage
Bloodburn


NextHand

Nautical Dog
Charge
Gunpoint Taxman
Scorch


Tech 2 card(s)
Get Paid + float + dead scavenger - ($9)
Worker - ($8)
Play Bombaster - ($6)
Play Bloodrage Ogre - ($4)
Built a tower - ($1)
Build tech I - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bombaster (2/2+A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Bloodrage Ogre (3/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

Guess I’ll see what it’s like to be on the defensive as red. Might try to rush to tech II next turn, maybe with Anarchy. Either that or bring Drakk out for some frenzy shenanigans…

"P1T3


Tech StartingHand Workers

TECH
Sparring Partner (Cost 1)
Entangling Vines (Cost 3)


STARTING HAND
Grappling Hook
Smoker
Bird’s Nest (Growth magic Cost 2)
Fox Viper
Inverse Power Ninja (Tech 1 Cost 3)


WORKERS
Fox Primus
Morningstar Flagbearer
Fox Viper


NextHand

Sensei’s Advice
Inverse Power Ninja (Tech 1 Cost 3)
Snapback
Smoker
Safe Attacking


Tech 2 card(s)
Get Paid + float - ($7)
Savior Monk heals Rook
Worker - ($6)
Bird’s Nest - ($4)
Aged Sensei taps to buff Rook, Rook kills Bombaster, takes 2 damage after armor
Rook levels to midband - ($0)

Float ($0)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Savior Monk (2/2+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Bird #1 (1/1 Flying)
  • :pschip: [I]Technician[/I]: Bird #2 (1/1 Flying)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Aged Sensei (1/1)
  • Rook Lv 5 (3/5 unstoppable by solo patroller)
  • Bird’s Nest (Channeled through Rook)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 3
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7
Thoughts

If he really wants to he’ll probably be able to gank Rook here, but it’ll hurt, and would probably have to involve levelling up a hero so Snapback is likely to come into play next turn. The Tower is a decent anti-Bird measure, but they’ll at least be able to get some damage in before becoming pincushions. Disicipline seems like the right choice for MPM, I just won’t even worry about Tech 3 because it’s kinda crap.

"

P2T3


Tech StartingHand Workers

TECH
Surprise Attack
Kidnapping


STARTING HAND
Nautical Dog
Scorch
Charge
Gunpoint Taxman


WORKERS
Pillage
Bloodburn
Scorch


NextHand

Gunpoint Taxman
Careless Musketeer
Mad Man


Discard

Bombaster
Bloodrage Ogre
Charge
Nautical Dog
Surprise Attack
Kidnapping


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Summon Zane - ($4)
Play Gunpoint Taxman - ($2)
Cast Charge on Taxman - ($0)
Taxman kills Savior Monk
Bloodrage Ogre and Zane walk under the birds to trade with Rook - Bird’s Nest is discarded, levels fizzle

Float ($0)
Discard 1, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Gunpoint Taxman 3/1
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 3
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8
Thoughts

No point in building tech II if he can immediately smash it with Rook and birds. At this point, killing Rook looks like the only way to stop him from dominating my board, though I have to go dangerously low on cards to do it.
The question now is whether I should tech spells or tech II cards, given that I’ll only see them 2 or 3 turns from now. I’ll have to build tech II next turn anyway, if only because I have nothing else to spend gold on, but whether or not it survives depends on the board state after IsotopeX’s coming turn.
Or not, actually. He can break a tech building with just his current board plus Sensei’s Advice. That settles it, then. I won’t rely on my tech II surviving (or tech I, for that matter. I sure hope he doesn’t go for it this coming turn…). Instead I’ll get some big impact spells, and try to keep him at bay while rebuilding my handsize over the next couple of turns.
What’s my win condition? No idea.

P1T4


Tech StartingHand Workers

TECH
Whitstar Grappler (Tech II Cost 3)
Morningstar Pass (Tech II Cost 4)


STARTING HAND
Sensei’s Advice
Safe Attacking
Snapback
Smoker
Inverse Power Ninja (Tech 1 Cost 3)


WORKERS
Fox Primus
Morningstar Flagbearer
Fox Viper
Smoker


NextHand

Inverse Power Ninja (Tech 1 Cost 3)
Entangling Vines (Cost 3)
Sparring Partner (Cost 1)
Grappling Hook
Bird’s Nest (Channeled through Rook)


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Safe Attacking - ($5)
Bird #1 trades with Taxman
Bird #2 attacks Tower for 1 damage
Tech II (Strength) - ($1)

Float ($1)
Discard 3, draw 3, reshuffle, draw 2


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Aged Sensei (1/1+1A)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bird #2 (1/1 Flying)
  • Safe Attacking
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Strength)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 5
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 8
    "

P2T4


Tech StartingHand Workers

TECH
Chaos Mirror
Steam Tank


STARTING HAND
Careless Musketeer
Gunpoint Taxman
Mad Man


WORKERS
Pillage
Bloodburn
Scorch
Careless Musketeer


NextHand

Steam Tank
Makeshift Rambaster
Gunpoint Taxman
Mad Man


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Build tech II (Anarchy) - ($3)
Summon Jaina - ($1)

Float ($1)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]: Jaina lvl 1 (2/3)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tower HP: 3

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 8
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 9
Thoughts

I’m pretty happy I teched Kidnapping with him going Strength, although Chaos Mirror might be a better answer for, say a lone Colossus. So I’ll grab one of those too.
I decided to go with Anarchy because I don’t think I’ll win a Blood base race against the big units he can set up, especially if he builds Morningstar Pass, and I’ll also have trouble clearing his board with Fire. A Steam Tank should at least keep him wary, maybe give me a chance to survive to tech III and Gunships…? That’s probably overly optimistic.
Placing Jaina in technician because, if he can kill her there, he can kill her in SQL too. Might as well get something out of it.

Edit: forgot to register damage on the tower.