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]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Makeshift Rambaster
Zane lvl 6 (4/3)
[B]Buildings:[/B]
Base HP: 20
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…
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]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Nautical Dog
[I]Lookout[/I]:
[B]In Play:[/B]
Makeshift Rambaster
Zane lvl 6 (4/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
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]
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?
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]
[I]Squad Leader[/I]: Crash Bomber (2/2+1A)
[I]Elite[/I]: Captured Bugblatter (5/2)
[I]Scavenger[/I]:
[I]Technician[/I]: Captured Bugblatter (4/2)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
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.
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.
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]
[I]Squad Leader[/I]: Bombaster (2/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Bloodrage Ogre (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
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…
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]
[I]Squad Leader[/I]: Savior Monk (2/2+1A)
[I]Elite[/I]:
[I]Scavenger[/I]: Bird #1 (1/1 Flying)
[I]Technician[/I]: Bird #2 (1/1 Flying)
[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]
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: 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.
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]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Gunpoint Taxman 3/1
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
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.
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]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Jaina lvl 1 (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
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.