STARTING HAND
Bombaster
Makeshift Rambaster
Mad Man
Scorch
Bloodrage Ogre
WORKERS
Bloodburn
Bloodrage Ogre
NextHand
Charge
Bombaster
Scorch
Careless Musketeer
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech 1 - ($3)
Nautical dog trades with SQL
Summon mad man, trade with JiveSkely and you get gold. - ($2)
Summon Makeshift rambaster - ($0)
Rambaster and Jaina hit your base for 5
Float ($0)
Discard 2, reshuffle, draw 4
[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]
Jaina lvl1 (2/3)
Makeshift Rambaster(1/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Well I fully expected the dog to die but instead I get to break through! It was really a choice between killing Garth and base damage. 5 base damage is 1/4 of what I need and all Garth can really do is summon another skeleton and kill the rambaster. Killing him also allows Zane to take the floor which is bleh.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Kill poison blade rogue with Jaina
Midband Jaina and heal - ($2)
Summon bombaster - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Bombaster(2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina lvl4 (3/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
DAMN, missed the ember sparks of all cards on the discard/draw! 4 out of 5 cards drawn. I’m gearing up for Maxband Jaina to put on some pain. Now I actually want him to kill my bombaster.
STARTING HAND
Crash bomber
Mad Man
Nautical Dog
Pillage
Ember sparks
WORKERS
Bloodburn
Bloodrage Ogre
Charge
NextHand
Pillage
Nautical Dog
Makeshift Rambaster
Careless Musketeer
Tech 2 card(s)
Get Paid - ($7)
Max jaina - ($4)
Use maxband ability to kill bone collector, you get gold
Summon crash bomber - ($3)
Cast pillage to steal your gold and do 2 damage to your base.
Cast ember sparks, kill skeleton(draw) and deal 2 damage to your base. - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Crash bomber(2/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina MAX (4/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
I really didn’t want to kill the technician and instead do 1 more base damage, but now Jaina has better chances of surviving which = 3 base damage +more if I redrew ember sparks. At least now he has to trade a lot of stuff in to kill her. Jaina dying is actually good if I don’t draw her spells right away since I can have her on standby in the command zone and have Draak defend/die in the meantime.
Basically, if I can get Jaina maxed I’m happy either way.
So this is the part where my ass starts taking a beating and I pray to RNJesus I can finish him first. When he kills Draak he’ll be down to 7 hp, and then ember sparks to 4. My tech I is likely dead so no crash bomber. I think I’ll skip workers and patrol everything in tech for better card draw.
Tech 2 card(s)
Get Paid - ($8)
Crashbarrow #1 - ($5)
Crashbarrow #2 - ($2)
Zane - ($0)
Crashbarrow #1 kills both patrollers, you draw, my base to 7, Zane to L3
Zane and Garth destroy your Tech I, your base to 18
BC and Crashbarrow #2 swing at your base, to 9, I get a Skeleton
STARTING HAND
Ember sparks
Desperation
Crash bomber
Lobber
WORKERS
Bloodburn
Bloodrage Ogre
Charge
Nautical Dog
NextHand
Scorch
Bombaster
Ember sparks
Mad Man
Tech 2 card(s)
Get Paid + float - ($9)
Summon jaina - ($7)
Cast ember sparks, 3 base damage - ($4)
rebuild tech I
Build heroes hall - ($2)
Float ($2)
Discard 3, draw 4, reshuffle, draw 1
[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: 9
Tech I HP: 5
heroes hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck:
Disc: 12
[B]Gold:[/B]
Gold: 2
Workers: 8
Thoughts
RNJesus has failed me. I am one card draw away from a good cycle.
In general, playing this deck in this fashion works better when the opponent doesn’t have access to such explosive pushback as x2 crashbarrows in a turn(although it has won against 4x crashbarrows in one turn with I had better draws). I think most meta decks are similarly explosive though.
I wonder if the better alternative would be to play out the early game like normal, but when I hit that turn where I decide between a hero/unit kill and base damage I go for the board. I then tech in some explosive midgame/tech II threat like bugblatters/hasted firebirds finish the race against what is hopefully a <15hp base.
Tech 0 card(s)
Get Paid - ($8)
Zane suicides into Jaina dealing 2 damage, Jaina to L3
Drakk - ($6)
Skeleton trades with Jaina, Drakk to L3, you draw
maxband Drakk - ($3)
Bone Collector, gains Haste from Drakk maxband - ($1)
Garth, BC #1 and BC#2 deal 9 damage to your base, destroying it, I get 2 skeletons
I think this (turn 2) is where you went wrong… first 1-3 turns you should probably play for the board, then from then on go face. He was able to get a lot of value out of Garth.
Yeah, my Turn 4 with your hand, @Shax, probably would have been:
Tech in 2x Burning Volley
Ember Sparks Garth ($4), 2 levels to Jaina.
Max Jaina ($3), kill BC (as you did), he gets $1.
Crash Bomber (as you did) ($2), Pillage (as you did) ($1) stealing the scav ($2).
Play MM and NDog into Technician and Scav. respectively, with CB in SQL (or worker one of the weenies, or put the scav on back line). Any turn that ends in zero cards is a winner! (The next turn would be fun, then I would lose from lack of hand, with Burning Volleys likely on bottom of deck from bad luck.)