Gunpoint Taxman
Mad Man
Bloodburn
Charge
Bird’s Nest
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Recruit Bloodrage Ogre - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Nautical Dog (1/1) (Frenzy 1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Garus Rook Lv 1 (2/4)
[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: 6
[details=Thoughts]Alright, my basic plan is MoLaC + haste & flying, AKA the usual for this codex. Bob’s got a few interesting options with his codex… His last game against FrozenStorm used Quince’s Mirrors to copy Blood Tech II units, and another scary combo I can see is Drakk giving frenzy to Frogs (and haste to Feral units). Can’t read anything from his opening except that he probably has Young Treant in his next hand. Whether he plays it is another matter, but I don’t think he can use a spell to prevent his units from trading with mine unless he skips either a worker or Tech I… Unless he uses Prospector to get the extra gold needed for that, but then he’d only be taking out one of my bodies and leaving little to no defense. So yeah, I’m not expecting an attack here. [/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5) Bloodrage Ogre trades with Calamandra, you draw 1 and Rook gains 2 free levels
Level Rook to Lv. 5 - ($3) Rook walks past the lone patroller and knocks over Verdant Tree
Rook casts Bird’s Nest, summoning Cucco and Pipi - ($1)
Recruit Mad Man - ($0)
Garus Rook Lv 5 (3/5) (Unstoppable by lone patrollers)
Bird’s Nest (Channeled by Rook)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts]…Verdant Tree, huh? Wasn’t expecting that. Still, that patrol is begging me to trade Ogre in for some free levels and denial of Cala’s spells and abilities (though he must have been aware I’d do that and teched in no spells for her), and with that I’m able to get Rook at the Tree. That locks him out of Tech I for another turn, since he didn’t bother to build it last turn (maybe he didn’t see that move coming). Dropping Bird’s Nest for pressure and Mad Man as a cheap blocker so Rook would cost too much to reach for that to be worthwhile. Next turn I probably just build Tech II and maybe max Rook if I get the gold from Scavenger. Teching one copy of MoLaC now because the odds of drawing it next turn are low, so this increases my chances of getting it the first turn I can play it. [/details]
Bloodrage Ogre
Calypso Vystari
Gunpoint Taxman
Might of Leaf and Claw
Discard
Mad Man
Nautical Dog
Makeshift Rambaster
Charge
Blooming Ancient
Surprise Attack
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Growth Tech II - ($2) All of my units trade with Ironbark Treant (5 ATK = 2 HP + 3 Armor, birds shot by Tower) Rook lands Checkmate Buster on Drakk, you gain 1 gold, Rook gains 2 free levels and takes 2 damage and my Base takes 1 damage
Recruit Bombaster - ($0) Birds will revive next turn (unless Rook leaves play)
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]
Garus Rook Lv. 7 (3/3) (Unstoppable by lone patrollers)
Bird’s Nest (Channeled by Rook)
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts]Funny story about this turn… I’d originally leveled Rook to max, then spent at least 15 minutes working out and confirming that he could break my Tech II iff he had both Rampant Growth and Spore Shambler in hand and used them to get Merfolk Prospector to 5 ATK. I was just about to take the risk (and had even swapped my Blooming Ancient tech for a backup MoLaC in case I got unlucky) when I realized that dropping Bombaster in any patrol slot would prevent that. So, here we are. Unless I’m missing something, he can only attack with Prospector next turn due to lack of haste and Young Treant’s “Can’t attack” clause, so my Tech II and Rook are both safe. Next turn the birds come back and MoLaC drops, the turn after that I probably activate MoLaC in one turn with birds, Zane and sharks. [/details]
Bird’s Nest (Channeled by Rook)
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 9
[details=Thoughts]I could have put 2 runes on MoLaC this turn. Rook kills Treant before leveling, Bombaster trades with Elite. But that prevents Rook from patrolling this turn, and with a Blood Tech II built… Best not take that chance. Rook takes point to maximize the number of units I can hit back with next turn and because, quite frankly, I won’t need him much longer. Teching another Surprise Attack to boost my chance of getting it off soon (and because it’s quite good value under MoLaC) and an Artisan Mantis in case my Base needs patching soon. [/details]
Gold +prospector (11)
L4 Drakk (6)
Crashbarrow trades with Rook life #1 (3)
Bombers = Rook, nest falls, bomber guts engulf Bombadier , Cala to L3
Cala > Taxman
Bloodlust kills the birds at end of turn ()
Bombaster
Gunpoint Taxman
Bird’s Nest
Surprise Attack
Mad Man
Artisan Mantis
Giant Panda
Spirit of the Panda
Tech 2 card(s)
Get Paid + float + scavenger - ($11)
Summon Zane the Insane! - ($9)
Zane casts Surprise Attack (to the surprise of no one), summoning two 3/1 Sharks with haste - ($4) Shark 1 trades with Young Treant, +1 growth rune Shark 2 trades with Drakk, you gain $1, my Base takes 1 damage, Zane gains two free levels, +1 growth rune
Recruit Makeshift Rambaster - ($2) Makeshift Rambaster and Zane destroy your Tech II, taking 1 damage each from Tower, +2 growth runes
Recruit Mad Man - ($1) Mad Man trades with Cala, Zane gains two free levels and heals, +1 growth rune
Might of Leaf and Claw activates! My units and heroes get +5/+5
Float ($1)
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]
Might of Leaf and Claw (+5/+5 to units and heroes)
Captain Zane Lv. 5 (8/8) (Haste)
Makeshift Rambaster (6/6) (+2 ATK vs buildings)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 2
Disc: 8
[B]Gold:[/B]
Gold: 1
Workers: 9
[details=Thoughts]Well, it turns out that I didn’t need a tech building to play anything I used this turn, so getting the runes last turn would have made this turn even better… But I still activated it in one turn, and I’m likely to be able to get at least one or two units out next turn even if he destroys a tech building. Teching Giant Panda to exploit MoLaC’s stat boosts (a 5/6 & a 7/9 a turn later for $3 is great value) and Spirit of the Panda to make the snowball effect grow faster (healing everything that sticks around and gaining extra gold every turn seems pretty good). Probably add a couple of Stampedes next turn to guarantee a win condition (not that it’ll strictly be necessary). [/details]