Thoughts: Working StW seems insane and I am far from confident that is was the correct move. However, the other options were Graveyard and Skeletal Archery. SA seems like the natural worker choice until you realize that I have no other anti bird stuff among my t1 options.Deteriorate would be the only tool at my disposal… Further, EricF has no big targets for StW until tech 2, and even then he might go Blood and I can tech in necro and fire spells at that point. Graveyard is essential if I want to go for the Crashburrow combo.
Burning cards to protect my hero from Rook midband shenanigans. May also be very wrong but I feel like this game might end in a base race and I don’t want to give him a head-start.
[/details]
Thoughts: Lich’s Bargain might have been a decent tech option but I don’t know if Garth while be alive next turn. Trying to maximize Garth’s survival chances anyway, but i’m teching assuming I will still be on the defens enext turn.
[/details]
[details=P1, Turn 3]Pillage
Bombaster
Scorch
Mad Man
Charge -> Worker //given the units I’m using (ie nothing large), Scorch is actually a better choice for sudden damage?
I can answer a Tech II next turn to prevent a blowout, so this line is fine.
Tech in Blood Lust and Spirit of the Panda, to support whatever my board looks like in a moment (I can pick which hero(s) will be max band on my next tech selection)
[/details]
6 gold (6)
Rook kills PB Rouge
Ogre kills Javelineer
Drakk (4)
Bombaster (2)
Pillage your scavenger gold, your base takes 2 (2)
Worker (1)
Discard 2, Draw 4. Float 1 gold.
SQL - Bombaster (2/2 +1)
Elite - L1 Drakk (2/3)
Bloodrage Ogre (3/1)
L1 Rook (2/1)
Base - 20
Hero’s Hall - 4
7 workers, 1 gold
Hand: 4
Deck: 0
Discard: 5
[details=Next Hand]Makeshift Rambaster
Nautical Dog
Bird’s Nest
Bird’s Nest
[/details]
Thoughts: Thieving Imp, Bone Collector, Skeleton, Deteriorate->Oger would have been a nice defensive line but would have lost immensely against Kidnapping. The chance that he has it is moderately high so i’m trying to take the initiative instead; at the cost of a worker.
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 7 gold (7)
Main phase:
Max Garth and put a Lobber into play from my discard (1)
Make a Skeleton (0)
Pestering Haunt (0)
Deteriorate Bombaster
Lobber kills Bombaster, taking 1 damage
Garth kills Drakk, taking 2 damage; my base takes 1 damage
The old Skeleton token trades with Rook
End of turn:
Discard 3, draw 3, reshuffle, draw 2
Float 0
Patrol:
Leader: Skeleton (1/1A)
Elite:
Scavenger:
Technician:
Lookout:
Board:
Characters:
MAX Garth (3/2)
Lobber (2/1)
Pestering Haunt (1/1 | can’t be sacrificed, can’t have > 1 ATK, unstoppable)
[details=Next Hand]Makeshift Rambaster
Pillage
Bombaster
Bird’s Nest #win
Stampede #fail. Oh well, I can always worker it, or let it recirculate for a surprise in 3-4 turns.[/details]
Thoughts: Nether Drain is for countering Max-band Rook. I’ve been trying to think of worst-case scenarios of consequences for using Lobber’s ability instead of patrolling. Everything I could think off came a bit short of destroying my Tech II Building but I’m not sure if I want to risk being wrong for 2 damage to a Heroes’ Hall… Now that I am writing this, I realize that I had not considered Bloodlust, which may become problematic depending on Eric’s hand. I’ll play it safe and turtle.
Btw.: I did not build a Graveyard for similiar reasons. Need patrollers, yo!
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 7 gold (7)
Main phase:
Worker (6)
Blood Tech II Building (2)
Make a Skeleton (1)
Crash Bomber (0)
Pestering Haunt and Garth trade with the Water Elemental
End of turn:
Discard 3, draw 5
Float 0
Patrol:
Leader: Skeleton (1/1A)
Elite:
Scavenger: Lobber (2/1)
Technician: Crash Bomber (2/2 | deals 1 damage on death)
Lookout:
Board:
Buildings:
Base (17)
T1 (5)
T2 (5)
Spec: Blood
Economy:
Workers: 8
Gold: 0
Hand: 5
Deck: 0
Discard: 6
New hand
Deteriorate, Skeleton Javelineer, Poisonblade Rogue, Crashbarrow, Bone Collector
[details=P1, Turn 5]Rambaste + Stampede leads to clearing his board and dealing 9-5 = 4 base damage. Doesn’t seem worth it.
Max Drakk + Bombaste (gains Haste) lets me kill 2 things and kinda-sorta patrol defenders
Or I just go with Rook, Birds, and see what comes down on his side
Tech in Earthquake + War Drums … I should be having a maxed hero every turn here, so one of those (or the replacement Stampede to be added in a moment) should finish things at some point next cycle
[/details]
8 gold (9)
Rook (7)
Bird’s Nest (5)
Worker (4)
Bombaster (2)
Discard 2, Draw 4. Float 2 gold.
Thoughts: This line trades almost everything I have to clear his board for stalling purposes. Drakk will likely die, considering he has the money to summon Drakk and play a bunch of stuff. However, my Tech Building is pretty safe. This guarantees I can max-garth my Barrow next turn if nothing else.
The alternative line would have had me kill Arg and the Bombaster and then patrol with Crashbomber, Bone Collector and the Skeleton. However, that move gives the initiative to Eric and lets him kill a lot of things for free. If he has Bloodlust or Kidnapping, he will also be able to destroy my Tech Building. It would have left my deck a lot thinner though…
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 8 gold (8)
Main phase:
Worker (7)
L2 Drakk (4)
Crashbarrow (1)
Crashbarrow kills Arg; Drakk mid-bands
Crash Bomber trades with Bombaster, burns Wisp; you draw a card and get a gold
Skeleton and Lobber trade with Rook (and Bird’s Nest); Drakk max-bands
Deteriorate one bird (0)
End of turn:
Discard 2, reshuffle, draw 4
Float 0
Crashbarrow dies
Patrol:
Leader: MAX Drakk (3/4A | dies: 1 dmaage to your base)
@EricF I was checking your profile to see if you have been posting over the last few days (no offense intended. I don’t mind) and i think I caught a glimpse of your last turn’s spoiler before realizing what it was.
The only sentence I saw referred to using Stampede to clear “his” board not being worth it. Since I am strongly assuming this refers to me, I probably know a card in your deck now.
Please suggest a way to give you a similar advantage.
Meh, It’s probably irrelevant given the current board state. I haven’t had a chance to calculate my tech draw, but one likely follow-up is a concession.
[details=P1, Turn 6]Bloodlust
Bird’s Nest
Scorch
Spirit of the Panda -> Worker
+Mad Man
Tech replacement Stampede and a Dinosize
[/details]
9 gold (12)
Drakk (10)
Mad Man (9)
Blood Lust Drakk and Mad Man (7)
Level Drakk to 4 (4)
Bird and Lusty Mad Man Who Dies kill your Drakk, mine to Max Band
Worker (3)
Drakk hits your Base for 4 damage
Discard 2, Draw 2, rs, Draw 2. Float 3 gold.
No Patrol
Bird - 1/1
L6 Drakk (3/3)
Base - 19
Hero’s Hall - 4
10 workers, 3 gold
Hand: 4
Deck: 10
Discard: 0
[details=Next Hand]Bloodrage Ogre
Kidnapping
Bird’s Nest
War Drums
[/details]
Thoughts: Meh turn. Could have built a board instead but would have gone low on cards in exchange. Considering my deck has a couple decent things in it, I think the best thing I can do on a bad turn is trading 1:1 to stall. Base rush might have also been okay but I still don’t want a Kidnapping situation.
It’s likely that wel will see a max-band Rook next turn, or a Dinosized bird, or both (?). Guess we’ll see.
[/details]
Turn:
Start of turn:
Tech 2 cards
Collect 9 gold (9)
Main phase:
Play and max-band Garth, re-summon the Crashbarrow (1)