Hand : det, PBR,imp,jandra
Tech: dp+fencer
Thoughts : ok, so far i can apply pressure, gonna follow frozenstorm method and summon imp to keep deck thin and affect his hand.
Get 5 Gold (5), tech 2 cards
Worker (4)
deteriorate bro
Vandy kills bro
Javelin safely kills madman
haunt pings base
Tech I (3)
imp (0) discard 5 (rightmost one)
disc 1 draw 1 rs draw 2
Secrets
Workers : 4+summon+pbr
Discard : /
New Hand : archery,graveyard, dp ok dp is on, i can restore hand size
Tech 2 card(s)
Get Paid + float - ($7)
Technician draw and Imp discard
Worker - ($6)
Tech 1 - ($4)
Tower - ($1)
Nautical Dog - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
In Play:
*
Buildings:
Base HP: 19
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
I’m expecting Legion to DP soon to replenish his hand size, and probably more than once. So why not turn this into a base race right from the get go? I’ll start with Crash Bombers and try to move on to Bugblatters. I’ll even keep Bloodburn in my cycle for now.
Hand : jandra, sac,graveyard
Tech: nimble+starlett
Thoughts : ok, big question, do i go tech II or continue crippling his tech I? I only have maestro as tech II, so i think delaying my tech II is no biggie. hmm. I’ll build tech II as a decoy, so his ramba will attack that instead of my base.
Get 7 Gold+float (8), tech 2 cards
Worker (7)
maxvandy (5) dooms my imp and ur ramba
Tech II finesse (1)
imp and jav kill cala
nimble fencer and vandy destroy tech I again ur base takes another 2
disc 2 draw 4
Secrets
Workers : 4+summon+pbr+archery+jandra
Discard : nimble, starlet, gravey, sac, imp, jave
New Hand : haunt, det, starlett, dp
Note that your base was at 15 HP before this turn (10 after it) due to Rambaster hitting it on my T3
P2T4
Tech StartingHand Workers
TECH
Behind the Ferns
Desperation
STARTING HAND
Charge
Scorch
Bombaster
Crash Bomber
Argonaut
WORKERS
Pillage
Careless Musketeer
Bloodburn
NextHand
Mad Man
Nautical Dog
Bloodrage Ogre
Crash Bomber
Bloodlust
Discard
Crash Bomber
Scorch
Argonaut
Charge
Behind the Ferns
Desperation
Tech 2 card(s)
Get Paid - ($8)
Rebuild tech 1
Skip worker
Doomed Rambaster breaks your tech 2, your base takes 2
Geiger - ($6)
Geiger to maxband, flickers Rambaster - ($2)
Rambaster hits your base for another 3
Bombaster - ($0)
Float ($0)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader: Geiger lvl 5 (3/4A)
Elite:
Scavenger: Bombaster (2/2)
Technician:
Lookout:
In Play:
Makeshift Rambaster (1/2)
Buildings:
Base HP: 13
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 8
Thoughts
As much as I’d like to go nuts on Legion’s base here, Finesse tech 2 definitely has the means to OTK me, so that should be dealt with.
I don’t mind skipping a worker, since one way or the other this game will be over soon, and I’d rather Legion spend resources dealing with my board than going straight for my base.
As for my resources: no matter what happens next turn, I can muster at least 8 hasted damage. I’m teching BtF in case Legion switches to a more defensive tactic (as in, decides to patrol at all), and Desperation because, well, I’m Desperate.
A pity that I workered Pillage over Scorch.
Hand : haunt, det, starlett, dp (maestro+starlett)
Tech: discord+DP
Thoughts : Ok, big mistake, forgot about geiger and his ramba hurt me badly. had i remembered would have built graveyard and patrolled. i’m such a birdbrain. now this hand is useless. hell i think i have lost.
Get 8 Gold+float (9), tech 2 cards
Worker (8)
rebuild tech II
Heroes hall (6)
dark pact, my base takes 2 i draw 1 rs draw 1
starlett x2 (2
disc 2 draw 4
Secrets
Workers : 4+summon+pbr+archery+jandra+haunt
Discard : dp, maestro, det
New Hand : sac, imp, disc, dp
STARTING HAND
Bloodrage Ogre
Nautical Dog
Bloodlust
Mad Man
Crash Bomber
WORKERS
Pillage
Careless Musketeer
Bloodburn
NextHand
Bombaster
Shoddy Glider
Scorch
Bloodlust
Tech 2 card(s)
Get Paid - ($8)
Skip worker
Tech 2 (Blood) - ($4)
Mad Man - ($3)
Mad Man and Geiger kill Fencer
Bombaster trades with lookout Starlet
Crash Bomber - ($2)
Bloodrage Ogre - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Crash Bomber (2/2A)
Elite:
Scavenger:
Technician: Bloodrage Ogre (3/2)
Lookout:
In Play:
Geiger lvl 5 (3/2)
Makeshift Rambaster (1/2)
Buildings:
Base HP: 13
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
Oh wow, I didn’t expect Geiger to survive. That puts a damper on all my plans, really shrewd move by Legion.
Since I can’t break through patrol to deal base damage, I need to think about my own survival. Legion has 2 very powerful options available to him: fetching a Grounded Guide for a virtuoso invasion, or a full 3-hero Meta. I can stop the 1st option through fairly efficient trades with my tech 0’s, but there’s nothing I can do to avoid facing 3 Demon heroes next turn…
…well, nothing but race to kill his base first! Assuming he has to fetch Meta from his deck, I could survive one more turn behind a tower, which might be enough to scrounge 8 evasive damage via Crash Bombers, Shoddy Gliders and BtF. Not much else for me to do.
Whoa, really? I was fully expecting a 3-hero Meta right now, which I’m not at all sure I would’ve been able to sneak 8 damage through.
Edit: actually, I just realized my next hand contained exactly 7 unstoppable base damage for 8 gold. So yeah, unless you’d have broken my tech 2 somehow, I could get to lethal. GG WP