MMM1 2nd half: P1 Blue (FrozenStorm) vs P2 Red (Dreamfire)

The soldier is dead, and Oni is down 1 armor due to tower, yeah?

When did the third soldier die? (EDIT: OH you mean from ramming Bombaster, yes he’s dead at the end of my turn)

Oni should actually be in SQL, and OC in Techn. I’ll fix that

I failed to consider you stealing my gold last turn (and tapping the Firebat was just silly), which now leaves me 1g short of killing Oni. So GG! I don’t think I’ve been able to stop early maxband Oni in any of our games.

Start the next game whenever you’re ready.

1 Like

Sweet! GG WP, I was a little worried you’d have like Bamstamper + Hotter Fire but I was betting on Firebird, so I figured stealing 1g would keep me safe from hasty flier and I could go straight face!

I’ll start a new game tomorrow, I’m at a conference today

Lizzo only hits units

You’d think I’d know the cards better by now… Lol

GL HF!

Game 9 Player 1, Turn 1

P1 Blue vs P2 Red

Starting Hand

Manufactured Truth
Traffic Director
Arrest
Building Inspector
Bluecoat Musketeer

Events of Turn:


Upkeep:

  • Get Gold (4)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Main:

  • Bigby (2)
  • Building Inspector (1)
  • Worker (0)
Workers

Bluecoat Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bigby (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Building Inspector (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

End of Turn Hand

Lawful Search
Jail
Porkhand Magistrate
Reputable Newsman
Spectral Aven

End of Turn Discard

Arrest
Manufactured Truth
Traffic Director

My Thoughts

Seeing as I won’t be able to protect Oni easily next turn (no TD, no offensive spells), I’m going to go Bigby instead. I have a feeling I’ll end up just trading him off, and I’d rather be able to bring Oni in on turn 3.


Mixing it up, I like it! GL HF

P2T1


StartingHand Workers

STARTING HAND
Bombaster
Mad Man
Makeshift Rambaster
Pillage
Nautical Dog


WORKERS
Pillage


NextHand

Careless Musketeer
Scorch
Bloodrage Ogre
Bloodburn
Charge


Discard

Makeshift Rambaster
Mad Man
Nautical Dog


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Jaina - ($2)
Bombaster - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2A)
  • :psfist: Elite: Jaina lvl 1 (3/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6
Thoughts

Opening with Bigby is unorthodox, but personally I feel that he’s quite underrated in the early game - any hero I play here might die to the right combat spell. But with Bombaster patrolling in front of elite Jaina, Frozen will need Arrest + midband Bigby, which will delay his tech 1. And if Jaina survives, I can Charge Brogre next turn (or Musketeer) for a tempo swing.

Yeah, trying new things is good right?

Game 9 Player 1, Turn 2

P1 Blue vs P2 Red

Starting Hand

Lawful Search
Jail
Porkhand Magistrate
Reputable Newsman
Spectral Aven

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Elite Training, Boot Camp


Main:

  • Spectral Aven (3)
  • Reputable Newsman, naming 3 (1)
  • Worker (0)
Workers

Porkhand Magistrate, Bluecoat Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Bigby (2/3+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Reputable Newsman (0/3 blocking 3)
  • :target: Lookout:

In Play:

  • Spectral Aven (2/2)
  • Building Inspector (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Boot Camp
Traffic Director
Arrest
Jail

End of Turn Discard
My Thoughts

Skipping tech 1?? Hey, Oni seems like the winning strategy, let’s go with it. Hoping for MTruth on the rs.


Oh this is certainly new, I don’t recall ever seeing a game with no tech 1’s built at the end of P2T2.

P2T2


Tech StartingHand Workers

TECH
Fire Dart
Gunpoint Taxman


STARTING HAND
Charge
Careless Musketeer
Bloodburn
Bloodrage Ogre
Scorch


WORKERS
Pillage
Scorch


NextHand

Nautical Dog
Fire Dart
Makeshift Rambaster
Mad Man


Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Bloodrage Ogre - ($3)
Charge Brogre, trades with Bigby, Jaina to lvl 3 - ($1)
Jaina to midband, kills Newsman, you draw - ($0)
Bombaster kills Inspector

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina lvl 4 (3/3)
  • Bombaster (2/1)

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 4
  • Deck: 5
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Delaying tech 1 and blocking Bloodburn - Frozen is certainly trying new things. I could kill Aven with a Charged Musketeer or Bigby with a Charged Brogre, but either way I’ll have to delay tech 1 too…
What did Frozen tech? Boot Camp would be my first guess, but he doesn’t have really good targets for it. A General’s Hammer could actually be pretty damaging along with Aven. Maybe an early Free Speech? But that seems overly reactive.
I’ll gamble on Boot Camp, and clear his non-illusions to render it useless.
Next turn I’ll have to tech up, and probably maxband Jaina. I’ll tech Fire Dart as a cheap play to go along with it (alternative is Heroes’ Hall?), and a GPT as backup against Aven.

Lucky reshuffle, got the teched card I can actually use :slight_smile:

1 Like

Yuck, bad break for me…

Game 9 Player 1, Turn 3

P1 Blue vs P2 Red

Starting Hand

Boot Camp
Traffic Director
Arrest
Jail
Elite Training (techn)

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Scribe, Overeager Cadet
Elite Training, Boot Camp


Main:

  • Aven kills Bombaster
  • Traffic Director (5)
  • Onimaru (3)
  • Tech 1 (2)
  • Worker (1)
Workers

Jail, Porkhand Magistrate, Bluecoat Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Onimaru (2/3 lvl 1)
  • Spectral Aven (2/2)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Lawful Search
Manufactured Truth
Boot Camp
Overeager Cadet
Arrest

End of Turn Discard
My Thoughts

No MTruth and it didn’t matter anyway, he blew me up… Well, he skipped tech 1 also, so probably teched Ember Sparks and Fire Dart (for Aven)? Oni in backline and TD in SQL keeps me safe to all but another Charge + unit, and even then that is probably not a good trade for him. Fingers crossed this works!


P2T3


Tech StartingHand Workers

TECH
Steam Tank
Chameleon Lizzo


STARTING HAND
Mad Man
Makeshift Rambaster
Nautical Dog
Fire Dart


WORKERS
Pillage
Scorch
Nautical Dog


NextHand

Bloodburn
Gunpoint Taxman
Careless Musketeer
Bloodrage Ogre


Discard

Bombaster
Fire Dart
Mad Man
Makeshift Rambaster
Steam Tank
Chameleon Lizzo


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 1 - ($5)
Fire Dart kills Aven - ($3)

Float ($3)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite: Jaina lvl 4 (4/3)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 1
  • Disc: 6

Gold:

  • Gold: 3
  • Workers: 8
Thoughts

I have no way to ensure Jaina survives another turn, so I don’t want to pour any more gold into her. OTOH, I don’t want to set Frozen up for maxband Oni. I think the best I can do is patrol her in elite and hope Frozen didn’t tech a Brave Knight to copy. Elite Training would also be bad.
I’ll float a bunch of gold to be sure I can afford tech 2 next turn. I’m feeling a bit low on cards for a Blood plan, and Frozen has been playing effectively around Fire lately, so I’ll go Anarchy.

Game 9 Player 1, Turn 4

P1 Blue vs P2 Red

Starting Hand

Lawful Search
Manufactured Truth
Boot Camp
Overeager Cadet
Arrest

Events of Turn:


Upkeep:

  • Get Gold (7)
  • Tech 2 cards in (except turn 1)
All Teched Cards

The Art of War, Spectral Honud
Scribe, Overeager Cadet
Elite Training, Boot Camp


Main:

  • Lawful Search, draw 1 and check your DISCARD for a change (6)
  • Scribe, draw 1 (4)
  • Overeager Cadet
  • Manufacture Truth TD into a Cadet (3)
  • Elite Training on Oni and “Cadet”, “Cadet” kills Jaina, Oni to level 3 (1)
  • Oni hits tech 1 for 4
  • Worker (0)
Workers

Arrest, Jail, Porkhand Magistrate, Bluecoat Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 2 rs Draw 1
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Overeager Cadet (2/2+1armor)
  • :psfist: Elite: Scribe (1+1/3)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Onimaru (2+1/3+1armor lvl 3)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Building Inspector
Reputable Newsman
The Art of War

End of Turn Discard
My Thoughts

Grabbing one AoW and Hound for next cycle, and see if we can draw to Elite Training, that + MTruth and Cadet sets me up on the board well. Starting with LS and I’ll Boot Camp after. I think I’m more worried about what’s in the discard than what’s in his hand, as I’m reasonably confidence it’s another Fire Dart (that or he got really lucky with his split)

Steam Tank and Lizzo eh? Well at least now I know what to prepare for. Next turn I’ll max out Oni, and then hopefully be drawing into AoW!

FML I hit 12.5% to draw AoW next turn??? UGGGH. Well maybe it’ll be tech 2 Truth next turn instead of maxing Oni…


P2T4


Tech StartingHand Workers

TECH
Flame Arrow
Chaos Mirror


STARTING HAND
Bloodrage Ogre
Bloodburn
Careless Musketeer
Gunpoint Taxman


WORKERS
Pillage
Scorch
Nautical Dog
Careless Musketeer


NextHand

Steam Tank
Chameleon Lizzo
Charge


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Tech 2 (Anarchy - surprise!) - ($6)
Bloodrage Ogre - ($4)
Gunpoint Taxman - ($2)

Float ($2)
Discard 1, draw 1, reshuffle, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bloodrage Ogre (3/2A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 1
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 9
Thoughts

Tough break, losing Jaina while Frozen gets to keep Oni, whom he’s likely to maxband next turn. Teching my usual (far from foolproof) answers, and maybe Lizzo and Steam Tank can pull their weight too.
I don’t really mind that he got a peek at my discard, since he had to lock in his tech choices beforehand. I do need to make sure I keep at least one of my tech buildings, preferably without giving free lvls, so I’ll need to go further down on cards.

With that draw, I sure hope my tech 2 survives :grimacing:

Game 9 Player 1, Turn 5

P1 Blue vs P2 Red

Starting Hand

Building Inspector
Reputable Newsman
The Art of War

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Boot Camp, Scribe
The Art of War, Spectral Honud
Scribe, Overeager Cadet
Elite Training, Boot Camp


Main:

  • Midband Oni, kill Brogre (6)
  • Maxband Oni (3)
  • Tower (0)
Workers

Arrest, Jail, Porkhand Magistrate, Bluecoat Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Scribe (1/3+1armor)
  • :psfist: Elite: Soldier (1+1/1)
  • :pspig: Scavenger: Soldier (1/1)
  • :exhaust: Technician: Overeager Cadet (2/2)
  • :target: Lookout: Soldier (1/1)

In Play:

  • Onimaru (4/5 lvl 8)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8

End of Turn Hand

Manufactured Truth
Boot Camp
Traffic Director
Elite Training
Spectral Hound

End of Turn Discard

Boot Camp
Scribe
The Art of War
Reputable Newsman
Building Inspector

My Thoughts

Well, I spose I ought to fake it til I make it here… a Fire Arrow would suck, but as long as I get to keep a unit or two, I think I can probably strike back with enough power to make a dent. Let’s hope so anyway… Otherwise we’re gonna need a miracle tech 3 rush. Keeping the card draw at maximum with BC and Scribe.

Well that’s a good next hand anyway. Hound + MTruth + Elite and BC, I should be able to punch some buildings.


P2T5


Tech StartingHand Workers

TECH
Pirate Gunship
Pirate Gunship


STARTING HAND
Charge
Chameleon Lizzo
Steam Tank


WORKERS
Pillage
Scorch
Nautical Dog
Careless Musketeer
Chameleon Lizzo


NextHand

Chaos Mirror
Bombaster
Flame Arrow


Discard

Bloodrage Ogre
Charge
Pirate Gunship
Pirate Gunship


Tech 2 card(s)
Get Paid + float - ($11)
Worker - ($10)
Tech 3 - ($5)
Steam Tank - ($2)
Jaina - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Steam Tank (3/6A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Gunpoint Taxman (3/3)
  • :target: Lookout:

In Play:

  • Jaina lvl 1 (2/3)

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 1
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

My gut reaction is to make a Zane play and scrounge up some extra gold, but I think the more prudent play is actually building tech 3 (even though I was too dumb to tech Gunships last turn…), because I may not get the chance once the AoW chain starts.

Got some important cards in my next hand, let’s see if Frozen redrew Lawful Search!

It’s gettin’ funky

Game 9 Player 1, Turn 6

P1 Blue vs P2 Red

Starting Hand

Manufactured Truth
Boot Camp
Traffic Director
Elite Training
Spectral Hound

Events of Turn:


Upkeep:

  • Get Gold (8)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Injunction x2
Boot Camp, Scribe
The Art of War, Spectral Hound
Scribe, Overeager Cadet
Elite Training, Boot Camp


Main:

  • Boot Camp Steam Tank, draw 1 (7)
  • MTruth a Soldier into a Taxman, kill your Taxman, you draw 1 (6)
  • Onimaru breaks your tech 3, your base to 18
  • Elite Training Cadet and a Soldier, break your tech 2, your base to 16 (4)
  • Last soldier breaks your tech 1, your base to 14
  • Traffic Director (3)
  • Spectral Hound (2)
  • Worker (1)
Workers

Spectral Aven, Arrest, Jail, Porkhand Magistrate, Bluecoat Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 0 Draw 2
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Traffic Director (1/1+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Scribe (1/3)
  • :target: Lookout:

In Play:

  • Onimaru (4/5 lvl 8)
  • Spectral Hound (3/3)
  • Overeager Cadet (2/2)
  • 2x Soldier (1/1)

Economy Info:

Cards:

  • Hand: 2
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 9

End of Turn Hand

Lawful Search
Boot Camp

End of Turn Discard
My Thoughts

Triple tech kill is too good to pass up. With it, he’ll be hard pressed to do much, or get to Onimaru, and hopefully from there I can break through defenses and finish the game (or at least race for tech 3 Truth after this upcoming cycle). Grabbing 2x Injunction to help me stay ahead on tech and also break through the giant steam tank I’ve created.

Fingers crossed!

Boot Camp on the RS, not bad


Ouch!

P2T6


Tech StartingHand Workers

TECH
Kidnapping
Burning Volley


STARTING HAND
Chaos Mirror
Bombaster
Flame Arrow
Makeshift Rambaster


WORKERS
Pillage
Scorch
Nautical Dog
Careless Musketeer
Chameleon Lizzo


NextHand

Fire Dart
Mad Man
Bloodburn
Makeshift Rambaster


Tech 2 card(s)
Get Paid - ($10)
Technician draw
Rebuild tech 1
Jaina kills Director
Flame Arrow kills Spectral Hound - ($6)
Heroes’ Hall - ($4)
Bombaster - ($2)

Float ($2)
Discard 2, draw 3, reshuffle, draw 1


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Bombaster (2/2A)
  • :psfist: Elite:
  • :ps_: Scavenger: Steam Tank (4/7)
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Jaina lvl 1 (2/1)

Buildings:

  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 9
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

Should’ve played Zane when I could have…

Game 9 Player 1, Turn 7

P1 Blue vs P2 Red

Starting Hand

Lawful Search
Boot Camp

Events of Turn:


Upkeep:

  • Get Gold (9)
  • Tech 2 cards in (except turn 1)
All Teched Cards

Liberty Gryphon x2
Injunction x2
Boot Camp, Scribe
The Art of War, Spectral Hound
Scribe, Overeager Cadet
Elite Training, Boot Camp


Main:

  • Lawful Search, check your hand and draw 1 (8)
  • Boot Camp Steam Tank, draw 1 (7)
  • Boot Camp Bombaster, draw 1 (6)
  • Oni breaks your tech 1, your base to 12
  • Cadet and 2x Soldier break your HH, your base to 10
  • Tech 2 Truth (2)
  • Worker (1)
Workers

Manufactured Truth, Spectral Aven, Arrest, Jail, Porkhand Magistrate, Bluecoat Musketeer

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 TRUTH
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Onimaru (4/5+1armor lvl 8)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Scribe (1/3)
  • :target: Lookout:

In Play:

  • Overeager Cadet (2/2)
  • 2x Soldier (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 3
  • Disc: 8

Gold:

  • Gold: 1
  • Workers: 10

End of Turn Hand

Scribe
Elite Training
The Art of War

End of Turn Discard

Liberty Gryphon
Liberty Gryphon
Traffic Director
Spectral Hound
Lawful Search
Boot Camp
Boot Camp
Injunction

My Thoughts

Well if I can dig up Art of War, that would be ideal. Let’s peek at his hand, and see what we dig up. Get Gryphons in the deck and backup plan to tech up.

Injunction, not great. Let’s boot camp the Steam Tank again, plan to destroy the tech 1 or hero’s hall.

Another Boot Camp. Well I guess I can get the HH and Tech 1, putting him on 10hp where he really has to fear Gryphons. Risky but I’m up for it, I really want that AoW

And MTruth. Not really helpful… Okay then, I think better to worker MTruth, Injunction helps me stay afloat better. He’s probably going to come after my tech 2, as I don’t think he can quite come for lethal. He can get a double tech kill, but I don’t think he can quite get lethal?

Here’s the Art of War and Elite training… Scribe too though, that’s good. Hopefully I can get injunction between the scribe and maybe techn


P2T7


StartingHand Workers

STARTING HAND
Fire Dart
Bloodburn
Mad Man
Makeshift Rambaster


WORKERS
Pillage
Scorch
Nautical Dog
Careless Musketeer
Chameleon Lizzo


NextHand

Bloodrage Ogre
Gunpoint Taxman
Flame Arrow


Discard

Fire Dart
Bombaster
Mad Man
Bloodburn


Tech 0 card(s)
Get Paid + float - ($12)
Rebuild tech 1
Fire Dart kills Scribe, you draw - ($10)
Jaina suicides into Oni
Drakk, to midband - ($5)
Buffed and frenzied Bombaster trades with Oni, Drakk to maxband
Makeshift Rambaster, breaks tower - ($3)
Mad Man, trades with Cadet - ($2)
Steam Tank breaks tech 2
Heroes’ Hall - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Drakk lvl 6 (3/4A)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Steam Tank (5/8)
  • Makeshift Rambaster (1/1)

Buildings:

  • :heart: Base HP: 10
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I have no idea what’s going on in this game any more. Getting maxband Drakk and keeping Frozen from tech 3 should be good, right?