STARTING HAND
Bombaster
Pillage
Careless Musketeer
Bloodburn
Charge
WORKERS
Careless Musketeer
NextHand
Bloodrage Ogre
Nautical Dog
Makeshift Rambaster
Mad Man
Scorch
Discard
Bloodburn
Charge
Bombaster
Pillage
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Zane - ($1)
zane hits your base for 2 dmg
Float ($1)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: In Play:
L1 Zane (2/2) Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 4 Gold:
Gold: 1
Workers: 5
Thoughts
sigh… no 1 drop. super tempted to try bloodburn but it seems like a horrible idea as I dont want to encourage him to tech in versatile style and heal himself out of lethal late game.
Looks like he had a bad opening split, Ogre and Dog in T2 hand. My opener split not great either, combat spells in T1 hand. I’ll open with Grave and Saviour, then next turn will have the $$ to mid Grave to kill a SQL Ogre as well as chump up with both 1-drops if needed.
STARTING HAND
Makeshift Rambaster
Nautical Dog
Mad Man
Bloodrage Ogre
Scorch
WORKERS
Careless Musketeer
Nautical Dog
NextHand
Scorch
Makeshift Rambaster
Bloodburn
Mad Man (1/1)
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
scorch savior - ($2)
zane hits your base for 2
bro - ($0)
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]: Bloodrage Ogre (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
L1 Zane (2/2)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
sigh… no 1 drop. super tempted to try bloodburn but it seems like a horrible idea as I dont want to encourage him to tech in versatile style and heal himself out of lethal late game.
Scorching Monk trades down $1, guess he didn’t want to play Ogre + Dog for fear of Grappling Hook + Grave’s sparkshot. I’ll go for mid Grave plus my two 1-drops in patrol. Decided not to kill Ogre with Grave to deny him the tech bonus. Feels risky leaving Ogre firepower on the board with my Base already down to 16, but he’ll need to go down to 3 cards if he wants to do a lot of damage.
Not comfortable with IPNs in case of Chaos Mirror, so teching Boulder and Twins instead. Both good Crashbarrow/Shark blockers. Maybe add Mythmaking next turn to buff Boulder / Morningstar Pass / DeGrey.
Overall not happy with how I’m playing these P2 opens, feels like I’m trying too hard to come out ahead. Should just have gone with the solid Rook lead, let him spend $3-4 and 2 cards to kill, and avoid problems.
STARTING HAND
Mad Man (1/1)
Bloodburn
Scorch
Makeshift Rambaster
WORKERS
Careless Musketeer
Nautical Dog
Bloodburn
NextHand
Pillage
Bombaster
Charge
Discard
Mad Man (1/1)
Bloodrage Ogre (3/2)
Scorch
Crashbomber
Crashbomber
Tech 2 card(s)
Get Paid - ($6)
worker - ($5)
zane hits one of the things
makeshift rambaster - ($3)
it hits the other thing, you get all the treats
madman - ($2)
madman and bro kill grave, levels to zane
heroes hall - ($0)
Float ($0)
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]
L3 Zane (2/1)
Makeshift Rambaster (1/1)
[B]Buildings:[/B]
Base HP: 20
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 2
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
sigh… no 1 drop. super tempted to try bloodburn but it seems like a horrible idea as I dont want to encourage him to tech in versatile style and heal himself out of lethal late game.
With technician draw get to play both my initial techs, and wall up against the Sharknado likely coming my way.
Trying a Mythmaking build, teching Mythmaking and DeGrey. Takes the edge off some of Red’s spells – 2/2 buff doesn’t get copied by Chaos Mirror and units drop the buff if Kidnapped. Plan to stonewall with Boulder/DeGrey/Rook, then follow up with Birds/Quakes (though DeGrey’s arrival kills the Birds) or maybe tech lab into Ninjutsu for haste/swift strike.