Sorry mate about to head into work, but if you look back at T4 I did build the Heroes Hall, not sure why it’s dropped off my sheet though. You didn’t kill it at sometime did you?
If the Zane stands, I’ll rework turn to kill Huntress first. I think I have the gold for it
yeah you have the gold for it in that case, and I will gg then.
P1T1
StartingHand Workers
STARTING HAND
Merfolk Prospector
Ironbark Treant
Verdant Tree
Tiger Cub
Rampant Growth
WORKERS
Ironbark Treant
NextHand
Playful Panda
Rich Earth
Young Treant
Spore Shambler
Forest’s Favor
Discard
Verdant Tree
Tiger Cub
Rampant Growth
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Merfolk - ($2)
Cal - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Calamandra (2/3 + A)
[I]Elite[/I]:
[I]Scavenger[/I]: Merfolk Prospector (1/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 5
Thoughts
This game I am just going to ignore the fact he has kidnapping early game, as I think that giving it too much respect may be my problem, and I don’t see any strat I can try.
GG WP! While I failed to see the power of Zane in our first couple of games, Red stable of heroes all around is nasty. A maxband Jaina, at least paired with other heroes against a hasteless green, can be controlling. And War Drums is absurdly powerful for only costing 2g.
Did you wanna run that game back to where you asked me to save the spreadsheet? I’ll play a turn just in case you dont.
I think you’re right in both cases, given the caveat:
Jaina and War Drums are only solid if you have a solid board, or (with War Drums) can put out a hasted board quickly. Otherwise they’re terrible. Which means when you’re making them work, you’re playing carefully and well (and/or maybe getting lucky). So kudos.
STARTING HAND
Tiger Cub
Centaur
Centaur
Verdant Tree
Forest’s Favor
WORKERS
Ironbark Treant
Rich Earth
Tiger Cub
NextHand
Rampant Growth
Playful Panda
Discard
Forest’s Favor
Verdant Tree
Centaur
Dinosize
Ferocity
Tech 2 card(s)
Get Paid - ($6)
Prospector goes mining - ($7)
Worker - ($6)
Centaur - ($3)
Forest’s Favor on Cal - ($1)
Give Cal Stealth
Cal kills Drak, goes to mid
Float ($1)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Centaur (3/4)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Young Treant (0/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Merfolk Prospector (1/1)
Calamandra (4/5, lvl 3, Units Have Resist 1) +
[B]Buildings:[/B]
Tech 0 card(s)
Get Paid - ($9)
Zane - ($7)
Crash Barrows - ($4)
Barrows kills Arg, Zane to L3
Bombaster kills Wisp
Maxband Zane, Shove Elemental to Elite and give 1 dmg - ($1)
Nautical dog trades with Elemental
Lobber - ($0)
Zane and Lobber take Tech 2, Base to 16
Ah yes, I’ll reshuffle to order of events. Kidnap Centaur, Zane kills Midori to L3 Drakk, then midband, then centaur trade, then bombaster and Lobber take Tech 2
No I dont think so? I mean it applies to his units, so once I control the unit doesnt that break?
Ferocity states that “YOUR units GET swift strike and armor piercing” and Kidnapping states “Gain control”
So the question of ownership has to be raised. If Centaur remains Shadow’s unit, then I shouldnt get the Frenzy bonus from Drakk, as that reads “your units get frenzy” and the centur should retain SS. But if gaining control of the unit makes it temporarily mine, then Frenzy should count and it should lose SS.