I will start this tomorrow, should be a fun one!
Arright let’s get warmed up @UrbanVelvet! GL HF
MMM1 Game 1 Player 1, Turn 1
Starting Hand
Careless Musketeer
Bloodburn
Nautical Dog
Bombaster
Mad Man
Events of Turn:
Upkeep:
- Get Gold (4)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Jaina (2)
- Nautical Dog (1)
- Worker (0)
Workers
Bloodburn
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout: Nautical Dog (1/1)
In Play:
- Jaina (2/3 lvl 1)
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
End of Turn Hand
Makeshift Rambaster
Scorch
Charge
Bloodrage Ogre
Pillage
End of Turn Discard
My Thoughts
It’s been awhile since I’ve played this matchup. Deteriorate is tough for red weenies, but I just have to remember to stay aggressive and that no trade needs to be hugely plus. Small advantages are okay in this one
Should be fun! During warmups I will probably pick your brain a bit because I am not the most experienced with black
GL HF!
"P2T1
StartingHand Workers
STARTING HAND
Skeleton Javelineer
Summon Skeletons
Sacrifice the Weak
Jandra, the Negator
Graveyard
WORKERS
Summon Skeletons
NextHand
Thieving Imp
Poisonblade Rogue
Skeletal Archery
Pestering Haunt
Discard
Sacrifice the Weak
Graveyard
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)
Skeleton Javelineer - ($0)
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
- Squad Leader: Jandra, the Negator (3/3+a)
- Elite:
- Scavenger:
- Technician: Skeleton Javelineer (1/1)
- Lookout:
In Play:
*
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 4
- Deck: 1
- Disc: 2
Gold:
- Gold: 0
- Workers: 6
Thoughts
This should force him to spend a lot of he wants to kill Jandra. He could scorch and kill Jandra, killing skele and still hit base. Hmmm. Not ideal but maybe he doesn’t have scorch? Switching skele to squad lead would make it easier for him to get both. Hmmm. Let’s hope he doesn’t have scorch!
"
That’s totally cool with me, I’m game to slow it down and chat whenever. I have played this matchup before but it’s been awhile.
MMM1 Game 1 Player 1, Turn 2
Starting Hand
Makeshift Rambaster
Scorch
Charge
Bloodrage Ogre
Pillage
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Gunpoint Taxman, Crash Bomber
Main:
- Jaina and Dog trade with Jandra, Jandra ability kills Jav as well, you draw 1
- Makeshift Rambaster, your base to 17 (3)
- Worker (2)
- Tech1 (1)
Workers
Scorch, Bloodburn
- Patrol as below
- Discard 3 rs Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Charge
Careless Musketeer
Pillage
Gunpoint Taxman
Bombaster
End of Turn Discard
My Thoughts
Easy choice to trade away Jaina, eeks small advantages just like we said last turn. Going GPT and Crash Bomber, both solid T1 bodies that give options
"P2T2
Tech StartingHand Workers
TECH
Bone Collector
Bone Collector
STARTING HAND
Skeletal Archery
Thieving Imp
Poisonblade Rogue
Pestering Haunt
Deteriorate
WORKERS
Summon Skeletons
Skeletal Archery
NextHand
Deteriorate
Sacrifice the Weak
Skeleton Javelineer (1/1)
Graveyard
Thieving Imp
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech 1 - ($4)
Midband Vandy - ($0)
Pestering Haunt
Float ($0)
Discard 3, reshuffle, draw 5
Board Info:
In Patrol:
- Squad Leader: L3 Vandy (3/4+a)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Pestering Haunt (1/1)
Buildings:
- Base HP: 17
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 5
- Deck: 4
- Disc: 0
Gold:
- Gold: 0
- Workers: 7
Thoughts
He can kill Vandy, but I need some sort of defense. Vandy is cheapest and I can still grab haunt. Plus if he doesn’t have the cards to kill vandy then she will be a threatening board presence
"
MMM1 Game 1 Player 1, Turn 3
Starting Hand
Charge
Careless Musketeer
Pillage
Gunpoint Taxman
Bombaster
Events of Turn:
Upkeep:
- Get Gold (6+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Steam Tank, Marauder
Gunpoint Taxman, Crash Bomber
Main:
- Gunpoint Taxman (5)
- Bombaster (3)
- Drakk (1)
- Worker (0)
Workers
Careless Musketeer, Scorch, Bloodburn
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
In Patrol:
- Squad Leader: Bombaster (2/2+1armor)
- Elite:
- Scavenger:
- Technician: Gunpoint Taxman (3/3)
- Lookout:
In Play:
- Drakk (1/3 lvl 1)
- Makeshift Rambaster (1/2)
Economy Info:
Cards:
- Hand: 4
- Deck: 0
- Disc: 4
Gold:
- Gold: 0
- Workers: 7
End of Turn Hand
Nautical Dog
Bloodrage Ogre
Mad Man
Crash Bomber
End of Turn Discard
My Thoughts
Would be fun to run Vandy down here w/ Charge + GPT + Rambaster, but that’s giving up too much. I’ll take the chance on no Shadow Blade
"P2T3
Tech StartingHand Workers
TECH
Dark Pact
Metamorphosis
STARTING HAND
Thieving Imp
Sacrifice the Weak
Deteriorate
Skeleton Javelineer (1/1)
Graveyard
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
NextHand
Bone Collector
Bone Collector
Discard
Sacrifice the Weak
Deteriorate
Dark Pact
Metamorphosis
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Deteriorate rambaster, haunt kills
Vandy kills bombaster, takes 2
Sacrifice the Weak, taxman dies and you draw - ($4)
Thieving Imp, random #5 - ($1)
Skeleton Javelineer - ($0)
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader: Thieving Imp (2/2+a)
- Elite:
- Scavenger:
- Technician: Skeleton Javelineer (1/1)
- Lookout:
In Play:
- Pestering Haunt (1/1)
- L3 Vandy (3/2)
Buildings:
- Base HP: 17
- Tech I HP: 5
Economy Info:
Cards:
- Hand: 2
- Deck: 2
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
Thoughts
Lucky I had everything to take out taxman. Drakk still up though so he can get at vandy. Would have to skip worker I think though… Hmmm. I can tap vandy for dark pact next turn, or for a soulstone and maxband vandy. Let’s just hope she lives
"
MMM1 Game 1 Player 1, Turn 4
Starting Hand
Nautical Dog
Bloodrage Ogre
Mad Man
Crash Bomber
Makeshift rambaster (discarded)
Events of Turn:
Upkeep:
- Get Gold (7)
- rs draw 1 techn
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Bloodlust
Steam Tank, Marauder
Gunpoint Taxman, Crash Bomber
Main:
- Crash Bomber (6)
- Nautical Dog (5)
- Worker (4)
- Tech 2 Anarchy (0)
Workers
Careless Musketeer, Scorch, Bloodburn
- Patrol as below
- Discard 1 Draw 3
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
In Patrol:
- Squad Leader: Crash Bomber (2/2+1armor)
- Elite: Drakk (1+1/3 lvl 1)
- Scavenger:
- Technician: Nautical Dog (1/1)
- Lookout:
In Play:
Economy Info:
Cards:
- Hand: 3
- Deck: 3
- Disc: 4
Gold:
- Gold: 0
- Workers: 8
End of Turn Hand
Gunpoint Taxman
Marauder
Steam Tank
End of Turn Discard
My Thoughts
Guess we’ll see, feels like a DP whiff is probably what happened here. Teching up and trying to make it as hard as possible to get the tech 2 down since I’m drawing into good stuff
"P2T4
Tech StartingHand Workers
TECH
Voidblocker
Voidblocker
STARTING HAND
Bone Collector
Bone Collector
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
NextHand
Jandra, the Negator (3/3+a)
Poisonblade Rogue
Discard
Sacrifice the Weak
Deteriorate
Dark Pact
Metamorphosis
Bone Collector
Thieving Imp (2/2+a)
Voidblocker
Voidblocker
Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Vandy grabs shadowblade from codex, discard 1 - ($7)
Shadowblade Drakk, you discard #2 and vandy maxbands. Crash bomber and imp are doomed. - ($4)
Bone Collector - ($2)
Heroes Hall - ($0)
Imp suicides into crash bomber
Javelineer uses his rune to do the last point of damage to crash bomber from range, my base takes 1
Haunt hits your tech 2 for 1
Float ($0)
Discard 0, draw 2
Board Info:
In Patrol:
- Squad Leader: Bone Collector (3/3+a)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Pestering Haunt (1/1)
- L5 Vandy (4/5)
- Skeleton Javelineer (1/1) *no rune
Buildings:
- Base HP: 16
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 2
- Deck: 0
- Disc: 8
Gold:
- Gold: 0
- Workers: 8
Thoughts
Why don’t him and I both hang out low on cards. At least I can grab garth next turn and make skele to draw, he doesn’t have much to use… I still don’t know about skipping tech 2 again, better hope being on 2 cards shuts him down
"
Note your base on 15, Drakk deals base damage also.
MMM1 Game 1 Player 1, Turn 5
Starting Hand
Gunpoint Taxman
Marauder (discarded)
Steam Tank
Events of Turn:
Upkeep:
- Get Gold (8)
- Tech 2 cards in (except turn 1)
All Teched Cards
Desperation, Marauder
Surprise Attack, Bloodlust
Steam Tank, Marauder
Gunpoint Taxman, Crash Bomber
Main:
- Jaina (6)
- Steam Tank (3)
- Gunpoint Taxman (1)
Workers
Careless Musketeer, Scorch, Bloodburn
- Patrol as below
- Discard 0 Draw 2
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 4 ANARCHY
In Patrol:
- Squad Leader: Steam Tank (3/6+1armor)
- Elite:
- Scavenger:
- Technician: Nautical Dog (1/1)
- Lookout:
In Play:
- Jaina (2/3 lvl 1)
- Gunpoint Taxman (3/3)
Economy Info:
Cards:
- Hand: 2
- Deck: 1
- Disc: 8
Gold:
- Gold: 1
- Workers: 8
End of Turn Hand
Bombaster
Charge
End of Turn Discard
My Thoughts
Not bad for Velvet, but I’m not too worried. Would’ve been nice to have the Marauder here though
"P2T5
Tech StartingHand Workers
TECH
Twilight Baron
Metamorphosis
STARTING HAND
Poisonblade Rogue
Jandra, the Negator (3/3+a)
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
NextHand
Voidblocker
Jandra, the Negator (3/3+a)
Voidblocker
Thieving Imp (2/2+a)
Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Garth and maxband, Twilight Baron comes from discard - ($0)
Haunt pings your tech 2 to 3
Float ($0)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
- Squad Leader: Twilight Baron (4/4+a)
- Elite: Bone Collector (3+1/3)
- Scavenger:
- Technician: L7 Garth (3/4)
- Lookout: Skeleton Javelineer (1/1) *no rune
In Play:
- Pestering Haunt (1/1)
- L5 Vandy (4/5)
Buildings:
- Base HP: 15
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 4
- Deck: 7
- Disc: 0
Gold:
- Gold: 0
- Workers: 8
Thoughts
Need metamorphosis in my next draw, and a lot of luck still I think. Been a weird match
Ugh, no such luck
"
MMM1 Game 1 Player 1, Turn 6
Starting Hand
Bombaster
Charge
Events of Turn:
Upkeep:
- Get Gold (8+1float)
- Tech 2 cards in (except turn 1)
All Teched Cards
Pirate Gunship x2
Desperation, Marauder
Surprise Attack, Bloodlust
Steam Tank, Marauder
Gunpoint Taxman, Crash Bomber
Main:
- Zane + instamaxband, shove Jav to Scavenger, we both get 1g (2)
- Jaina suicides into TB, sparkshots BC, levels fizzle. GPT trades with TB, I steal your newly acquired gold (3)
- Drakk (1)
- Nautical Dog trades with BC
- Zane kills Garth, Drakk to level 3, we both draw 1
- Steam Tank hits your base to 7
- Worker (0)
Workers
Bombaster, Careless Musketeer, Scorch, Bloodburn
- Patrol as below
- Discard 2 rs Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 3 ANARCHY
In Patrol:
- Squad Leader: Drakk (1/3+1armor lvl 3)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- Steam Tank (3/6)
- Zane (4/1)
Economy Info:
Cards:
- Hand: 4
- Deck: 10
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
End of Turn Hand
Gunpoint Taxman
Surprise Attack
Bloodrage Ogre
Nautical Dog
End of Turn Discard
My Thoughts
Keep tightening the screws on his base, blow this all up, and get a little closer to Gunships. Maybe there’s a shadow blade + haunt trade for Drakk and Vandy blows up the tech 2, but that’s okay. We’ll hang around and keep sluggin
"P2T6
Tech StartingHand Workers
TECH
Blackhand Dozer
Doom Grasp
STARTING HAND
Thieving Imp (2/2+a)
Voidblocker
Voidblocker
Jandra, the Negator (3/3+a)
Dark Pact
Metamorphosis
Metamorphosis
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Voidblocker
NextHand
Deteriorate
Poisonblade Rogue
Bone Collector
Voidblocker
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($8)
Skip Worker
Dark Pact, my base to 5
Orpal - ($6)
Pestering haunt trades with Zane
Metamorphosis - ($0)
Vandy readily destroys your tech 2
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
- Squad Leader: L5 Vandy (6/7+a) ++ *invisible *readiness
- Elite:
- Scavenger:
- Technician: L6 Orpal (4/7) ++ *invisible *readiness
- Lookout:
In Play:
*
Buildings:
- Base HP: 5
- Tech I HP: 5
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 10
- Disc: 0
Gold:
- Gold: 0
- Workers: 9
Thoughts
Lol, dark pact off technician to get meta. 0retty sure the game is over still though
"
MMM1 Game 1 Player 1, Turn 7
Starting Hand
Gunpoint Taxman
Surprise Attack
Bloodrage Ogre
Nautical Dog
Events of Turn:
Upkeep:
- Get Gold (9)
- Tech 2 cards in (except turn 1)
All Teched Cards
Surprise Attack, Chameleon Lizzo
Pirate Gunship x2
Desperation, Marauder
Surprise Attack, Bloodlust
Steam Tank, Marauder
Gunpoint Taxman, Crash Bomber
Main:
- Maxband Drakk (6)
- Tower (3)
- Bloodrage Ogre, frenzy trucks into Vandy (1)
- Tank trades with Vandy, levels fizzle
- Worker (0)
Workers
Nautical Dog, Bombaster, Careless Musketeer, Scorch, Bloodburn
- Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tower HP: 4
In Patrol:
- Squad Leader: Drakk (3/4+1armor lvl 6)
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
Economy Info:
Cards:
- Hand: 4
- Deck: 6
- Disc: 5
Gold:
- Gold: 0
- Workers: 10
End of Turn Hand
Desperation
Makeshift Rambaster
Charge
Pirate Gunship
End of Turn Discard
My Thoughts
"P2T7
Tech StartingHand Workers
TECH
Doom Grasp
Dark Pact
STARTING HAND
Bone Collector
Deteriorate
Sacrifice the Weak
Poisonblade Rogue
Voidblocker
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Voidblocker
Poisonblade Rogue
NextHand
Doom Grasp
Skeleton Javelineer (1/1) *no rune
Jandra, the Negator (3/3+a)
Metamorphosis
Bone Collector (3+1/3)
Discard
Voidblocker
Sacrifice the Weak
Deteriorate
Doom Grasp
Dark Pact
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech 2 (Demonology) - ($4)
Orpal smacks drakk for 3 -1 runes after armor, takes 3+1
Bone Collector - ($2)
Float ($2)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader: Bone Collector (3/3+a)
- Elite:
- Scavenger:
- Technician: L6 Orpal (4/3+a) ++ *invisible *readiness
- Lookout:
In Play:
*
Buildings:
- Base HP: 5
- Tech I HP: 5
- Tech II HP: 5 (Demonology)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 5
- Disc: 5
Gold:
- Gold: 2
- Workers: 10
Thoughts
Lol, dark pact off technician to get meta. Pretty sure the game is over still though
"
MMM1 Game 1 Player 1, Turn 8
Starting Hand
Desperation
Makeshift Rambaster
Charge
Pirate Gunship
Events of Turn:
Upkeep:
- Get Gold (10)
- no techs
All Teched Cards
Surprise Attack, Chameleon Lizzo
Pirate Gunship x2
Desperation, Marauder
Surprise Attack, Bloodlust
Steam Tank, Marauder
Gunpoint Taxman, Crash Bomber
Main:
- Zane (8)
- Makeshift Rambaster (6)
- Zane and Rambaster trade with BC
- Tech 3 (1)
Workers
Nautical Dog, Bombaster, Careless Musketeer, Scorch, Bloodburn
- Patrol as below
- Discard 3 Draw 5s
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 18
- Tech1 HP: 5
- Tech2 HP: 5 ANARCHY
- Tech3 HP: 5
- Tower HP: 4
In Patrol:
- Squad Leader:
- Elite:
- Scavenger:
- Technician: Drakk (0/1 lvl 6)
- Lookout:
In Play:
Economy Info:
Cards:
- Hand: 5
- Deck: 1
- Disc: 9
Gold:
- Gold: 1
- Workers: 10
End of Turn Hand
Bloodlust
Pillage
Pirate Gunship
Marauder
Marauder
End of Turn Discard
My Thoughts
Just a matter of chipping the base down now, or Pirate shipping it
Pretty sure you got gunship in that hand but here’s to hoping I am lucky!
"P2T8
StartingHand Workers
STARTING HAND
Metamorphosis
Skeleton Javelineer (1/1) *no rune
Jandra, the Negator (3/3+a)
Bone Collector (3+1/3)
Doom Grasp
WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Voidblocker
Poisonblade Rogue
Jandra, the Negator (3/3+a)
NextHand
Pestering Haunt (1/1)
Thieving Imp (2/2+a)
Twilight Baron (4/4+a)
Metamorphosis
Blackhand Dozer
Discard
Voidblocker
Sacrifice the Weak
Deteriorate
Doom Grasp
Dark Pact
Bone Collector (3/3+a)
Metamorphosis
Bone Collector (3+1/3)
Skeleton Javelineer (1/1) *no rune
Doom Grasp
Tech 0 card(s)
Get Paid + float - ($12)
Worker - ($11)
Vandy + Midband - ($7)
Orpal kills Drakk, levels to Vandy (maxband)
Garth - ($5)
Float ($5)
Discard 4, draw 5
Board Info:
In Patrol:
- Squad Leader: L6 Orpal (4/2+a) ++ *invisible *readiness
- Elite:
- Scavenger:
- Technician:
- Lookout:
In Play:
- L1 Garth (1/3)
- L5 Vandy (4/5)
Buildings:
- Base HP: 5
- Tech I HP: 5
- Tech II HP: 5 (Demonology)
- Heroes’ Hall HP: 4
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 10
Gold:
- Gold: 5
- Workers: 11
Thoughts
A bloody miracle would be if he didn’t draw his gunships
"
I do indeed have the Gunship, GG WP!
Your turn to go first. I think the two hero meta plan isn’t going to work here though
I definitely didn’t have a very ironed out strategy from the start. Here’s to hoping I can muster up a better performance. GL HF!
"P1T1
StartingHand Workers
STARTING HAND
Sacrifice the Weak
Pestering Haunt
Skeletal Archery
Graveyard
Deteriorate
WORKERS
Graveyard
NextHand
Poisonblade Rogue
Skeleton Javelineer
Thieving Imp
Summon Skeletons
Jandra, the Negator
Discard
Sacrifice the Weak
Deteriorate
Skeletal Archery
Tech 2 card(s)
Get Paid - ($4)
Worker - ($3)
Pestering Haunt
Garth + skele - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
- Squad Leader:
- Elite: L1 Garth (1+1/3)
- Scavenger: Skeleton (1/1)
- Technician:
- Lookout:
In Play:
- Pestering Haunt (1/1)
Buildings:
- Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 0
- Workers: 5
Thoughts
I think this is safe for first turn. He can kill Garth but it would cost him. Zane + madman or rambaster. Basically he needs to sacrifice Zane to do it, seems like more than he can afford right off.
"
I don’t think your openings have been quite what they ought to be yet. Here, for example, I could trade Zane and Mad Man to kill Garth, and as P2 that’s not a bad trade for me early on. I can’t do 4 hasty damage though, so Garth in SQL would be a better choice I think
MMM1 Game 2 Player 2, Turn 1
Starting Hand
Pillage
Makeshift Rambaster
Scorch
Charge
Nautical Dog
Events of Turn:
Upkeep:
- Get Gold (5)
- Tech 2 cards in (except turn 1)
All Teched Cards
Main:
- Jaina (3)
- Nautical Dog (2)
- Worker (1)
Workers
Scorch
- Patrol as below
- Discard 3 Draw 5
- Tech 2 cards before my next turn
Board Info:
Buildings:
- Base HP: 20
In Patrol:
- Squad Leader: Jaina (2/3+1armor lvl 1)
- Elite:
- Scavenger: Nautical Dog (1/1)
- Technician:
- Lookout:
In Play:
- nothin
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold:
- Gold: 1
- Workers: 6
End of Turn Hand
Mad Man
Bloodburn
Bloodrage Ogre
Bombaster
Careless Musketeer
End of Turn Discard
My Thoughts
Jaina is a good cheap battering ram