[details=End of Turn Hand]
Bloodrage Ogre
Mad Man
Overeager Cadet
Bloodburn [/details]
[details=End of Turn Discard]
empty [/details]
[details=My Thoughts]
Yea, Ferocity might be really good considering heās likely to grab things I can swift strike (plus it would surprise the snot out of Ironbark), Frenzy is good for a bunch of small dudes, I have to be a little careful of 2x lobber here so have to put the cadet in front. He can still pull off a Drakk kill with Forestās Favor or Rampant Growth, but then weāre talking about 3 cards and a perfect draw, and I can survive without Drakk next turnā¦ I think [/details]
[details=End of Turn Hand]
Pillage
Ferocity
Charge
Crash Bomber [/details]
[details=End of Turn Discard]
Generals Hammer
Generals Hammer
Bloodburn
Mad Man [/details]
[details=My Thoughts]
Screw Ferocity, I should have gone straight for the hammer last turn! This sets me up for great success though (who needs workers anyway?), I can run straight at his throat and Iām guaranteed to win in a few turns now unless he can finish me first (and I doubt that very much) [/details]
Well that map wasnāt nearly as interesting as I thought it was going to be Im astonished with how much hurt you could put on my base even being 1g down most turns. Crazy
It caught me off guard as well, I certainly could have teched better turn 3 had I realized Iād be going for such a fast base race (I figured there was a good chance youād tech 2x lobbers first, and wasnāt sure if youād be drawing them staggered or together. Looks like you got simultaneously āluckyā to draw them together w/ MoLaC, and unlucky that you werenāt able to trade me off some of my guys on your turn 3). I think not drawing either t3 baited you into tech rushing when you really needed to flood patrol there.
#Player 1, Turn 1 (Random Bonanza! Game 8)
P2 [Blood]/Future/Demon vs P2 [Feral]/Past/Peace
Map: Pinnacle: Heroes can cast Ultimate spells at any levels, at any time. Take an extra turn out when killed
Events of Turn:
[details=Starting Hand]
Dog
Brogre
Rambaster
Mad Man
Pillage [/details]
##Events of Turn:
###Upkeep:
Get Gold (4)
###Main:
Worker (3)
Rambaster (1)
Naughty Dog (0)
Rambaster hits your base to 17 Hp
[details=Workers]
Pillage[/details]
Patrol as below
Discard 2 Draw 4
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Rambaster (1/2)
Naughty Dog (1/1)
####Economy Info:
#####Cards:
Hand: 4
Deck: 1
Disc: 2
#####Gold:
Gold: 0
Workers: 5
[details=End of Turn Hand]
BB
Musk
Bombaster
Charge [/details]
[details=My Thoughts]
Ugh I do not like this match up. Would eb fun to use Double Time, but I have no idea how I could actually use it. Might be a good back up in case he starts getting unit heavy. But he has art of war too, and undo, and I have almost 0 way to deal with Art of War aside from Future fliers, but he can chain Art of War and destory my tech buildings every freaking time! [/details]
[details=End of Turn Hand]
Verdant Tree
Rampant Growth
Rich Earth
Tiger Cub [/details]
[details=End of Turn Discard]
Forestās Favor
Playful Panda [/details]
[details=My Thoughts]
I want to get Oni out safely next turn, so I can Art of War with him turn 3. So blocking up, hoping to stop heavy aggro with Drakk, weāll see how it goes! [/details]
#Player 1, Turn 1 (Random Bonanza! Game 8)
P2 [Blood]/Future/Demon vs P2 [Feral]/Past/Peace
Map: Pinnacle: Heroes can cast Ultimate spells at any levels, at any time. Take an extra turn out when killed
Events of Turn:
[details=Starting Hand]
Dog
Brogre
Rambaster
Mad Man
Pillage [/details]
##Events of Turn:
###Upkeep:
Get Gold (5)
###Main:
Worker (4)
Careless Muskateer (2)
Bombaster (0)
[details=Workers]
Bloodburn Pillage[/details]
Patrol as below
Discard 1 Draw 1 RS draw 2
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader: Muskateer (2/1+1a)
Elite:
Scavenger:
Technician: Naughty Dog (1/1)
Lookout:
####In Play:
Rambaster (1/2)
Bobaster (2/2)
####Economy Info:
#####Cards:
Hand: 3
Deck: 3
Disc: 1
#####Gold:
Gold: 0
Workers: 6
[details=End of Turn Hand]
WD
Scortch
Mad Man
[/details]
[details=My Thoughts]
Ugh I do not like this match up. Would eb fun to use Double Time, but I have no idea how I could actually use it. Might be a good back up in case he starts getting unit heavy. But he has art of war too, and undo, and I have almost 0 way to deal with Art of War aside from Future fliers, but he can chain Art of War and destory my tech buildings every freaking time! [/details]
[details=End of Turn Hand]
Young Treant
Centaur
Playful Panda [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Not safe to bring out Oni this cycle, thatās not a huge surprise; since heās looking for card bankruptcy, Iāll go for econ and two card-efficient units, I think itāll set me up well to get Oni out turn 3 / 4. [/details]
[details=End of Turn Hand]
Fading Argonaut
Plasmodium
Nullcraft
Time Spiral
Temporal Research [/details]
[details=End of Turn Discard]
Battle Suits
Forgotten Fighter
Tinkerer [/details]
[details=My Thoughts]
No idea how to properly play this map with this deckā¦ I suppose I want to go tech 2 present? I also have no idea what his deck is going to go forā¦ [/details]
#Player 2, Turn 1 (Random Bonanza! Game 9)
P1 [Present]/Future/Law vs P2 [Disease]/Past/Truth
Map: [Fury Road: Only 1 patroller per turn]
Events of Turn:
[details=Starting Hand]
Deter
Phaunt
StW
Jav
Imp [/details]
##Events of Turn:
###Upkeep:
Get Gold (5)
###Main:
Worker (4)
Imp (1)
Jav (0)
[details=Workers]
P.Haunt[/details]
Patrol as below
Discard 2 Draw 4
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader: Imp (2/2+1a)
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Jav (1/1)
####Economy Info:
#####Cards:
Hand: 4
Deck: 1
Disc: 3
#####Gold:
Gold: 0
Workers: 6
[details=End of Turn Hand][spoiler]
Jandra
Prouge
SS
GY
[/spoiler]
[/details]
[details=My Thoughts]
Uhhh so this is gunna be weird. Gotta think that Stewardess and PS are gunna be good tech choices. Maybe go hard on an Orpal play? Really not sure here! Truth seems like it loses power since I canāt protect Quince very well behind a back line. Hmmm [/details]
[details=Starting Hand]
Fading Argonaut
Plasmodium (discarded)
Nullcraft
Time Spiral
Temporal Research [/details]
##Events of Turn:
###Upkeep:
Get Gold (5+1float)
Tech 2 cards in
[details=All Teched Cards]
Gilded Glaxx, Now [/details]
###Main:
Fading Argonaut (4)
Tech 1 (2)
Worker Up (1)
[details=Workers]
Time Spiral, Hardened Mox [/details]
Patrol as below
Discard 2 rs Draw 4
Float 1g, Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Neo Plexus (2/2)
Lookout:
####In Play:
Fading Argonaut (2/3 fade 3)
###Economy Info:
####Cards:
Hand: 4
Deck: 4
Disc: 0
####Gold:
Gold: 1
Workers: 6
[details=End of Turn Hand]
Now!
Temporal Research
Gilded Glaxx
Forgotten Fighter [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Still not sure what Iām working towards, just know that Glaxx would be good against Black starter, and it never hurts to have Now! against Truth (or in case I go Future tech 2). [/details]