#Player 1, Turn 5 (Random Bonanza! Game 2)
P1 [Balance]/Strength/Anarchy vs P2 [Disease]/Future/Peace
Map: Big Game Hunters: +2 gold each upkeep.
Starting Hand
Events of Turn:
[details=Starting Hand]
IBT
Merfolk [/details]
##Events of Turn:
###Upkeep:
Get Gold (8+2)
Tech 2 cards
###Main:
Skip Worker (10)
Midori suicides into Orpal
Zane and Maxband (3)
Zane and Bird 1 kill Orpal, Zane takes -2/-2 and 1 dmg, Rook to L5
Maxband Rook (0)
Rook and Birdie 2 take Tech 2, Rook takes 1 dmg. Base to 18 hp
[details=Workers]
Sham, Tiger Cub[/details]
Patrol as below
Discard 2 Draw 3 RS Draw 1
Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 20
Tech 1: 5
:HH 4
####In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
####In Play:
Rook (4/5 from 1 dmg, L8)
Zane (2/1 from 1 dmg and -2/-2)
####Economy Info:
#####Cards:
Hand: 4
Deck: 10
Disc: 0
#####Gold:
Gold: 0
Workers: 8
[details=End of Turn Hand]
BN
SA
RG
RE
Panda [/details]
[details=My Thoughts]
Yeah I agree with zhavier’s assessment, im going for heroes here. And early max rook to defend, hopefully some birdies and earthquake as he does have great hero killing options (though carrion curse is going to be troublesome I imagine) Midori will make birds stronger, and moments peace can help me if he goes for heavy units. [/details]
[details=Starting Hand]
Skeleton Javelineer
Carrion Curse
Death and Decay
Deteriorate
Sacrifice the Weak [/details]
##Events of Turn:
###Upkeep:
Get Gold (8+2map)
Tech 2 cards in
[details=All Teched Cards]
Void Star, The Art of War
Hive, Xenostalker
Death and Decay, Carrion Curse
The Art of War, Plague Spitter [/details]
###Main:
Rebuild tech 2
Onimaru + 5 levels (3)
Skeletal Javelineer (2)
Haunt kills Zane, Oni Maxbands
Resurrect Haunt from Graveyard (2)
Worker Up (1)
[details=Workers]
Deteriorate, Jandra, the Negator, Poisonblade Rogue, Skeletal Archery [/details]
Patrol as below
Discard 3 Draw 4 rs Draw 1
Float 1g, Tech 2 cards after your turn
###Board Info:
####Buildings:
Base HP: 18
Tech1 HP: 5
Tech2 HP: 5 SPEC FUTURE
Tower HP: 4
####In Patrol:
Squad Leader:
Elite: Soldier (1+1/1)
Scavenger: Soldier (1/1)
Technician: Soldier (1/1
Lookout:
####In Play:
Onimaru (4/5 lvl 8)
Skeleton Javelineer (1/1)
Pestering Haunt (1/1)
Graveyard (3HP, Imp inside)
###Economy Info:
####Cards:
Hand: 5
Deck: 0
Disc: 5
####Gold:
Gold: 1
Workers: 9
[details=End of Turn Hand]
Hive
Plague Spitter
Xenostalker
Summon Skeletons
The Art of War [/details]
[details=End of Turn Discard]
Void Star
The Art of War
Sacrifice the Weak
Death and Decay
Carrion Curse [/details]
[details=My Thoughts]
Okay, no immediate Earthquake threat, a turn of reprieve from birds, I should be okay here. He’ll go up to tech 2, but I’ll be dropping Hive + Art of War, that should get me in pretty good shape. Thunderclap is actually the biggest concern, I’ll want to plan a way around that at some point… [/details]
[details=End of Turn Discard]
Poisonblade Rogue
Sacrifice the Weak
Jandra, the Negator [/details]
[details=My Thoughts]
Need to float 2g next turn to get a Feral Strike off, against red that be dangerous but what can ya do? Hoping he has pillage in hand this turn [/details]
Frozenstorm seems to have a megabroken combo here. Feral Strike --> Zarramonde + Lord of Shadows gives him 19 invisible damage. If he adds a Haunt or any other black unit that’s 20. He can swing with that on T4 or T5, depending when he draws Feral Strike.
I think YoungBuck’s deck has literally zero answers to that, other than base racing with Burning Volleys and Ember Sparks. I haven’t done the math to see if he can play enough before frozenstorm can do a 20 damage attack, but as P2 it’s going to be hard. This map is bonkers.
[details=End of Turn Hand]
Feral Strike
Dark Pact
Skeleton Javelineer
Jandra, the Negator
Graveyard [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
I’m dumb, I don’t need to build tech buildings lmao… Why risk it when I can just float enough gold to feral strike even with a pirate pillage! [/details]
[details=End of Turn Hand]
Poisonblade Rogue
Deteriorate
Feral Strike
Dark Pact
Sacrifice the Weak [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Yeap there’s the pillage and I’m sittin’ here DGAF, I don’t think there’s any way I don’t win next turn… I think these map cards might actually warrant a draft mode. Deal a map card, take turns pick/ban-ing? Might be a fun house-rule XD [/details]
Troq ultimate with no troq?! That’s just great right next to burning volley+hotter fire, or MoLC and murkwood. I do agree feral strike is most bonkers though.
Current ruling is that all those destroy the weakest unit effects are errata’d to sacrifice the weakest, to more clearly skip indestructible units, with the side effect that pestering haunt is now skipped.
Only stuff that affects weakest / lowest tech level.
ie, stuff that would say “opponent sacrifices a unit of their choice” except Codex is fully asynchronous, so we have to decide which thing dies algorithmically.