Tech 2 card(s)
Get Paid - ($9)
technician draw
Buy ardra’s boulder - ($7)
Hire Vandy - ($5)
Cast deteriorate on rambaster
Maxband Vandy, targetting my baron and your boulder - ($1)
Worker - ($0)
Pestering haunt hits your base for 1 damage
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Ardra’s Boulder 0/5
Elite:
Scavenger: L5 Vandy 4/5
Technician: Giant Panda 2/4
Lookout:
In Play:
Pestering Haunt 1/1
Gargoyle 5/4 flying panda abducted
^Spirit of the Panda on gargoyle
Twilight Baron 6/6 overpower tangled
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Demonology)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Vandy is my fastest way to kill my baron, and bring tech 2 back into play.
STARTING HAND
Charge
Colossus
Colossus
Bombaster(2/2)
WORKERS
Nautical Dog
Bloodburn
Scorch
Pillage
Detonate
Careless Musketeer
NextHand
Undo
Jefferson DeGrey, Ghostly Diplomat(6/5) legendary
Bird’s Nest
Whitestar Grappler
Discard
Makeshift Rambaster(1/1) +2atk against buildings
Entangling Vines - Baron
Ardra’s Boulder(4/8) legendary
Charge
Colossus(6/7) unstoppable when attacking a base
Bombaster(2/2)
Earthquake
Earthquake
Tech 2 card(s)
Get Paid + float - ($12)
No worker
Hire Colossus - ($6)
Kill Boulder with Rook and Prynn, kill Panda with my boulder
Charge Colossus - ($3)
Colussus kills Vandy, takes 4
Boulder dies at your upkeep, as does baron so i’ve removed vines already
Float ($3)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Mythmaking
L8 Garus Rook(4/2) two lives, unstoppable by one patroller
Colossus(6/3) unstoppable when attacking a base
L7 Prynn(3/5+a)fading **
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Strength)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 8
Gold:
Gold: 3
Workers: 11
Thoughts
options: hire 2 colossi, hire one and charge it (hit either base or Vandy) float enough to build t3 next turn, hire one and build t3 and discard 3, think im gonna go for killing Vandy with a colossus as a max band hero, even one who’s main purpose was to kill his baron, is always dangerous
edit: i changed my mind, i wanna end this soon
andddd now i’ve changed it back because of Vandy’s midband ability
Gg, that entangling vines won it for me! I had teched it for just that purpose but the timing of the draw was v nice, i did like this deck, i wouldnt mind playing a casual match?
not exactly aggresive but i dont think the general bonus of being aggressive is worth bad trades like what these would be; would hire a hero but i want to save zane for a surprise attack next turn (hopefully) and hes more surprising out of the command zone
STARTING HAND
Bloodrage Ogre
Makeshift Rambaster
Pillage
Mad Man
Gunpoint Taxman
WORKERS
Nautical Dog
Careless Musketeer
Bloodrage Ogre
NextHand
Scorch
Bloodburn
Surprise Attack
Charge
Discard
Pillage
Bombaster(2/2)
Mad Man
Makeshift Rambaster
Chaos Mirror
Gunpoint Taxman
Tech 2 card(s)
Get Paid + float - ($9)
Hire and Maxband Zane, grapple jandra to lookout and deal 1 - ($2)
bombaster trades with jandra
Zane kills imp, we both get gold, takes 2 - ($3)
Hire Gunpoint taxman - ($1)
Pillage all 2 of your gold, deal 2 damage to your base - ($2)
Worker - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Gunpoint Taxman(3/3) anti air, steal gold on killing patroller
Lookout:
In Play:
Zane(4/2) copy patroller death effects
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 7
Thoughts
woohoo that was fun, i was actually annoyed when i saw i didnt draw scorch or charge but this worked out perfectly, good thing i had that float to pull it off!
Technician: Gunpoint Taxman(3/3) anti air, steal gold on killing patroller
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
hmm should have teched t2s last turn but i thought i might not build t2 as i could have surprise attacked, as it was i don’t think the trades were good enough there, kill Zane to avoid giving him free levels, plus GpT might not actually die next turn so always good
STARTING HAND
Gunpoint Taxman
Steam Tank
Mad Man
Chaos Mirror
WORKERS
Nautical Dog
Careless Musketeer
Bloodrage Ogre
Bloodburn
Mad Man
NextHand
Scorch
Surprise Attack
Marauder
Charge
Discard
Gunpoint Taxman
Chaos Mirror
Steam Tank
Pirate Gunship
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Hire Steam Tank - ($4)
Float ($4)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Gunpoint Taxman(3/3+a) anti air, steal gold on killing patroller
Elite:
Scavenger: Steam Tank(3/6)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 4
Gold:
Gold: 4
Workers: 9
Thoughts
t3 gunship ftw now, should comfortably win the tech race as he just skipped a worker and i might sraw marauder next turn (happy with my defence even against a growth deck so gonna float enough i could boost it and still build my t3)
The tower should help against anarchy, and the imp puts pressure on his hand. Trading the rogue to neuter the tank seems good, but it allows him to maybe defend a sanitarium if he draws one. My deck is big enough for a second dinosize, so I’ll continue trying to make that combo.
STARTING HAND
Marauder
Scorch
Surprise Attack
Charge
WORKERS
Nautical Dog
Careless Musketeer
Bloodrage Ogre
Bloodburn
Mad Man
Scorch
NextHand
Pillage
Makeshift Rambaster
Bombaster(2/2)
Discard
Gunpoint Taxman
Chaos Mirror
Steam Tank
Pirate Gunship
Gunpoint Taxman(3/3+a) anti air, steal gold on killing patroller
Charge
Surprise Attack
Ebbflow Archon
Pirate Gunship
Tech 2 card(s)
Get Paid + float, discard card - ($13)
Worker - ($12)
Hire Boosted Marauder, u trash a worker - ($6)
Build t3 - ($1)
Build spec lab, past - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Steam Tank(1/4+a) 2(-)
Elite:
Scavenger:
Technician: Marauder(4/3)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
Tech Lab HP: 4 (Past)
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 9
Gold:
Gold: 0
Workers: 10
Thoughts
yh i knew he could get those runes on the steam tank but idm so much, he also didn’t worker again so gonna punish that by lowering him even further, unless he kills marauder i wont even draw a t3 next turn but I’m pretty sure even against growth t2 it should survive gonna have to survive off heros next turn most likely…
STARTING HAND
Poisonblade Rogue 2/1
Jandra, the Negator 3/3 overpower
Sacrifice the Weak
Shadow Blade
Deteriorate
WORKERS
Pestering Haunt
Skeletal Archery
NextHand
Skeleton Javelineer
Dinosize
Blooming Elm
Dinosize
Discard
Deteriorate
Shadow Blade
Sacrifice the Weak
Jandra, the Negator 3/3 overpower
Mythmaking
Galina Glimmer
Tech 2 card(s)
Get Paid - ($7)
Trash worker (already compensated the pay)
Hire Vandy - ($5)
Cast deteriorate on tank
Baron kills the tank
Cast shadow blade on marauder (you discard) - ($2)
Thieving imp attacks your tech 2 for 2 damage
Buy poisonblade rogue - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Ardra’s Boulder 0/6
Elite: Poisonblade Rogue 2/1
Scavenger:
Technician:
Lookout:
In Play:
Twilight Baron 4/1
L1 Vandy 2/3
Thieving Imp 2/2
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Growth)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 6
Gold:
Gold: 0
Workers: 7
Thoughts
Having shadow blade worked well against his marauder, and the timing was great. I might as well not worker and play the rogue for pressure.
Tech 1 card(s)
Get Paid, discard randomly then draw - ($10)
No Worker
Hire and maxband Zane, poisonblade to scavenger, dies and we both get gold (costs 7 gold then regains 1) - ($4)
Hire Steamtank - ($1)
Pillage your gold from scav, your base to 17
Float ($1)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Steam Tank(3/6+a)
Elite:
Scavenger:
Technician: L6 Zane(4/4) copies patroller effects
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 3 (Anarchy)
Tech III HP: 5
Tech Lab HP: 4 (Past)
Economy Info: Cards:
Hand: 3
Deck: 9
Disc: 2
Gold:
Gold: 1
Workers: 10
Thoughts
almost went for the rook wall but this gets me almost as much defence and gets rid of pesky poisonblade, tough one whether to pillage the scav gold and go down to 1 card or go for more cards for both of us (grapple to technician) or copy the scav and leave it at that
good chance of him shadowblading a card away, hopefully i get a gunship next turn tho!
yay one of each! pretty sure it’s gg after i either gunship or archon next turn; as a shadow blade should cost at least 4 but likely 6 (to level up Vandy first) i think he’ll have to leave either my hand or my spec lab intact