Playing a hero against Cal is risky. Playing my own midband Cal in elite probably won’t give up free levels, but I won’t have great options for next turn. So I’ll play more defensively.
Tech 2 card(s)
Get Paid - ($6)
Technician draw.
Worker - ($5)
Savior Monk - ($3)
Fox Viper - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader:
Elite: Aged Sensei (2/1)
Scavenger: Savior Monk (2/2)
Technician: Fox Viper (2/1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 3
Disc: 0
Gold:
Gold: 1
Workers: 7
Thoughts
I’ve a creeping suspicion that Zhavier teched Behind the Ferns and will target my tech 1. So I’ll tech both Lich’s Bargains, and plan to build a tower next turn while playing one of them.
If I’m wrong and Zhavier clears my patrol instead, I could maxband Garth and fetch Rambasa Twins (assuming no Pillage).
Tech 2 card(s)
Get Paid + float - ($8)
Scavenger gold - ($9)
Worker - ($8)
Garth - ($6)
Lich’s Bargain, my base to 16, trash a worker - ($4)
Tower - ($1)
Garth makes another skeleton - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Skeleton (1/1A)
Elite: Skeleton (2/1)
Scavenger: Zombie (2/2)
Technician: Fox Viper (2/1)
Lookout:
In Play:
Garth lvl 1 (1/3)
Horror (3/3)
Buildings:
Base HP: 16
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Double Bargain is tempting, but too dangerous against Blood. The real question is tower or tech 2. My concern is that I’ll lose Garth to a stealth-kill, and not draw any of my teched cards to play next turn. So tower it is.
STARTING HAND
Bloodburn
Mad Man
Makeshift Rambaster
Crash Bomber
Ferocity
WORKERS
Careless Musketeer
Scorch
Bombaster
NextHand
Pillage
Behind the Ferns
Charge
Crash Bomber
Ferocity
Tech 2 card(s)
Get Paid + float - ($8)
Max Cal - ($6)
Tap Cal to get Predator Tiger - ($2)
Ferocity, more! - ($0)
BRO kills sql
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout: Predator Tiger 4/4
In Play:
Nautical Dog 1/1
Bloodrage Ogre 3/1
Calamandra 4/5, lvl 5
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Even if I clear my whole hand or nearly my whole hand, I don’t get a great board state really. Clearing my whole hand and maxing cal instead of playing crash bomber, I clear his patrol with dog, mad man, rambaster and cal, and can kill his horror with BRO. Im left with a near dead BRO, and 4/3 cal and a rambaster and draw 3 while he still has garth and a full hand, and will certainly get a free kill on either bro or rambaster there. Heck, Snapback is still a thing to consider too. The other line is max cal and fetch tiger and play ferocity. This leaves almost all his stuff in play, BRO can kill SQL for free, but thats it. The rest of his stuff can’t attack barring Doom Grasp. Im left with a full hand and a skipped worker, which is fair because he effectively skipped one. Either play I max Cal, but a max hero is just begging for snapback, so either way Im probably not keeping Cal, but on the bright side, its 4g and no free levels. I think opting for more cards before tech 2 is always better.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech 2 (Discipline) - ($2)
Garth makes another skeleton - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Horror (3/3A)
Elite: Skeleton (2/1)
Scavenger: Zombie (2/2)
Technician: Garth lvl 1 (1/3)
Lookout: Skeleton (1/1)
In Play:
Fox Viper (2/1)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 5
Gold:
Gold: 1
Workers: 8
Thoughts
Gotta admit, I didn’t expect the Predator Tiger (or the skipped worker). I only have Garth to block it with, unless I maxband to fetch Rambasa or w/e. But I still prefer to tech up, since YLDs strike me as my best chance of winning this.
At least I know I don’t need to worry too much about Feral Strike, as long as zhavier stays at tech 1.
Tech 2 card(s)
Get Paid + float - ($9)
Technician draw.
Grave - ($7)
Snapback Calamandra for Arg, Wisp arrives - ($4)
Training Grounds - ($3)
Young Lightning Dragon - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Zombie (2/2A)
Elite: Skeleton (2/1)
Scavenger: Grave lvl 1 (3/3)
Technician: Skeleton (1/1)
Lookout: Young Lightning Dragon (3/3)
In Play:
Fox Viper (2/1)
Training Grounds (4)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
I don’t love skipping another worker, but other than that I got everything I needed from this turn. There’re a lot of ways zhavier could hurt me with Blood tech 2, but I don’t think any of them really shut me down.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Captured Bugblatter - ($4)
Mad Man and Dog trade with Zombie, your base to 13 - ($3)
Predator Tiger trades with Grave, your base to 12, Arg to lvl 3
Arg kills Elite skeleton, your base to 11
Arg to Max - ($1)
Wisp suicides on skeleton, base to 10
Crash Bomber - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Water Elemental 3/3+A
Elite:
Scavenger:
Technician: Crash Bomber 2/2
Lookout:
In Play:
Argagarg 1/5, lvl 5
Captured Bugblatter 4/2
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 3
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Skeleton, Viper, Dragon, this is not great, also garth bringing out anything. I am probably gonna need to live with tech 1 and hope I can rush him down. He is guaranteed to get to at least 10 health no matter what, and ideally, I can get him down to 8 or 9 or more. I could kill the wisp now just to get one more damage on base…
Morningstar Flagbearer
Vigor Adept
Young Lightning Dragon
Savior Monk
Discard
Grappling Hook
Sensei’s Advice
Fox Viper
True Power of Storms
Snapback
Aged Sensei
Tech 2 card(s)
Get Paid - ($8)
Scavenger gold - ($9)
Garth - ($7)
Exhaust Training Grounds to maxband Garth, fetch Mind-Parry Monk from discard
Sensei’s Advice on Young Lightning Dragon and Fox Viper - ($5)
Young Lightning Dragon kills Bugblatter, takes 2 anti-air damage through armor, my base to 9.
Grappling Hook drags Elemental to lookout - ($4)
Fox Viper trades with Elemental, sparkshots Crash Bomber.
Skeleton trades with Crash Bomber, you draw, my base to 8.
Worker - ($3)
Calamandra - ($1)
Garth makes a new skeleton - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Garth lvl 7 (4/4A)
Elite:
Scavenger:
Technician: Skeleton (1/1)
Lookout:
In Play:
Calamandra lvl 1 (3/3)
Mind-Parry Monk (5/4)
Young Lightning Dragon (3/1)
Training Grounds (4)
Buildings:
Base HP: 8
Tech I HP: 5
Tech II HP: 5 (Discipline)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 6
Gold:
Gold: 0
Workers: 9
Thoughts
Crap, maybe I should’ve teched Versatile Style last turn rather than Vigor Adept…
I thought of pulling Focus Master to keep some of my stuff alive, but Sensei’s Advice basically gets me the same result, and I’d rather have MPM as insurance vs Kidnapping.
Teching TPoS along with the Monk cause I’ll need a lot of luck to win this anyway, might as well go for a hail mary.
Tech 2 card(s)
Get Paid - ($9)
Drakk - ($7)
Crash Bomber - ($6)
Crashbarrow - ($3)
Bloodlust on Crash Bomber and Drakk - ($1)
Drakk hits Garth for 2, dies, your base to 7, Cal to lvl 3
Crash Bomber hits Garth for 3, dies, base to 6
Crashbarrow overpowers skeleton, deals 5 to your base
Arg breaks your base, GG!
Lich’s Bargain < Blood Tech 2
GG WP!
As soon as I posted my turn, I knew I should’ve patrolled Cal and MPM, but I’m not sure that would’ve mattered. Your early Ferocity plays completely shut me down, I wonder if it could’ve gone differently if I’d Snapbacked Cal out on my T3 instead of building the tower.
Yea, snapback was a concern, but it would have cost you 4g at that point, so one less skeleton, and I would have had more reason to tech up sooner and 2 extra blockers assuming it was arg you gave me.