I have no idea how this matchup will go. We both have strength, but I have demons. Meta would be a strong play here, but I’m not sure how easily I can go for it with purple starter. Hard to put aggression down. So if I’m going for tech 2, which should I go? Present seems like the obvious choice.
For now, I will wait and see.
which hero to get?
Rook is defensive, generally red likes more offense but Mox is bad news for that so a more defensive plan may work
Cala would want to attack next turn, that’d be the main way for me to get value out of her here, possible it’d work but i think jaina could attack equally well and if im planning to attack then no need to plan to have 1g to spend on Bombaster pop so could still midband Jaina afterwards
Jaina doesn’t threaten too much as they shuold’nt have difficulty not floating next turn and the other red spells aren’t too scary with what’s down so far, maybe charge presents a decent threat; for longer game though I think she’s a good choice because of the threat their heroes pose
generally, i think feral can beat Present and Fire could just about close Meta off fast enough, if they go strength idk what I shuold be doing, but let’s wait and see
aggressive: jaina, bombaster and dog on 1hp, clear their board (or jaina 2 and bombaster dead) oh wait mox never leaves ofc, so if they can sideline dog OR have NC jaina is easy kill
defensive: brogre, bombaster to defend Jaina, float 1; i dont think nautical dog is worth the card here
alternative: bloodburn, good against a potential NC, decent chance of losing Jaina
if i builld no tech 1, either i go aggressive and then take too large a risk on them not having NC or i still defend and then it seems worse than tech 1 and defend anyway
I’ll hold off on my tech 2 plan until I see what he’s going. Present for Fire, Demonology for the other two. Voidblockers will do work against those beefy fellows.
Eh i’ve done my turn so I’ll post it on the assumption that bansa’s message is a comment or joke rather than a rules/bookkeeping mistake kinda thing lol
@Bryce_The_Rice if i’m wrong pls avert your eyes from my precious turn
P2T3
Tech StartingHand Workers
TECH
Rampaging Elephant
Stalking Tiger
STARTING HAND
Firebat
Mad Man
Charge
Bloodburn
Pillage
WORKERS
Scorch
Careless Musketeer
Pillage
NextHand
Makeshift Rambaster
Nautical Dog
Rampaging Elephant
Charge
Huntress
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Bombaster sidelines mox
pop bombaster damage argo - ($6)
Jaina trades with Argo
Firebat - ($4)
Tech 2 Feral - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader: Firebat(3/3a) can shoot
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Feral)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
firebat and tech 2: low chance of tech 2 draw, makes offence this turn inefficient, Jaina should live but feels a bit dumb keeping her alive and getting nothing out of it, plus suiciding here whilst they have no hero wouldn’t be the end of the world
ah bombaster can attack and pop, that’s best plan
so with jaina dead what is best tech 2??? i’d say that if I go feral and they get a demon tech 2 out first that’s bad, if i go fire and they get strength or present up and running that’s bad, and Strength loses momentum i reckon when i’m barely ahead; any choice they get to see my choice and react
Ah, I just changed my mind about what I was doing and forgot to update it in my hidden information. The card in my hand is correct. Sorry about that.
I did not look at dwarddd’s turn before correcting that.
Turn 4
Hand: Battle Suits, Forgotten Fighter, Tinkerer, Argonaut, Dark Pact
Workers: Time Spiral, Plasmodium, Temporal Research, Tinkerer
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Hire Rampaging Elephant - ($1)
Firebat shoots your tech 2 for 2 - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Rampaging Elephant(6/7a) ready after first attack
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Firebat(3/3) can shoot
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 4 (Feral)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
so i got my tech 2 draw, nice stuff but would feel like a cheap advantage if they didn’t get theirs on the same odds
teching entangling vines because they have some expensive units and hopefully i can keep aggression up for one turn so they are there patrolling
and an elephant cos it’s big
We’ve both played pretty standard codex so far (assuming u teched 2 tech twos so far and didn’t do some janky stuff) so it would feel a cheap advantage if i have an elephant and you whiff - gl with draw
Blackhand Dozer, Shrine of Forbidden Knowledge, Fading Argonaut, Neo Plexus
Think
Ah, elephant is very good vs voidblocker. Unfortunate. Still, it can’t quite kill it in one, which is good for me. Plan is… mostly unchanged, although maybe I’ll opt for tech 3. I need something that will beat his tech 3.
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
hire bombaster - ($6)
Elephant attacks blocker, exhaust bombaster as well, takes 2
bombaster exlodes to kill voidblocker - ($5)
Elephant trades with rook
tech 3 - ($0)
firebat kills your tech 2
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Firebat(3/3) can shoot
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 4 (Feral)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
two viable turns i see: hire rook, madman and tiger, exhaust rook and tiger as elephant and madman kill, midband rook, destroy tech 2 with FB; hire bombaster, exhaust him on elephant atk, pop him into voidb, destriy tech 2 build my tech 3, potentially swap maxband Cala for midband rook, all 3 plans are vulnerable to now! and if he doesnt have now! then the cala and tech 3 ones seem best
Squad Leader: Stalking Tiger(4/4a) invisible whilst Cala is alive
Elite:
Scavenger:
Technician: L1 Rook(2/4)
Lookout:
In Play:
L1 Calamandra(2/3)
Entangling Vines(argonaut)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 4 (Feral)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 2
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
they might well destroy my tech 3, but if they do then they won’t have used their flyers attacking anything else (well sure they could get 1 expensive NC attack) and i should win on board presence… also dont want to be easily shadow bladed which is why i made tiger invisible and patrolled rook but not cala
STARTING HAND
Mad Man
Makeshift Rambaster
Moss Ancient
Moss Ancient
Charge
WORKERS
Scorch
Careless Musketeer
Pillage
Nautical Dog
Bloodburn
NextHand
Firebat(3/3) can shoot
Huntress
Bombaster(2/2) explosive
Rampaging Elephant(6/7a) ready after first attack
Stalking Tiger(4/4a) invisible whilst Cala is alive
Tech 2 card(s)
Get Paid - ($10)
Moss Ancient - ($3)
charge moss ancient - ($0)
Tiger and two sqirrels kill fargo
Moss Ancient kills Vandy, takes 4
Rook and 3 squirrels destroy your tech 3
One squirrel pings your tech 2
Float ($0)
Discard 3, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L1 Rook(2/4)
Entangling Vines(argonaut)
Moss Ancient(7/5) attacks: 3 squirrels, squirrels have haste and invisible
Turn 2: Dark Pact, Argonaut
Turn 3: Bird’s Nest, Argonaut
Turn 4: Voidblocker, Voidblocker
Turn 5: Blackhand Dozer, Shrine of Forbidden Knowledge
Turn 6: Zarramonde, the Obliterator, Metamorphosis
Turn 8: Terras Q, the Shackled, Ready or Not
Tech 2 cards
Fading Argonaut dies
My base takes 1
Get paid (+$10, $10)
Summon Zarramonde, the Obliterator, destroy Stalking Tiger, you draw ($0)
Metamorphosis, Ready or Not, Neo Plexus, Dark Pact, Fading Argonaut, Terras Q, the Shackled
Discard
Think
I get the feeling I’m going to lose to squirrels here. I don’t really have any kind of board wipe to deal with them. I guess I’ll need a tower, but it’ll probably be too late by next turn.