P2 Turn3
[details=Tech StartingHand Workers][spoiler]
TECH
Might of Leaf and Claw
Might of Leaf and Claw
STARTING HAND
Bird’s Nest
Charge
Careless Musketeer
Nautical Dog
Scorch (technician draw)
WORKERS
Pillage
Bloodburn
Scorch
[/spoiler][/details]
[details=NextHand][spoiler]
Gunpoint Taxman
Might of Leaf and Claw
Makeshift Rambaster
Bombaster
[/spoiler][/details]
Tech 2 card(s)
Get Paid + float + scav - ($9)
Zane to lvl 4 - ($4)
Zane kills Crash Bomber, my Base to 19HP, we both draw
[details=Draw][spoiler]
Scorch (Pity – Taxman would have been better)
[/spoiler][/details]
Nautical Dog - ($3)
Careless Musketeer - ($1)
Worker - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
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[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]: Nautical Dog (1/1)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Zane lvl 4 (3/1)
- Careless Musketeer (2/1)
[B]Buildings:[/B]
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Base HP: 19
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Tech I HP: 1
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 5
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 8
[details=Thoughts][spoiler]
What is it about Deteriorate and StW, so often come up when they’re most needed ! He got both for the Rook kill so stopped me maxbanding for a great wall behind which to get Growth stuff going.
I’ve two options, as far as I can see. (1) Leave alone this turn to keep him down on 3 cards, summon and maxband Argagarg, and play my Growth vs his Tech 2 plan (presume some combo of Blood / Mirrors / Graveyard) at a hand size advantage. (2) Midband Zane to kill the Crash Bomber, and use his maxband tricks for pressure next turn. Think the second looks better, even though it lets him off the hook on hand size. My firepower next turn means he likely needs to choose between delaying Tech2 or accept losing Garth or the Tech 2 building for a turn. Either way, I should deny him a T5 Garth-> maxband -> summon Crashbarrow. I can also play the Musketeer, which if it avoids being deteriorated for a few turns could be useful to pop Mirrors or Hounds.
[/spoiler][/details]