When I played this deck it was all about skipping workers to burn down the base ASAP, although I don’t know how he will play it. One thing sucks though, my starting hand forced me to float gold vs a deck that is unusually fond of Pillage.
STARTING HAND
Bloodburn
Careless Musketeer
Mad Man
Nautical Dog
Pillage
WORKERS
Scorch
Bloodburn
NextHand
Mad Man
Careless Musketeer
Spirit of the panda
Bloodrage Ogre
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Arg - ($2)
Summon Madman - ($1)
Ogre and madman trade with Jaina, arg levels to 3.
Summon Nautical dog - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Arg lvl 3(1/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp(0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Nautical Dog(1/1)
[B]Buildings:[/B]
Base HP: 18
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
I’ve gone for something weird again. Thanks to pillage + multicolor I can’t build tech very easily this turn, and I teched some expensive stuff so I might not even get it next turn either! Welp, let’s see this through.
STARTING HAND
Bloodrage Ogre
Careless Musketeer
Spirit of the panda
Mad Man
WORKERS
Scorch
Bloodburn
Careless Musketeer
NextHand
Makeshift Rambaster
Pillage
Spirit of the panda
Bombaster
Discard
Bloodrage Ogre
Mad Man
Tiny basilisk
Gunpoint taxman
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Cast spirit of the panda on Dog. - ($1)
Nautical dog kills bombaster - ($2)
Arg kills nautical dog, you draw.
Max Arg, heal and elemental - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water elemental(3/3+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp(0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Nautical Pandog(3/1, SotP)
Arg Max(1/5)
Spirit of the panda(doggo)
[B]Buildings:[/B]
Base HP: 18
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
I plan to rapidly tech up at this point. I could have built tech I instead of maxing arg, but this is a much better board and I don’t actually need tech I for next turn.
STARTING HAND
Charge
Pillage
Ironman
Bloodrage Ogre
Careless Musketeer
WORKERS
Bloodburn
Scorch
Careless Musketeer
NextHand
Makeshift Rambaster
Mad Man
CrashBarrow
Bloodrage Ogre
CrashBomber
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech 2 (Blood) - ($3)
Iron Man - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Ironman (3/4 + A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Drak (1/3, lvl 1)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Choosing between this play and Charge Iron man was hard (BRO in tech). Charge Ironman leaves him with arg and the PandaDog, and leaves me slightly less open to DinoSize madness. Given he has 50% to have Dinosize (assuming Panda and Dinosize as techs turn 2), that is quite likely. This play assumes he does not have Dinosize and 1 hasted damage (mad man, makeshift rambastor, charge or sorch…) and allows me to start killing all of his things with the fun of tech 2 blood. The reason I went for this is that even with all of that, if he has 2 hasted damage and Dinosize, my Charge Ironman would hurt more (I would be down on cards (4 in hand), tech 1 dead but have some board, rather then 6 cards, tech 2 dead but 1 alive, and no board. I have no idea if this is the right play
Tech 2 card(s)
Get Paid - ($7)
Healing from SotP
Worker - ($6)
Cast spirit of the panda on elemental - ($2)
Elepanda kills iron man - ($3)
Pandog kills Draak, you draw & my base to 17 - ($4)
Build Tech I - ($2)
Summon Bombaster - ($0)
Float ($0)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Arg Max(1/5+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Bombaster(2/2)
[I]Technician[/I]: Wisp(0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Nautical Pandog(3/1, SotP, frenzy)
Water elepanda(5/2, SotP)
Spirit of the panda(doggo)
Spirit of the panda(elemental)
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
I could have saved my gold and enabled a massive pillage turn from him, build a potentially useless heroes hall, or summon a unit and go really low on cards. Considering I want to tech up, a low draw is a blessing in disguise.
I could have summoned rambaster and hit his Tech II so zane could kill it next turn, or summon bombaster to ward against a 2x crashburrow super hand. I REALLY want my pandas and Tech one to survive and I just put him up to a 6 card hand. So I went with the bombaster. Arg has served his purpose and can now nobly soak up and entire crashbarrow with his face.
Plan b was so much better last turn. Also Lobber>>>Crashbarrow for turn 2 techs. You live and learn (and lose ) Decided not crashbarrow, as the only thing that kills is arg (not very threatening, esp as most his spells are on board etc) and if he dies the zane combos are insane against me (giving a “red” deck 4 gold for attacking me is bad… really bad.
Bombaster
Tiny basilisk
Charge
Artisan mantis
Blooming ancient
Tech 2 card(s)
Get Paid - ($8)
Healing 2 from SotP
Worker - ($7)
Tech II, Growth - ($3)
Pandog kills crashbomber, base to 16 - ($4)
Bombaster trades with ogre, you draw.
Water elepanda kills troq, you get gold. - ($5)
Build surplus - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Arg Max(1/5+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Wisp(0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Nautical Pandog(3/1, SotP)
Water elepanda(5/2, panda)
Spirit of the panda(doggo)
Spirit of the panda(elemental)
[B]Buildings:[/B]
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Growth)
Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Continuing to suppress the board and it turns out surplus was the cleanest way to avoid Pillage. Would be pretty sad about kidnap right about now.
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Beware of the might of leaf and claw! - ($5)
Summon artisan mantis, repair 3 base damage - ($1)
Pandog deals 4 damage to Draak and dies (molac 1) - ($2)
Summon mad man and kill Draak, base to 18(molac 2) - ($1)
Float ($1)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Artisan mantis(4/5+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Wisp(0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
MoLaC(2)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Growth)
Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 9
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
Depending on the surplus draw and/or my wisp surviving, I might be able to activate molac next turn. Even if I don’t, he has entered the slow phase of Blood so I’m not worried.
Nautical dog
Blooming elm
Spirit of the panda
Mad Man
Discard
Artisan mantis
Charge
Artisan mantis
Blooming ancient
Tech 0 card(s)
Get Paid + float - ($11)
Tech draw and surplus
Worker - ($10)
Summon blooming ancient - ($6)
Summon Zane (BM 1) - ($4)
Summon Arg (BM 3) - ($2)
Zane casts charge on Ancient - ($0)
Ancient kills jaina, arg to lvl 3 and molac to 3
Zane trades with Bro, molac to 4
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Arg lvl 3 (1/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Wisp(0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
MoLaC(4)
Blooming ancient(5/5, 3 runes)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Growth)
Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 11
Thoughts
Two swings and nothing with those draws, so no molac this turn. Can’t quite max Arg so a single crashbarrow will wipe my patrol. I didn’t leave him anything to attack with though.
Tech 0 card(s)
Get Paid - ($10)
Skip worker
Drak - ($8)
Kidnapping your Blooming Ancient - ($4)
CrashBomber - ($3)
Crashbarrow - ($0)
Ancient kills arg, Drak to lvl 3
Move all runes to CrashBarrow
CrashBarrow kills your wisp and over powers 10 to base
Return the now sad looking BA (2/1)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: CrashBomber (2/2 + A)
[I]Elite[/I]:
[I]Scavenger[/I]: Drak (lvl 3, 1/3)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
I can’t really stop him getting MoLaC active next turn, so I can’t slow down. I would have loved to give all those runes to the crashbomber (7/7 ) but I need to end it now, and a 11/7 crash barrow seems like the way to do it.
Tech 0 card(s)
Get Paid - ($11)
Summon tiny basilisk - ($9)
Summon mad man - ($8)
Summon nautical dog - ($7)
Summon Midori (4 runes for ancient) - ($5)
Build a blooming elm - ($2)
Ancient kills crash bomber and over powers to kill Draak(you get gold, midori to 3), base to 6 and molac to 5
MoLaC activates
Transfer 1 rune to mad man and 1 to nautical dog
Mad man kills your tech II, 2 base damage.
Midband midori - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Nautical dog(7/7)
[I]Elite[/I]:
[I]Scavenger[/I]: Tiny basilisk(6/7)
[I]Technician[/I]: Midori lvl 5 (8/9)
[I]Lookout[/I]:
[B]In Play:[/B]
MoLaC(5)
Blooming ancient(9/8, 2 runes, 5 damage)
Blooming elm(4)
Mad Man(7/7)
[B]Buildings:[/B]
Base HP: 6
Tech I HP: 5
Tech II HP: 5 (Growth)
Surplus HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 11
Thoughts
He needs jaina x2 embersparks to kill me here, and I’m sure he doesn’t have it. Artisan manti coming up and I have a grotesquely massive army with overpower on everything. I think it’s GG.