BLOOD FOR THE BLOOD GOD! SKULLS FOR THE SKULL THRONE!
[b]P1T3[/b]
Tech StartingHand Workers
TECH
Kidnapping
Kidnapping
STARTING HAND
Crash Bomber
Mad Man
Bloodburn
Scorch
Gunpoint Taxman
WORKERS
Makeshift Rambaster
Pillage
Bloodburn
NextHand
Scorch
Charge
Mad Man
Bloodrage Ogre
Discard
Gunpoint Taxman
Crash Bomber
Kidnapping
Kidnapping
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Mad Man 2/1 and crash it into Fading Argonaut - ($4)
Cast Scorch on Fading Argonaut to finish it off - ($1)
Build Tech I - ($0)
Crash Drakk 2/3 and Nautical Dog 3/1 into your Tech I, destroying it and dealing 2 damage to your base => 15 HP - ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]:
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Nautical Dog 1/1 frenzy 2
- Drakk Ramhorn L4 2/3
[B]Buildings:[/B]
-
Base HP: 20
-
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 2
- Disc: 4
[B]Gold:[/B]
- Gold: 0
- Workers: 7
[details=Thoughts]Depending on how I draw, I think I can more or less lock Frozen out of Tech I, which is a VERY good place to be as far as this strategy goes. He has 3 options at this point.
1: hope that I get a bad draw that can’t deal with his Patrol Zone (which means I can’t deal 5 damage per turn to his Tech I)
2: find a spell
3: build a Tower…which I’m honestly surprised he hasn’t done yet. He will probably do it next turn, with 8 gold. (5 after Tower, 4 after Worker, that gives 4 gold to do something else…more than enough.)
I can’t do anything about #3 other than building up a better board, which is what I’m doing by building Tech I this turn. Another thing I can do is to tech in Kidnapping, which lets me bypass a patroller, effectively, and potentially get a free shot in on his Tower, thanks to Drakk’s Frenzy. I can potentially use maxbanded Drakk + Bloodrage to wipe out a Tower, if I can clear the rest of his board with other cards.
Option 2 probably looks like Origin Story. I should remember not to leave patrollers around due to Forgotten Fighter, too. Undo isn’t a big problem for me, so long as Drakk has midband and I have sufficient haste in my deck. Peace has some options too–Boot Camp can put a damper on my early Nautical Dog game, for one. I just need to make sure I have bigger units coming out with haste. This turn, if Origin Story comes out, I just resummon Drakk, play Bloodrage Ogre with Charge, and wipe out Prynn for 2 free levels.
I think my endgame is going to be Anarchy, because of all the haste present there. I can also deliver hasted Steam Tank power, and the finisher is Sanatorium + Land Octopus/Crashbarrow cheese. Captured Bugblatter would be nice too. Are there any Fire units I want to pull out with Sanatorium? Hmm, Molting Firebird is pretty scary, since it will probably be able to devastate a tech building instantly and then nova the enemy field. Nullcraft, Gunpoint Taxman, and Elite Training are the counters to that. I can do something about two of those. Actually, Gunpoint Taxman can do something about Nullcraft, too.
[/details]