Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Older Brother - ($2)
Float ($2)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Older Brother (2/2+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 2
Workers: 6
Thoughts
Yikes, that’s a lot of attack. Fortunately, I have Older Brother here, and by putting him in SQL I can force him to trade off BRO. Next turn, I have enough gold for worker + Tech 1 + Tenderfoot + Hero + midband/spell.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Summon Zane - ($2) Zane casts Pillage, dealing 1 damage to your base and stealing 1 gold from you Bloodrage Ogre trades with Older Brother Zane and the Nautical Dog deal 4 damage to your base (remaining HP: 15)
Build Tech I - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Captain Zane Lv. 1 (2/2) (Haste)
Nautical Dog (1/1) (Frenzy 1)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
MoLaC is unlikely because of Versatile Style, but given this opportunity to deal 5 damage to his base so early I’m thinking Anarchy would be the best route anyway. That spell will be an issue in a base race too since it can heal… I think the plan will be to try to use a combination of stealth from Anarchy Tech II and flying from Bird’s Nest to poke at his buildings and set up for Earthquake, and if I keep the pressure high enough I can easily transition into Gunships whether or not that works. Have to be wary, though, since his Tech I units are generally better than mine and Present Tech II is one of the strongest in the game.
No, you know what? Anarchy Tech II would be too easy to shut down with a Tower, and then I would have to stall to Tech III against Present or Finesse Tech II, which is unlikely to end well. Instead, let’s go for Strength and see if we can do a strange version of red aggro using things like Barbarbarian’s doubled stat boosts + overpower and Colossus’ unstoppable (along with just the size of both) to surpress his board and sneak enough damage in.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Midband Grave - ($5)
Play Timely Messenger - ($4)
Timely Messenger + Grave kill Taxman
Tenderfoot kills Nautical Dog
Play Nimble Fencer A - ($2)
Nimble Fencer A kills Zane, Grave to L5
Play Nimble Fencer B - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Nimble Fencer B (2/3+A)
Elite:
Scavenger:
Technician: L5 Grave (3/1)
Lookout:
In Play:
Tenderfoot (1/1)
Nimble Fencer A (2/1)
Buildings:
Base HP: 15
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 8
Thoughts
I’m skipping out on 2 damage to Tech 1 as insurance against Charge. I have another turn before I cycle, so I’ll go ahead and tech Grounded Guide + TD now, and I’ll figure out what else I want after I see his next turn. I can tech Discord if I see or expect birds, Versatile Style if he builds Growth Tech 2, and Reversal if he builds Strength or Anarchy Tech 2.
STARTING HAND
Mad Man
Charge
Pillage
Gunpoint Taxman
Bloodrage Ogre
WORKERS
Careless Musketeer
Bloodburn
Scorch
NextHand
Charge
Doubling Barbarbarian
Dinosize
Mad Man
Tech 2 card(s)
Get Paid + float - ($10)
Summon Argagarg and Wisp - ($8)
Recruit Gunpoint Taxman - ($6)
Recruit Mad Man - ($5)
Rook casts Charge on Taxman - ($2) Taxman kills Nimble Fencer and takes 2 damage Mad Man trades with Grave, you draw a card and Arg gains 2 free levels
Level Arg to Lv. 5, summoning Water Elemental - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Elemental (3/3+a) (Anti-air)
Elite:
Scavenger: Wisp (0/1)
Technician:
Lookout:
In Play:
Gunpoint Taxman (3/1) (Anti-air)
Argagarg Garg Lv. 5 (1/5)
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Don’t like skipping a worker, but I can’t let him keep Grave alive with that many units. This play equalizes the board a fair amount, and it’s unlikely he’ll be able to do much next turn since both Fencers are accounted for (unless he teched Starcrossed Starlet, but that’s only likely if he goes for the full Finesse engine). Hopefully I can get my Tech II down next turn without drawing either Barbarbarian (though knowing my luck I’m sure I’ll somehow get both).
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Build Strength Tech II - ($2)
Arg gives +1/+a to Taxman Taxman trades with River and steals 1 gold ($3)
Float ($3)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Elemental (3/3+a) (Anti-air)
Elite:
Scavenger: Wisp (0/1)
Technician:
Lookout:
In Play:
Argagarg Garg Lv. 5 (1/5)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 6
Gold:
Gold: 3
Workers: 8
Thoughts
Not much I can do with this hand other than trade my already crippled Taxman for his hero. Keeping it for defense would be a mistake because then he could do something like midband River, kill it, then max her to heal. I just hope I get something worth playing next turn…
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Recruit Makeshift Rambaster - ($9)
Arg casts Spirit of the Panda on Rambaster - ($5)
Arg exhausts to give +1/+a to Rambaster Rambaster kills Grounded Guide and takes 3 damage, you draw a card and your units are no longer buffed, killing Fencer B - ($6)
Build a Tower - ($3)
Recruit the Nautical Dog! - ($2)
Rebuild Tech II
Float ($2)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Nautical Dog (1/1) (Frenzy 1)
Lookout:
In Play:
Argagarg Garg Lv. 5 (1/5)
Makeshift Rambaster (3/1) (Haste, Attacks: Gain ①)
Spirit of the Panda (on Rambaster) (Healing 1)
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Strength)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 0
Disc: 9
Gold:
Gold: 2
Workers: 9
Thoughts
I suppose it’s fine that I’m unlikely to draw any Tech II units next turn since I can’t really protect it this turn anyway, and if he tries to take out my Tech II he’ll probably lose most of his units to the Tower unless he can take it out first (and even then he’s probably losing a unit to Dog and at least one to the Tower, probably two). Grounded Guide simply had to go, especially since taking it out also took out a Fencer, so I just have to hope I can muster enough defense to get Tech II going soon.
This is probably the end… If Arg weren’t there I could Surprise Attack to clear most of his board, but I doubt the stuff I can use will be enough to protect my Tech II.