Well, it’s mono red. Gotta put up a good defence and not get run over. Basically the same as last match but I don’t have to deal with Garth shenanigans.
STARTING HAND
Bloodrage Ogre
Pillage
Scorch
Charge
Makeshift Rambaster
WORKERS
Makeshift Rambaster
NextHand
Careless Musketeer
Bloodburn
Mad Man
Bombaster
Nautical Dog
Discard
Pillage
Scorch
Charge
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Bloodrage Ogre from hand - ($2)
Summon Drakk Ramhorn - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Bloodrage Ogre 3/2
Elite:
Scavenger: L1 Drakk Ramhorn (Dies*) 1/3
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Bomber gets to explode tempo like Rambasas here. I think my gameplan is to shore up and run for Gunships, maybe even try for Mines. Don’t like all that sidelining capability though.
Hopefully I’ve done this right and I don’t get blown out by red things. I think I’m safe, but you never know vs red. If I’m right, then I get a strong board next turn and should be able to take control.
STARTING HAND
Nautical Dog
Careless Musketeer
Bombaster
Mad Man
Bloodburn
WORKERS
Makeshift Rambaster
Bloodburn
NextHand
Charge
Mad Man
Scorch
Pillage
Bombaster
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Drakk - ($2)
Play Mad Man - ($1)
Drakk kills Aged Sensei
Frenzied Mad Man trades with Monk
Build Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L4 Drakk Ramhorn (Dies*) 2/2
Buildings:
Base HP: 20
Tech Lab HP: 5
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Thinking GPT is the way to go here, keep White on the back foot by midbanding Drakk, kill Sensei, Mad Man trades. Rook can bulk up with a triple Level of his own, level to 6. But he could do that anyway to try and kill Drakk.
Shame that I didn’t draw the fencer, but that’s how it goes. Just sac Rook instead and get some defence and birds. Next turn we strike back with Fencer!
Mad Man
Bombaster
Scorch
Charge
Ember Sparks
Maximum Anarchy
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Mad Man from hand - ($5)
Summon Zane - ($3)
Midband Zane - ($0)
Zane and Mad Man kill Grave; Zane takes 2 damage and maxbands, healing
Zane’s maxband ability throws the Technician bird into Scavenger and deals 1 damage to it; we both get a gold - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L6 MAX Captain Zane (haste) 4/4
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6
Gold:
Gold: 1
Workers: 8
Thoughts
First inclination is to maxband Zane, push bird into scavenger, kill Grave. Wastes 2 gold but clears most of the zone. Actually, it’s more efficient to midband Zane for 5, play Mad Man, kill Grave, maxband and bop bird into Scavenger. Pillage? Probably not worth a card here. Teching in Max Anarchy because I think Zane stands a reasonable chance of surviving two turns (watch him die next turn to double Nimble Fencer), and it’s the perfect time for a boardwipe as I try for Anarchy plan.
I’m leaving myself very defenceless in the face of Anarchy, so I must build Tech 2. We can block up with tech 0s and probably build a tower or heroes’ hall while we try to take control before gunships arrive.
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Summon Drakk - ($6)
Play Mad Man - ($5)
Build Tech 3 – Anarchy - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: L1 Drakk Ramhorn 1/3+a
Elite:
Scavenger:
Technician: Mad Man (haste) 1/1
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 6
Gold:
Gold: 0
Workers: 10
Thoughts
So Tech 2 is still up, I can speed to Tech 3 here or break Tech 1. I think I stay behind if I break tech 1, overwhelming with Tech 3 is my gameplan at this point. And if I put Tech 3 up, I keep Tech 2 safe. Currently worried about Colossus base-racing me before I can get gunships out. Wish I could justify putting Jaina out but I might need Ember Sparks.
STARTING HAND
Bloodrage Ogre 3/2
Chameleon Lizzo
Scorch
Chameleon Lizzo
WORKERS
Makeshift Rambaster
Bloodburn
Pillage
Nautical Dog
Maximum Anarchy
NextHand
Ember Sparks
Mad Man (haste) 1/1
Careless Musketeer
Gunpoint Taxman
Chameleon Lizzo
Chameleon Lizzo
Tech 0 card(s)
Get Paid - ($10)
Summon Zane, he trades with Savior Monk, levels fizzle - ($8)
Summon Chameleon Lizzo, it kills a Nimble Fencer - ($4)
Summon Chameleon Lizzo, it kills a Nimble Fencer - ($0)
Both Lizzos return to hand after discard/redraw
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
Economy Info: Cards:
Hand: 6
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
And now we begin the race to draw Gunships! Zane is 2, each Lizzo is 4, so I can only deploy so much. Zane plus two Lizzos. Zane, first Lizzo trades with River, Zane to 3, crap I don’t have enough gold to midband Zane. Well, Zane can trade, then. Lizzos might want to kill Fencers in that case. Zane trades with Monk. Keeps haste off the table.