Drakk Ramhorn (1/2, Hits your base for 1 when he dies)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts][spoiler]
So sad to have no way to kill Cal this turn. If I had played Jaina instead of Drakk, it’d be possible, but in that case he might have tried something else. Sticking to the plan, except going down further on cards than I’d like.
I workered Pillage. I probably should have workered Scorch. I’m experimenting.
[/spoiler]
STARTING HAND
Rampant Growth
Ironbark Treant
Bone Collector
Centaur
Young Treant
WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
NextHand
Forest’s Favor
Bone Collector
Tiger Cub
Playful Panda
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Play Centaur - ($2)
Play Bone Collector - ($0)
Float ($0)
Discard 2, draw 3, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Centaur (3/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Bone Collector (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
L1 Calamandra (2/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Playing out the Bone Collector and Centaur is pretty straightforward here. The only real decisions were whether to attack with Calamandra and what to tech. I didn’t want to kill the Dog with Calamandra here because of the risk of Bloodlust, and I think I prefer him having the Dog on board to a card in hand. I could have given Calamandra stealth here and sniped Drakk, but I think that puts me too low on cards, and I also can just wait to do that until later. So, no attacks this turn.
With Tiger and Panda in my next hand, I knew I have a decent chance of safely building my Tech 2 next turn, so teching in tech 2 units was definitely an option. However, I decided I’d rather be more flexible in order to leverage my board. So, I decided to tech in another Bone Collector and a Behind the Ferns instead. This way, I still have the option of building Tech 2 next turn, but I also can put it off until turn 5, or skip it and go for a Heroes’ Hall instead. I lucked out and drew the Bone Collector, so I think I made the right choice.
Kidnapping would be pretty savage here, but I really don’t think he teched it, and even if he did he has to have drawn it in his 3 card hand.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Recruit Lobber - ($5)
Build Tech II (Anarchy) - ($1)
Float ($1)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Lobber (2/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Nautical Dog (1/1)
[I]Technician[/I]: Drakk Ramhorn, Lv. 1 (1/2, Hits your base for 1 when he dies)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 3
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 8
[details=Thoughts][spoiler]
I’m so hosed. I should have done Taxman instead of Lobber, and then I’d be sticking a 3/3 in SQL here, and suiciding NDog into Centaur to bring it down to a 3/3 as well.
I don’t think this’ll work out, but here’s hoping. The super late Detonate means I can’t stop Tech II if he wants it. And if he stays at Tech I he’s in pretty good shape, too.
[/spoiler]
STARTING HAND
Forest’s Favor
Tiger Cub
Playful Panda
Bone Collector
WORKERS
Verdant Tree
Rich Earth
Ironbark Treant
Tiger Cub
NextHand
Rampant Growth
Spore Shambler
Merfolk Prospector
Discard
Forest’s Favor
Playful Panda
Surprise Attack
Surprise Attack
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Bone Collector kills Lobber and makes a skeleton
Centaur kills Drakk and overpowers to kill Dog, Calamandra midbands
Maxband Calamandra - ($4)
Play Forest’s Favor on Calamandra - ($2)
Calamandra breaks your Tech 2
Play Bone Collector - ($0)
The first time I did the turn, I actually drew the Detonate. I had just enough to max Zane, shove the skele for money, kill the lead BC with Zane (and have him survive with 1 HP!) detonate away a worker, and send a Mad Man to kill the other BC. And then I realized that one of my workers was missing. At some point I accidentally deleted it. So I rolled back to when I still had it, then redrew, and got BRO. Well, Rambaster would probably have been worse.
I could shove the BC somewhere, then kill the technician with Zane hoping to draw the Detonate. But then I have just enough for the Detonate and I’m leaving all of his badness alive.
Or I could play my whole damn hand to get rid of all of his stuff except Centaur and Cal, leaving only Zane on defense, or suiciding Zane into Centaur. Hrrmmmm.
Let’s go with max Zane even without Detonate (which I really don’t like). He’ll have to choose between killing Zane and breaking Tech II, unless he has a damage boost. (Since when does Green pack damage boosts?) Oh, shit. His units have resist 1. I’ll have to skip worker. Blech.
Not hopeful about Tech II, so I’m putting in a spell along with Gunship.
[/spoiler][/details]
P2T4
[details=Tech StartingHand Workers]
TECH
Pirate Gunship
Flame Arrow
STARTING HAND[spoiler]
Charge
Bombaster
Mad Man
Bloodrage Ogre
WORKERS
Bloodburn
Pillage
Careless Musketeer
[/details]
NextHand
Detonate
Makeshift Rambaster
Lobber
Flame Arrow
Tech 2 card(s)
Get Paid + float - ($9)
Draw from Technician
Scavenger bonus - ($10) Skip worker
Rebuild Tech II
Summon Zane, to max - ($3) Zane shoves skele to Scav, paying for Cal’s Resist, - ($2) where it dies and we both get $1 - ($3) Zane kills SQL BC, surviving with 1 HP
Recruit Mad Man - ($2) Mad Man trades with the other BC
Recruit BRO - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Captain Zane, Lv. 6 (4/1)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Afterthoughts]
So, I drew the Lobber (good). Detonate if Zane’s still alive. Flame Arrow if he’s not. Could be worse. Best case? He breaks Tech II again this turn, leaves Zane alive. Zane Detonates for 3, is lucky enough to be able to kill a scavenger, then Jaina can come in and kill something with Flame Arrow. More likely just try to defend Tech long enough to build Tech III.
Tech 2 card(s)
Get Paid - ($8) Skip worker
Rebuild Tech II
Recruit Lobber - ($7) Lobber kills SShambler and survives
Recruit Ms. Rambaster - ($5) Rambaster trades with Centaur
Summon Jaina - ($3)
Build Tower - ($0)
Float ($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]
Lobber (2/1)
[B]Buildings:[/B]
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 4
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts]
I had to skip worker again to play Tower, which I needed to keep Stealth Cal from taking out Tech II again. I’m going to die to gunship while being way behind on workers. Irony, anyone?
I think that the only thing I really have left to fear here is Kidnapping, so I’m playing around that. I don’t see much harm in playing it safe here, because I don’t think he can beat me fairly from this position. I’m teching Steam Tank and Lizzo in case I want to pull them out with Garth. I was kind of hoping that I didn’t draw Feral Strike for turn 7 so that I could build Tech 3 and play it on turn 8 for double Gunships, but I should be fine anyway.
I think my biggest mistake was reaching so hard to kill SShambler on T2. After my casual I was so afraid of runes on Cal, but I didn’t see that SShambler only puts them on units.
I don’t think the Detonate plan is a very good plan. I don’t see how you expected to survive up to Tech 2 and be in a good enough position to Detonate safely. Keeping me off of Tech 2 isn’t even very good because of how good my deck is at Tech 1. I think you would have been better off playing patrollers on turn 2 and trying to play Kidnapping on turn 3. However, that’s risky as well, because I could have just decided to discard cards to snipe Drakk.
That is quite possible. Just because I got it to work once doesn’t mean it’ll work most of the time, and certainly not against Cal or Green Starter. But not drawing Detonate really hurt me. Going down on cards normally doesn’t hurt me that much, but you wisely kept off my Technicians as often as possible. And I really should have teched Taxman against your beefier Tech I units, and (as you said) Kidnapping, or at least Lobber+Chaos Mirror to get some big swings.