Charge
Makeshift Rambaster
Mad Man
Nautical Dog
Careless Musketeer
WORKERS
Careless Musketeer
Next Hand
Scorch
Bloodburn
Pillage
Bloodrage Ogre
Bombaster
Discard
Makeshift Rambaster
Charge
Mad Man
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit the Nautical Dog! - ($2)
Summon Argagarg and Wisp - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Argagarg Garg Lv. 1 (1/3)
[I]Elite[/I]: Wisp (0+1/1)
[I]Scavenger[/I]: Nautical Dog (1/1) (Frenzy 1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 0
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 5
Thoughts
Not sure what synergy his codex is meant to exploit, but I know I won’t be going for MoLaC with the threat of Assimilate. Probably go with Strength Tech II boosted by Growth spells instead, which is why I’m starting with Arg this game.
Mad Man
Scorch
Charge
Makeshift Rambaster
Calypso Vystari
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2)
Recruit Bloodrage Ogre - ($0) Nautical Dog and Argagarg attack your Tech I for 3 damage
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Garg Lv. 1 (1/3)
Nautical Dog (1/1) (Frenzy 1)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
[details=Thoughts][spoiler]I could have skipped building Tech I and playing Bloodrage Ogre to break his Tech I. I also could have made a terrible mistake. I decided not to.
Anyway, I have to assume he had an awkward starting hand for him to be willing to cede that much momentum to me for an economic advantage. Well, I’m going with my cheapest Tech I (no, Galina doesn’t count unless you’re using Green starter) and a Growth spell that gives me gold over time. We’ll see if that keeps the economy game level![/spoiler][/details]
Mad Man
Makeshift Rambaster
Calypso Vystari
Scorch
Charge
WORKERS
Careless Musketeer
Bloodburn
Scorch
Next Hand
Spirit of the Panda
Dinosize
Bombaster
Charge
Pillage
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5) Ogre and Dog trade with Calamandra, Arg gains 2 free levels
Level Arg to max, he summons a Water Elemental - ($3)
Recruit Calypso Vystari - ($2)
Float ($2)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Elemental (3/3+a) (Anti-air)
[I]Elite[/I]:
[I]Scavenger[/I]: Wisp (0/1)
[I]Technician[/I]: Calypso Vystari (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Garg Lv. 5 (1/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 7
[details=Thoughts][spoiler]I was watching a livestream of Path of Radiance recently, so as I looked over this turn I heard the Black Knight’s voice in my head saying, “Do you want to die?”
Sure, I had to trade two of my units to kill Calamandra, but they only cost me 3 gold and I’ve already replaced them with better ones without going down on hand size. Depending on what he does, I can either use Spirit of the Panda on the Elemental to start getting gold back with each attack, or I can Dinosize the Wisp to strike down a huge threat. Either way, Calypso Vystari will make it easier to get at whatever target I really want to hit (and it’ll be my first time using her ability)![/spoiler][/details]
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Arg exhausts to give Elemental +1/+a this turn Elemental safely kills Quince, the free levels fizzle
Arg casts Dinosize on Wisp, giving it +6/+6a this turn - ($4) Wisp safely kills Centaur
Arg casts Spirit of the Panda on Calypso Vystari, giving her +2/+2 and Attacks: Gain 1 gold - ($0) Calypso Vystari kills Tiger Cub and takes 2 damage, we both gain 1 gold - ($1)
Float ($1)
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]
Argagarg Garg Lv. 5 (1/5)
Elemental (3/3) (Anti-air)
Wisp (0/1)
Calypso Vystari (4/2) (Attacks: Gain 1 gold)
Spirit of the Panda on Calypso Vystari (Healing 1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 5
[B]Gold:[/B]
Gold: 1
Workers: 8
[details=Thoughts][spoiler]My original plan was to build Strength Tech II and cast one Growth spell this turn. Part of me still thinks that might have been better – I wouldn’t have gone down on cards, and could actually get to a 6 card hand if he attacked my Technician – but the odds of actually getting a Tech II card in that hand were low (and reliant on him attacking me, which isn’t a guarantee) and I don’t have much use for a second hero right now (except I guess to absorb all these free levels).
This leaves me a very strong board, I can get more Tech II things in my deck before building Tech II and have more chances of drawing them, and he has virtually no ability to punish this play. He could have his Prospector poke something (probably the Wisp), and he could use Assimilate on Spirit of the Panda if he’s teched that. Neither of those bothers me that much? I guess he could hold off my attack if he played something with a big body and used Ferocity, but then I just patrol everything, get my hand size back up, and start playing Tech II things.[/spoiler][/details]
STARTING HAND
Young Treant
Spore Shambler
Centaur
Rampant Growth
WORKERS
Verdant Tree
Ironbark Treant
Playful Panda
Young Treant
NextHand
Omegacron
Huntress
Forest’s Favor
Centaur
Tech 2 card(s)
Get Paid + float + scav - ($10)
Vir - ($8)
Vir peeks at top of deck
Spore Shambler - ($5)
Move a rune from Shambler to Prospector - ($4)
Worker
Prospector trades with Vystari
Tech II - Future - ($0)
Yeah, maybe I should have built Tech II last turn. He keeps using his heroes as blockers, and it’s working well since I can’t get free levels out of it. Teched another Taxman because of how many flying units Future has, and Stampede in hopes of being able to tear into his base with it. Regardless, I’m not as confident as I had been… I’m expecting him to pull out an Omegacron and just start wrecking things.
Nautical Dog
Mad Man
Bombaster
Dinosize
Gunpoint Taxman
WORKERS
Careless Musketeer
Bloodburn
Scorch
Pillage
Bloodrage Ogre
Nautical Dog
Next Hand
Doubling Barbarbarian
Doubling Barbarbarian
Spirit of the Panda
Calypso Vystari
Discard
Oathkeeper
Pirate Gunship
Dinosize
Mad Man
Bombaster
Tech 2 card(s)
Get Paid + float - ($11)
Summon Zane at Lv. 4 - ($6)
Arg exhausts to give +1/+a to Gunpoint Taxman this turn Taxman kills Huntress, taking 2 damage and stealing 1 gold - ($7) Zane kills Calamandra and gains 2 free levels, healing the damage he took; we both gain a gold - ($8) Zane attempts to shove the Mirror but the illusion breaks before his shoulder can make contact, we both draw a card
Worker - ($7) Elemental trades with Spore Shambler
Arg casts Dinosize on Wisp, giving it +6/+6a this turn - ($3) Wisp breaks your Tech II, dealing 2 to your Base
Recruit Gunpoint Taxman Robicheaux (previous will now be known as Faraday) - ($1)
Float ($1)
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]: Robicheaux (3/3) (Anti-air)
[I]Lookout[/I]:
[B]In Play:[/B]
Argagarg Garg Lv. 5 (1/5)
Captain Zane Lv. 6 (4/4) (Haste)
Faraday (3/1) (Anti-air)
Wisp (0/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 5
[B]Gold:[/B]
Gold: 1
Workers: 10
Thoughts
OK, I may have been able to save myself despite a bad hand. The only thing he has with haste is Omegacron, and getting it this turn requires sacrificing 5 units/heroes/workers/upgrades. He can do it, but it would be painfully expensive, and Gunpoint Taxman still blocks it unless he also gets Quince to midband and makes a Mirror Omegacron… If he does, one way or another I should be able to kill it and the mirror version will die either at the end of his turn or with it (depending on which way of copying it he picks).
It’s all going to come down to when he activates Omegacron and whether he can shut down my Tech III when he does so. I have a Gunship and Stampede in this hand, so I might have an out if he only prevents the Gunship… Then again, with how hard I patrolled, he’s only likely to get to it if he kills all my patrollers. Nothing to do but wait and see.
Edit: Removed Zane from the In Play section.
Edit 2: Removed the ghost of the Elemental from last turn and adjusted my patrol.