Sorry for the delay. Good luck!
Player 1 Turn 1
Starting Hand and Workers
STARTING HAND
Scorch
Mad Man
Careless Musketeer
Bloodrage Ogre
Pillage
WORKERS
Pillage
Next Hand
Nautical Dog
Makeshift Rambaster
Bloodburn
Charge
Bombaster
Discard
Mad Man
Careless Musketeer
Scorch
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Recruit Bloodrage Ogre - ($1)
Float ($1)
Discard 3, 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]:
- [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: 1
- Workers: 5
[details=Thoughts][spoiler]So, I’ll be going against the Whitestar Order. This seems tricky, since he can defend against both MoLaC and Strength Tech II by going Ninjutsu Tech II with Versatile Style. Also, since he has Snapback, relying on Earthquake or Stampede seems like a bad idea. Thus, until I can think of something better, my long-term plan will be to get to Pirate Gunships. Since that’ll mean Anarchy Tech II, I’ll have enough access to haste that I might grab a Growth Tech Lab as a threat of MoLaC, but I’m less likely to actually use it than I am to grab something like Blooming Ancient or Oversized Rhino. Moreover, since I’ll be trying to get to Tech III, I might also grab Guargum to make Stampede more possible. Maybe I’ll go for early Mythmaking to make Guargum better at the end? Then again, he’ll almost certainly Versatile Style that away…
Oh right, Turn 1. I’m going with a lone Ogre to threaten Zane shenanigans next turn. Could have dropped Mad Man too, or gone with Mad Man & Rook, but since I’m not likely to get Earthquake this game and this isn’t a base race codex, it didn’t seem worth it.[/spoiler][/details]