Nautical Dog
Bloodrage Ogre
Makeshift Rambaster
Bloodburn
Scorch
Thoughts
I’m not sure what to expect as Tech II just yet, but hug0 doesn’t have any cheap combat heroes here – Troq and Midori are expensive to level, Orpal doesn’t have a high attack – so I don’t expect too much early aggression.
I want to clear his board so that I maintain my stronger aggro, only issue is he can easily counter kill Troq. I think I’m right to keep him under pressure so let’s skip Tech I this turn and put Brother in SQL
Hmm. A bit of an awkward defence I’m putting up here, but I’m waiting for a good opening to counter-attack.
I expect either Balance II or Disease II, so Taxman or Disease I should be good in case of air units. If I go for Disease II, it’s probably more for Gorgon + Cursed Crow.
It’s interesting that hug0 didn’t build a Tech I, I suppose he’s going for Troq spells? Probably Intimidate, unless he’s going for an early Tech break with Wrecking Ball. I’ll take Sickness, to make sure I can still reduce his board with Intimidate reducing my counter-damage, and Gunpoint Taxman for some anti-air, in case of Balance II.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Expensive Tech I - ($3)
Intimidate Musketeer, dies - ($2)
Brother trades Bombaster, you draw
Midband Troq, hits Tech I to 1HP, midband breaks, your base to 18 - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Tenderfoot 1/1A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L3 Troq Bashaar 4/5 [+, Attacks: deal 1 damage to a defending building]
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 7
Thoughts
Tech I break seems good to me here. Sharks probably the most obvious counter play but will he have played into that?
I guessed an Intimidate was probably coming, but I forgot about the balance changes…
P2T4
Starting hand: 4
Scorch
Bloodrage Ogre
Nautical Dog
Gunpoint Taxman
Technician draw: 1
Mad Man
Thoughts
OK… I’ll tech in a Carrion Curse to try to slow down the spell slinging, and make hug0 worry about hand size more. I’d like to bring out Zane to kill the Tenderfoot here, but if hug0’s taken double Intimidate then it can kill him afterwards if I don’t heal, and the last thing I want is Troq getting overpower at maxband. I can’t do that and play Bloodrage Ogre to block. I’ll just go for a Tower, to try to bleed Troq a little bit.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Tech II Balance - ($2)
Troq kills Brogre, takes 4, Tech I to 4HP
Brick Thief, Tech I to 3HP - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Brick Thief 2/1A [Resist 1]
Elite:
Scavenger:
Technician: Tenderfoot 1/1
Lookout:
In Play:
L3 Troq Bashaar 4/1 [+, Attacks: deal 1 damage to a defending building]
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Economy Info: Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
There was a route to break again (Intimidate + Wither Brogre) but it would mean dropping to three cards and not teching up myself (since I need to also worker). Instead let’s take the tech lead and see how he plays this out. With Mad Man in hand he can trade Zane and throw his board at Troq to kill him but I keep my tech lead. In my analysis it didn’t seem to make much difference whether I traded the Tenderfoot with Dog or not so I’ve opted to try and regain a card and not feed him another right now. Yes it’s more passive but I think probably correct to leave him at 4 cards and try to get myself back to 5.
Get paid - (8)
Worker - (7)
Orpal Gloor - (5)
Sickness, Troq and Tenderfoot die, you draw, Orpal hits level 3 - (3)
Nautical Dog trades with Brick Thief
Gunpoint Taxman - (1)
Orpal to level 4 (midband) - (0)
Discard 1, draw 3
Gunpoint Taxman 3/3+1A (anti-air; steals gold on patroller kill) Orpal L4 2/4 (deals damage in - runes; sacrifice non-demon unit, oince per turn: give target unit a - rune)
Base HP: 18 Tech I HP: 3 Tower HP: 4
Hand: 3
Careless Musketeer
Bombaster
Gunpoint Taxman
Deck: 2
Carrion Curse
Mad Man
Discard: 6
Bloodrage Ogre
Cursed Crow
Gorgon
Sickness
Nautical Dog
Charge
Card-count check (opponent-viewable)
Expected: 10 + 6 teched = 16
1 on board
3 in hand
2 in deck
6 in discard
4 in workers
He’s now dropped to 3 cards so I’m comfortable reducing my hand to 4 to give me the chance to have haste in play and potentially draw Mimic + Dragon for the flying haste combo, all while I wall up behind a Basilisk. I want a hero in play to hoover up levels if he trades Orpal into the Basilisk, and my own Orpal puts his hand under the most pressure with the threat of killing off his board with -1/-1 runes
Dear players, as two out of three games from round three are already completed it really would be appreciated if the two of you can stick to the “please try to do at least one turn per player per day” rule of ours.
Scavenger: L1 Orpal Gloor 1/3 [Deals Damage as -1/-1 runes]
Technician: L1 Troq Bashaar 2/3
Lookout: Fairie Dragon 4/2 [Flying, Resist 1]
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tech Lab HP: 4 (Bashing)
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
He prevented hasted Mimic but he’s gone really low hand, so I think I just keep chipping away at his board and set up a strong push with the threat of hasted mimics and make him work hard to make any kind of impact on my board state.
Well, that could have been worse… Carrion Curse, one level on Orpal, and then maxband Vandy can come down, and I have no gold left to boost hug0’s Dragon by dooming it. That leaves Orpal and the doomed Taxman to get a kill on Potent Basilisk. Alternatively, I go to zero cards again, and Taxman and Mad Man get the kill, leaving Orpal to patrol or get some - runes down. I am gambling on drawing into Gorgons quickly to recover my hand and defend, but if Vandy survives then I can use Dark Pact.
Get paid - (10)
Carrion Curse, I look at your hand, you discard both Intimidates - (7)
Thoughts
Good Carrion Curse. Killing off my own units means that the second Fairie Dragon has no good target for its feather rune – it can’t target Timely Messenger – and that leaves hug0 with no tricks this turn. I’ve gotten hug0 down to hand size parity, too. Maybe I’ll be OK.
Mad Man - (6)
Vandy Anadrose - (4)
Maxband Vandy, dooms Gunpoint Taxman, no valid doom target on your side - (0)
Gunpoint Taxman and Mad Man trade with Potent Basilisk
Discard 0, reshuffle 13, draw 2
Orpal L4 2/4+1A (deals damage in - runes; sacrifice non-demon unit, once per turn: give target unit a - rune) Vandy L5 4/5 (sparkshot; 1g, exhaust, discard 1: fetch and reveal a non-ultimate Demonology spell from codex)
Base HP: 18 Tech I HP: 3 Tech II HP: 5 (Disease) Tower HP: 4
Tech 0 card(s)
Get Paid - ($10)
Maxband Troq, hits Orpal to 1HP, takes -2/-2 and 1 damage, Tech II to 4HP - ($4)
Messenger, trades Orpal, my Orpal to level 3 - ($3)
Dragon breaks Tech II, takes 1, your base to 16
Break Tech Lab, base to 18, build Tower - ($0)
L7 Troq Bashaar 2/2 [–, Attacks: Deal 1 to a defending building, Overpower]
Fairie Dragon 4/1 [Flying]
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 5
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
Nice! I hadn’t thought about Carrion Curse. Shame I drew both Intimidates in the same hand!
Here I have to choose between killing Vandy or breaking Tech II, and I also get to choose who gets the runes from killing Orpal. My main concern was patrol afterwards, given he has access to haste with Zane and Charge.
Killing Vandy leaves me with less of a patrol and I’m open to Cursed Ghoul killing Fairie Dragon on arrival (since it will have Tower damage) or it being blocked by Cursed Crow. Between that and keeping Orpal in patrol, breaking Tech II seems like the better choice.
Annoying that he can Dark Pact here and recover hand size but I have another Tech break coming so long as Dragon + Troq survive, which seems fairly likely. Also not terrible chances of drawing more damage with Mimics and Sneaky Pigs in deck.
Would really like Orpal in Technician but Shadow Blade can just kill him there so needs to be SQL. Would also like to not Tower but I need to assume he could draw or DP into Meta and at least then Vandy will be blocked from breaking my tech II.
That Tech II break doesn’t affect me too much, but it does make drawing with Dark Pact more of a gamble. I think I have to take the risk.
Building over the Tech Lab is interesting, I’m guessing it was for Sneaky Pigs? Maybe we’ll see, but I’m happy for there to be less ways for hug0 to give Mimics haste.
Apologies for the delay. A lot of options available to me this turn and needed to calculate.
Double tech break or kill Vandy and switch to Tech lab were on offer but unless I’m mistaken or you’ve teched really unexpected cards, this line is guaranteed gg on my next turn
P1T8
StartingHand Workers
STARTING HAND
Wandering Mimic
Brick Thief
Bloom
WORKERS
Fruit Ninja
Spark
Granfalloon Flagbearer
Wither
Helpful Turtle
Older Brother
Tech 0 card(s)
Get Paid - ($10)
Brick Thief, base to 13, my base to 19 - ($8)
Midband Orpal, sac Thief, -1/-1 on Taxman - ($7)
Orpal deals -1/-1 to Taxman after armour, takes 3
Troq trades Taxman, Overpower 1 + midband hits base to 11, levels whiff
Bloom Dragon, breaks Tech II, takes 1, base to 9 - ($5)
Mimic, gains Flying and Sparkshot - ($1)
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L4 Orpal Gloor 2/1
Fairie Dragon 5/1 [+, Flying]
Wandering Mimic 4/4 [Flying, Sparkshot]
Buildings:
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Economy Info: Cards:
Hand: 2
Deck: 3
Disc: 7
Gold:
Gold: 1
Workers: 10
Thoughts
This turn gave me many options, but this line is a guaranteed win unless he’s teched a Gargoyle and currently has it in his hand or next few cards of his deck. With no way to trade out Vandy his worst case base damage is in the 12-14 range so he can’t wipe me before I kill him