Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Nautical Dog - ($2)
Onimaru - ($0)
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Onimaru (2/3) lvl 1
[I]Elite[/I]:
[I]Scavenger[/I]: Nautical Dog (1/1)
[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
I’ve already played with Marto last week, and he told me that he loved Future spec ! He knows that I’m absolutely in love with Jaina and Fire Tech II units, so I expect him to recruit Vir very soon for Assimilate. I conceived my build around being able to go Tech II Fire while Brave Knight and Oni help me to keep card advantage and a field position, but this strat and the Peace Garrison one are far too dangerous against Vir.
I’m probably going into my second strat : maxband Drakk with Spies. I don’t think that I can keep Drakk living 4 turns, so I’m probably going to use Oni first. What is more, Oni has a good spell against air units. I didn’t play poke Mad Man because Nullcraft is the move I expect the most and Scav patrol is at least a compensation.
My goal will be to make him take Prynn (Origin Story, Undo) instead of Vir or to just rush to The Art of War. My next turn tech choices will probably be Brave Knight + Boot Camp or a cheap unit as it might be a bit early for Elite Training.
STARTING HAND
Charge
Bloodburn
Careless Musketeer
Makeshift Rambaster
Scorch
WORKERS
Pillage
Scorch
NextHand
Elite Training
Bloodrage Ogre
Mad Man
Bombaster
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Makeshift Rambaster - ($2)
Rambaster, Oni and Nautical Dog attack your Base for 8 damages (!)
Don’t build my Tech I
Careless Musketeer - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Careless Musketeer (2/1)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Makeshift Rambaster (1/2)
Onimaru (2/3) lvl 1
Nautical Dog (1/1)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
Thoughts
Wow ! That answers my question about tech rush. My hand was perfect for this turn, I just have to delay (a bit) Tech I and it will do the job ! I played Musketeer because he’s good against Nullcraft. I expect my opponent to play Prynn + Temporal Research next turn. KoTCs won’t be a problem if that prevent him to tech spells. Next turn I have to build Tech I. I don’t plan to level Oni up except to heal him. I don’t want him to be a threat on his own, because I plan to tech a lot of spells (at least last Boot Camp) on him and don’t want to place all my strategy on him.
STARTING HAND
Bloodrage Ogre
Bombaster
Elite Training
Mad Man
WORKERS
Pillage
Scorch
Mad Man
NextHand
Bloodburn
Charge
Nautical Dog (1/1)
Boot Camp
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Tech I - ($3)
Elite Training on Musketeer and Onimaru - ($1)
Onimaru kills Fading Argonaut, taking 1 damage throught armor. You draw 1
Careless Musketeer trades with Geiger, Oni levels up twice
Makeshift Rambaster deals 3 damages to your Base
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
[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]
Makeshift Rambaster (1/2)
Onimaru (3/2) lvl 3 Anti-Air
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
I left my Tech I exposed, but I really wanted to deal these 3 damages to the Base. Musketeer didn’t kill Nullcraft but I might buy a Tower or something to it, or just leave Nullcraft as it is. I teched Kidnapping not only for Plasmodium but for future Future units !
[details=End of Turn Hand]
Hardened Mox
Stewardess
Fading Argonaut
Remember
Battle Suit [/details]
[details=End of Turn Discard]
(empty) [/details]
[details=My Thoughts]
I should stabilise if not being consumed by Fire damage spells on my base. Peace won’t stand a chance against Past II and III, if ever I reach it, and with Stewardess on next turn I may find a way to a hero/Tech building, considering he teched at least one spell. [/details]
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tech II Blood - ($3)
Tower - ($0)
Makeshift Rambaster does nothing
Float ($0)
Discard 3, draw 5
[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]
Makeshift Rambaster (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 1
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
It’s too late for the Spy strategy, Doubleshot Archer might be a bit slow too since I don’t have any board presence. I’m expecting Glidders and Bugblatters to do the job ! Still tech a Crashbarrow in case he goes tech II Future with a crowded sky !
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Build back Tech II
Brave Knight - ($4)
Bloodrage Ogre - ($2)
Jaina - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre (3/2)
[I]Elite[/I]:
[I]Scavenger[/I]: Brave Knight (3/3)
[I]Technician[/I]: Jaina (2/3) lvl 1
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Mmm Past can really overwhelm me on the field, I won’t get throught. I need Bugblatter, but yeah that’s really bad if my units don’t get destroyed and simply go back in my hands. Let’s tech no more than 1.
Bloodrage Ogre (3/2)
Crashbarrow
Crashbarrow
Kidnapping
Bombaster
Elite Training
Fire Dart
Fire Dart
Tech 2 card(s)
Get Paid - ($9)
skip worker
Captured Bugblatter - ($6)
Crashbarrow - ($3)
Crashbarrow trades with Golgort, Overpowering 1 to Scav Seer.
Bugblatter’s effect deals 3 damages to your Base
another Crashbarrow - ($0)
Crashbarrow attacks Elite Rememberer and overpowers on the other Rememberer
Bugblatter’s effect deals 2 damages to your Base
Brave Knight kills your Techn Seer
Bugblatter’s effect deals 1 damage to your Base
Ephemeral Crashbarrow dies, Bugblatter deals 1 more damage to your Base, now at 2
My hand was just perfect there, I have to admit luck played on my side !
Bugblatter’s effect triggers when itself dies, so game is very likely to be mine I think. Red games are very strange !
[details=Starting Hand]
Yesterday’s Golgot
Fading Argonaut
Temporal Research goes to topdeck
Seer from techn
Yesterday’s Golgort from topdeck [/details]
##Events of Turn:
###Upkeep:
Draw from techn
Tech 1 card
Get 10 gold + scav (10)
[details=All Teched Cards]
Seer, Stewardess
Seer, Rememberer
Second Chances, Golgort
Rememberer, Golgort
Origin Story [/details]
###Main:
Peek (11)
Summon Prynn (9)
Maxband Prynn (3)
Prynn banishes Brave Knight, 2 time runes left
Stewardess trades with Bugblatter, my base now at 1 HP (!)
Vir taps and plays Seer from my topdeck (2) 1 more rune on Prynn
Tech 0 card(s)
Get Paid - ($9)
Onimaru - ($7)
Bootcamp Prynn, I draw 1 - ($6)
Makeshift Rambaster - ($4)
Makeshift Rambaster destroys your Base, gg
I’m not used to play base race ! At first I chose these specs to fit with Tech II Fire and play tons of buildings and upgrades. But Vir’s Assimilate made me change my mind ! Makeshift Rambaster is really much more awesome than I used to consider, it did something like 9 damages on its own
I was really lucky too with Bug + 2 Crashbarrows in the same turn !
I think that the Elite Training changed a big part of the game, leaving your board free and forcing you to kill Oni instead of my Tech I. What is more I had exactly the damage output needed…
Thx for the game and gg mate
If you want to do another match I’ll play [Truth]/Demonology/Anarchy this time (you can choose to go first or second)