Crash Bomber
Molting Firebird
Pillage
Hotter Fire
Ember Sparks
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Gunpoint Taxman, gains haste from Drakk - ($4)
Tech 2 Fire - ($0)
Crash bomber hits Basilisk for 3, dies, sends death curse at basilisk, killing it
Drakk kills Treant
Gunpoint Taxman kills Calamandra, levels have nowhere to go
Nautical Dog
Gunpoint Taxman
Bombaster
Pillage
Makeshift Rambaster
Tech 2 card(s)
Get Paid - ($8)
Max Zane, move Argagarg to lookout, ping for 1 damage - ($1)
Zane kills Wisp, we both get 1g - ($2)
Gunpoint Taxman kills Galina Glimmer, I steal that 1g you just got - ($3)
Drakk kills Argagarg, levels fizzle again
Heroes’ Hall - ($1)
Worker - ($0)
Tech 0 card(s)
Get Paid - ($10)
Worker - ($9)
Tiny Basilisk #2 - ($7)
Argagarg and Wisp - ($5)
Rampant Growth on Playful Panda - ($3)
Playful Panda kills Gunpoint Taxman, 1 damage
Tiny Basilisk #1trades with Zane, Argagarg to midband
Argagarg attacks Makeshift Rambaster for 1 damage
Maxband Argagarg, summon Water Elemental - ($1)
Float ($1)
Discard 1, draw 2, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Tiny Basilisk 1/2/1 (/+1 leader)
Elite: Wisp 1/1 (+1/ elite)
Scavenger:
Technician: Water Elemental 3/3 (anti-air)
Lookout:
In Play:
Argagarg L5 1/5
Playful Panda 2/1 (1 damage)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 3
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 11
Thoughts
Eh, I guess that Wisp should have been in Elite to discourage what happened on zhavier’s turn. Never mind. Patrol is so that only Drakk can kill the Basilisk by himself as the board currently stands, and the Rambaster has to trade even if it attacks the Wisp. My economy and card count are awful, but my tech buildings are still up, I’ve at least survived longer than last time, and hopefully the Elemental will deter any flying shenanigans for a moment. I’m worried about Kidnappings, I haven’t seen any big spells yet and he’s got a lot of heroes running around at high levels.
I realize I’m probably not going easy on you… But I hope I’m not turning you off. One pointer is that moments peace is slightly more effective than ferocity against red, unless you have attackers that take advantage. Moments peace followed by ferocity could work very well probably.
I don’t want to scare you off :). I probably lost the first 10+ straight games I played on the forum.
"P1T7
Tech StartingHand Workers
TECH
Doubleshot Archer
Firehouse
STARTING HAND
Mad Man
Hotter Fire
Ember Sparks
Molting Firebird
Nautical Dog
Bombaster
Kidnapping
Cinderblast Dragon
Gunpoint Taxman
Mad Man
Doubleshot Archer
Firehouse
Tech 2 card(s)
Get Paid + float - ($11)
Hotter Fire - ($8)
Molting Firebird, gets haste from drakk - ($4)
Midband Jaina - ($3)
Use Midband to hit water elemental for 1+1 hotter fire
Ember Sparks, up to 3 targets for 3+1 hotter fire : 1 to water elemental, dies, 1 to Basilisk, and 2 to base, now at 18 - ($0)
Firebird finally attacks destroying tech 2 with Drakk frenzy, ability then deals 1+1 hotter fire damage to all units and heroes, killing wisp, panda and Basilisk (who’s armor had been previously removed), base to 16
Drakk kills Arg, weakened by Firebirds dehydrating presence, Jaina to lvl 6 (not yet maxed)
Makeshift Rambaster hits base for 4, now at 12
Definitely not, I’d rather you didn’t go easy on me! I was thinking that Ferocity would be enough on defence, but Moment’s Peace looks to be useful if you’re struggling to keep things alive long enough to come out of arrival fatigue. Speaking of spells, I was surprised all those heroes on the board weren’t really casting much, were you just concentrating on board presence?
Drakk’s midband and maxband are so incredible he doesn’t really need spells, but I did tech kidnapping and bloodlust eventually. On T2 I didn’t tech a spell specifically because I thought drakk might be dead from rampant growth or forest’s favor.
The problem with moment’s peace is the cost. 2g and a card might not sound like much, but developing a board while paying that cost and while making sure red heroes and especially zane don’t kill your stuff is rough.
I can go again, same colors? You can start. I don’t have to play red if theres another matchup you’d like to see.
That’s fair, killing Drakk would have been the plan for Turn 2 if I’d had them in hand.
Now that I’m playing the game instead of watching, everything seems expensive! I guess you’d have to stagger it, by getting Midori out first and hoping he lives for a turn.
I’m happy with the same colours if you’re not getting bored. I’ll see them all eventually, so I might as well get comfortable with one of them. Well, as comfortable as you can be in this game.
STARTING HAND
Gunpoint Taxman
Crash Bomber
Nautical Dog
Bombaster
Charge
WORKERS
Scorch
Bloodburn
Bombaster
NextHand
Mad Man
Charge
Careless Musketeer
Makeshift Rambaster
Pillage
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Max Zane, move treant to lookout ping off 1 armor - ($4)
Zane kills Spore Shambler, we both get 1g - ($5)
Tech 2 Anarchy - ($1)
Ogre kills treant
Crash Bomber - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Crash Bomber 2/2
Lookout:
In Play:
Zane 4/2, lvl 6
Bloodrage Ogre 3/1
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 8
Thoughts
teching into anarchy as a good spec for a tech 3 rush. teching in some sorta low cost tech 2 that should help protect my tech 3 or help me kill things.
Tech 2 card(s)
Get Paid + Scavenger - ($8)
Centaur - ($5)
Midori - ($3)
Rampant Growth on Galima - ($1)
Galima kills Crash Bomber, you draw a card, my base goes down to 19