[details=End of Turn Hand]
Charge
Scorch
Bloodburn
Mad Man [/details]
[details=End of Turn Discard]
Bombaster
Makeshift Rambaster [/details]
[details=My Thoughts]
Getting some practice in with my CAWS deck, and I’m interested to see what Cstick’s got up his sleeve! My guess is early River / Grave pressure to move into Present tech 2? May peek at what he did with the deck last time to get a better idea! [/details]
[details=My Thoughts]
No idea what I’m even doing with this deck… just doesn’t feel all that powerful in practice, primarily because it’s so lacking of strong tech 1 gameplay I think… [/details]
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Build Tech 1 - ($4)
Play River - ($2)
Wither Rook - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Timely Messenger (1/1)
[I]Lookout[/I]:
[B]In Play:[/B]
L1 River (2/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
I think I want to get to Tech 2 ASAP. Growth Tech 2 is really strong, and I don’t want to be dawdling around with Tech 1 stuff like normal against it. Unfortunately, my cycling isn’t great right now, so even if I build it next turn I won’t be able to play any tech 2 stuff on turn 4. I really wish I hadn’t played the messenger last turn, and had instead waited to play Tenderfoot this turn. It would have improved my cycling a bit and made my defense more resilient against Mad Man.
[details=End of Turn Hand]
Bird’s Nest
Mad Man
Charge
Bloodrage Ogre [/details]
[details=End of Turn Discard]
Crash Bomber
Spirit of the Panda
Scorch
Bombaster [/details]
[details=My Thoughts]
Well this was a nice turn… I’m probably taking away a really strong Fencer / Argo / Rambasa + Two-Step move by killing tech 1, and I’ll force an investment in River if he wants to take down Crash Bomber… I should have lots of room to go to tech 2 next turn, and I should dominate there, but just in case I don’t I’ll bring in the other Crash Bomber. Birds next turn should be good at keeping him honest, and man if I can get Spirit of the Panda on them and/or Dinosize they’ll be scary as hell! [/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Discord, killing Nautical Dog and debuffing your other units - ($4)
River kills Crash Bomber
Play Older Brother - ($2)
Midband River - ($0)
Float ($0)
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]: Older Brother (2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
L3 River (2/4)
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
Discord worked out decently. Next turn I get to build my tech 2. He’ll probably build his Tech 2 as well. I’m expecting Growth, but Blood is scary as well. I teched Hyperion and Tricycloid because they’re both good. I’m not sure what I want to tech next, because I’m a little wary about filling my deck with expensive units.
Squad Leader: Rook (1/2+1 armor from 1 damage and -1/1, lvl 1)
Elite:
Scavenger: Big Bird (1/1)
Technician: Tweetie Bird (1/1)
Lookout:
####In Play:
Bird’s Nest
Makeshift Rambaster (1/2)
###Economy Info:
####Cards:
Hand: 4
Deck: 6
Disc: 0
####Gold:
Gold: 2
Workers: 8
[details=End of Turn Hand]
Doubling Barbarbarian
Nautical Dog
Crash Bomber
Crash Bomber [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Of course he had discord available for what he figured would be birds… risking him having drawn it again, but if not I get to hit things and that’ll be nice [/details]
STARTING HAND
Bloom
Tenderfoot
Nimble Fencer
Wither
WORKERS
Fruit Ninja
Spark
Helpful Turtle
Wither
NextHand
Bloom
Granfalloon Flagbearer
Reversal
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Play Nimble Fencer - ($5)
Play Tenderfoot - ($4)
Tenderfoot + Older Brother kill Rook. River maxbands
Nimble Fencer kills Rambaster
Build Tech 2: Present - ($0)
Float ($0)
Discard 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L5 River (3/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Tenderfoot (1/1)
Nimble Fencer (2/2)
Older Brother (2/1)
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Strength is an interesting choice. I decided to tech another Hyperion to help me go back up on cards, and a Reversal because I figure it might be good against patrolling Barbarbarians.
[details=End of Turn Hand]
Scorch
Bombaster
Charge
Doubling Barbarbarian
Spirit of the Panda [/details]
[details=End of Turn Discard]
Kidnapping
Dinosize
Makeshift Rambaster
Bird’s Nest
Crash Bomber
Crash Bomber
Nautical Dog [/details]
[details=My Thoughts]
Well he dumped his hand bigtime and now I have the upper hand! I have to assume Hyperions are what is coming, and that means making a Drakk play like this is pretty sure to get Drakk killed… OTOH I definitely keep birds alive one more turn and potentially get a whiff on Discord or Two Step if he teched it for the Hyperions. And there’s a ~42% chance even if he teched 2 Hyperions that he didn’t draw either. I suppose I risk that he could flicker the Hyperion with Geiger getting levels, but I guess I’ll take the risk? Idk lol… [/details]
STARTING HAND
Reversal
Bloom
Granfalloon Flagbearer
WORKERS
Fruit Ninja
Spark
Helpful Turtle
Wither
Bloom
NextHand
Hyperion
Timely Messenger
Tricycloid
Discard
Nimble Fencer
Older Brother
Reversal
Tenderfoot
Granfalloon Flagbearer
Immortal
Ready or Not
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Play Grave - ($6)
Play Reversal, dealing 3 to Drakk and sidelining him - ($3)
Tenderfoot trades with Drakk, Grave midbands
Build a Tower - ($0)
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: L3 Grave (3/4)
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Present)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 3
Disc: 7
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
I’m in pretty serious danger here of just losing to Dinosize/SotP. I think if he breaks my Tech 2 now, I probably just lose, and I’ll be in good shape to win otherwise.
[details=Starting Hand]
Scorch
Bombaster
Charge
Doubling Barbarbarian
Spirit of the Panda [/details]
##Events of Turn:
###Upkeep:
Get Gold (8)
Tech 2 cards in
[details=All Teched Cards]
Dinosize, Spirit of the Panda
Dinosize, Kidnapping
Doubling Barbarbarian x2
Crash Bomber, Spirit of the Panda
Bird’s Nest, Crash Bomber [/details]
###Main:
Arg + Midband (4)
Spirit of the Panda on Barb, now a 7/6 (0)
Barb plows Grave and overpowers 3 to your tech 2, takes 4 damage, I get 1g, you get 1 card, Arg maxbands (1)
Birds finish your tech 2 and die to tower, your base to 14hp (it was at 16 after you killed Drakk)
Doubling Barbarbarian (7/2 from 7 damage and Spirit of the Panda +4/4)
###Economy Info:
####Cards:
Hand: 5
Deck: 8
Disc: 0
####Gold:
Gold: 0
Workers: 9
[details=End of Turn Hand]
Bloodrage Ogre
Nautical Dog
Dinosize
Crash Bomber
Charge [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Looks like I got reasonably lucky, and should now win. Without his tech 2 or Grave, I don’t think he has a way back in the game now that I have ultra-buff Barb [/details]
STARTING HAND
Tricycloid
Timely Messenger
Hyperion
Brick Thief
WORKERS
Fruit Ninja
Spark
Helpful Turtle
Wither
Bloom
NextHand
Discord
Tenderfoot
Argonaut
Hyperion
Tech 2 card(s)
Get Paid - ($10)
Play Geiger - ($8)
Play River - ($6)
Maxband River - ($2)
Play Brick Thief, damaging your Tech 2 and healing my base - ($1)
Play Timely Messenger
[details=All Teched Cards]
Oathkeeper x2
Dinosize, Spirit of the Panda
Dinosize, Kidnapping
Doubling Barbarbarian x2
Crash Bomber, Spirit of the Panda
Bird’s Nest, Crash Bomber [/details]
###Main:
Drakk + midband (4)
Arg taps to buff Elemental, it trades with River, Drakk Maxbands
Wisp trades with Messenger
Dinosize Barb, it kills Thief and overpowers 7+6+6+2frenzy = 20 to your base (1)
GG WP! I’m guessing I got lucky you didn’t draw Hyperion turn 5?
GG. Yeah, I whiffed on Hyperions. It’s partially my fault, though, both for going down on cards and for messing up my cycling by playing messenger on turn 1 instead of waiting for tenderfoot on turn 2.
Assuming you want another:
P1T1
StartingHand Workers
STARTING HAND
Helpful Turtle
Spark
Granfalloon Flagbearer
Older Brother
Wither
WORKERS
Helpful Turtle
NextHand
Fruit Ninja
Timely Messenger
Brick Thief
Bloom
Tenderfoot
Discard
Granfalloon Flagbearer
Wither
Spark
Older Brother
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Play Grave - ($1)
I knew it was a decent chance you’d draw them and then, therefore, be able to flicker Hyperion if you skipped worker. I lucked out, though I think I wasn’t totally sunk if you did kill Drakk.
[details=End of Turn Discard]
Pillage
Bloodburn
Nautical Dog [/details]
[details=My Thoughts]
Trying something different, my guess is that he drew Older Brother and he floated gold so he could play Flagbearer / Fruit Ninja + tech 1 next turn. Guessing he drew Messenger, hoping he didn’t draw Spark as well! [/details]
[details=End of Turn Hand]
Mad Man
Charge
Blooming Ancient
Makeshift Rambaster [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Going to experiment here with rushing Growth tech 2, we’ll see how it goes! I don’t expect it’ll go well but I want to see how it goes for CAWS [/details]
WORKERS
Helpful Turtle
Fruit Ninja
Timely Messenger
NextHand
Rambasa Twin
Reversal
Wither
Spark
Bloom
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Build Tech 1 - ($4)
Play Older Brother - ($2)
Play Brick Thief, repairing my base and damaging your Tech 1 - ($0)