[details=End of Turn Hand]
Scorch
Bloodburn
Nautical Dog
Pillage [/details]
[details=End of Turn Discard]
Blooming Ancient
Charge
Birds Nest
Crash Bomber [/details]
[details=My Thoughts]
This was a VERY not good idea lol… and what’s more, I whiff my T4 draw? Without a coin flip draw on that technician death, this’ll be an early FF lol [/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Grave - ($4)
Older Brother + Brick Thief trade with Drakk, Grave to L3, Brick Thief pings your Tech 2 and heals my base
Tenderfoot kills Mad Man
Play Rambasa Twins - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L3 Grave (3/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Rambasa Twin A (3/2)
[I]Technician[/I]: Rambasa Twin B (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Tenderfoot (1/1)
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
I could have built Tech 2 instead of playing Twins, but I don’t think I’ll win that way, and I’d like to try something different.
Squad Leader: Blooming Ancient (4/6+1armor from +2/2)
Elite:
Scavenger: Wisp (0/1)
Technician: Nautical Dog (2/2 from +1/1)
Lookout:
####In Play:
Arg (1/3 lvl 1)
###Economy Info:
####Cards:
Hand: 4
Deck: 6
Disc: 0
####Gold:
Gold: 0
Workers: 9
[details=End of Turn Hand]
Bombaster
Mad Man
Birds Nest
Scorch [/details]
[details=End of Turn Discard][spoiler]
[/spoiler][/details]
[details=My Thoughts]
Well at least I didn’t whiff the coin flip, but this isn’t getting much better… Clearly not a good idea to pillage him early, forgot about Brick Thief, and I think it’s just spiraled a bit from there… [/details]
Tech 2 card(s)
Get Paid - ($8)
Play Martial Mastery - ($7)
Worker - ($6)
Build Heroes’ Hall - ($4)
Maxband Grave - ($0)
Grave throws a sword at Blooming Ancient
Tenderfoot kills Wisp
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]: Rambasa Twin B (3/2)
[I]Technician[/I]: Rambasa Twin B (3/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Tenderfoot (1/1)
L7 Grave (4/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 6
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
My hope was to draw into Reversal with Martial Mastery, so that I could Reversal the Ancient, wipe the rest of the board, and play Flagbearer to prevent Ancient from moving counters. Alas, it was not to be. Throwing a sword at the Ancient instead seems good, especially since his next hand is kind of bad.
[details=End of Turn Hand]
Giant Panda
Crash Bomber
Blooming Ancient
Kidnapping [/details]
[details=End of Turn Discard]
Blooming Ancient
Nautical Dog
Oversized Rhinoceros
Bloodlust
Mad Man
Bombaster [/details]
[details=My Thoughts]
Think this is pretty much over, I don’t have a quick endgame plan here… Rhino is a solid choice against what he’s up to at present but unless he doesn’t have Discord in the next two turns (which I doubt strongly) I think I’m pretty well sunk. Oh well, it was a fun strat to try [/details]
Tech 2 card(s)
Get Paid + Scavenger - ($10)
Play Martial Mastery - ($9)
Play Geiger - ($7)
Reversal the Water Elemental - ($4)
Grave kills Rook and sparkshots scavenger bird, Geiger midbands
Rambasa Twin + Tenderfoot break Tech 2
Temporal Distortion Rambasa Twin for Nimble Fencer - ($2)
Nimble Fencer hits Tech 1 for 2
Maxband Geiger, trashing and returning Nimble Fencer - ($0)
Nimble Fencer breaks Tech 1
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L5 Geiger (3/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: L7 Grave (4/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Nimble Fencer (2/3)
Tenderfoot (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Heroes’ Hall HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 9
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
Blowing up both of his tech buildings and leaving him with a hand that’s almost entirely dead buys me a lot of time. Unfortunately, it looks like I’ll need the time, because I’m not sure I can win with just what’s in my deck. Next turn, I’ll probably play River + Discord + Twins. I might play Two-Step if I can kill Drakk, but otherwise Kidnapping scares me.
Had a cool turn planned until I realized I can’t summon Drakk with no tech 2 and no way to get Arg Killed… GG WP! Wanted to experiment with teching blooming ancients first cycle, but I don’t think it’s terribly effective
Once you build your tech 2 your mind just sort of jumps to “great, I can have two heroes now!” mode, and it’s easy to remember its destruction takes away your units of that tech level but easy to forget about the heroes!