By the way: your talk about peace engine did not influence my play
Game7 P1T4
Tech StartingHand Workers
TECH
Surprise Attack
Blooming Ancient
STARTING HAND
Careless Musketeer
Bloodrage Ogre
Pillage
Bombaster (2/2A)
Mad Man
WORKERS
Bloodburn
Scorch
Makeshift Rambaster
Careless Musketeer
NextHand
Blooming Ancient
Gunpoint Taxman
Might of Leaf and Claw
Charge
Surprise Attack
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
arg - ($4)
tech 2 growth - ($0)
bird pings Zane
Float ($0)
Discard 4, draw 4, reshuffle, draw 1
Board Info:
In Patrol:
-
Squad Leader: Arg (1/3A)
-
Elite:
-
Scavenger: wisp (0/1)
-
Technician:
-
Lookout:
In Play:
Buildings:
-
Base HP: 20
-
Tech I HP: 5
-
Tech II HP: 5 (Growth)
Economy Info:
Cards:
Gold:
Thoughts
What a major mistake those two were, offering Rook to Zane on the silver platter, allowing him the card draw and sacrificing a bird as well…
Was thinking last turn about teching a chaos mirror, that would come in handy now!
Option A: Bogre+bombaster+2 floating
Option B: Bogre/bombaster+Arg+2 floating
Option C: Bogre+bombaster+Arg
Option D: Bogre+tech 2
Option E: Arg+tech 2
Option F: Arg+tower (not worth considering)
Thoughts on Arg/no Arg: Before arg is relevant for BAs I’ll definitely have time to sacrifice him, but in the meantime he might benefit from that, hero level wise. And as a second hero it’s probably better to have Rook again, but that probably should not be the consideration now. Playing Zane now gains no value so that’s just not an option. So the question: what do I do with signaling I don’t have mirror or sharks in my hand? Probably nothing as Frozen will not be stopped from doing bad things because he is afraid of a single card, that he doesn’t know for sure to be in my hand or even in my deck.
Thoughts on tech rush: well, obviously he will be able to keep the building down for a while, but he has to do so repeatedly which will bind resources, as next turn GPT+Rook at least bring some kind of barrier (or maybe even maxband Rook?).
Option E means he has to have nullcraft or battle suits or stewardess in hand or tech 2 lives, but the probability of that can safely be assumed to be equal to 100%.
For option D Battlesuits plus nullcraft probably is blowout with him then being able to drop both tech 1 AND tech 2, so in this scenario I probably should safe my single bird for patrol duties.
Thinking things through, I kind of fast discounted A and C. When putting Arg in SL, my main concern is: what do I do when he simply refuses to attack? This scenario really got me thinking.
For tech rush: defending with arg most definitely leaves every single attacking unit alive, but at least open to be killed by bird/mad max at a later point. Offering wisp in scavenger threatens maxbanding Rook next turn, so it’s more likely that in case he holds stewardess that he let’s my bird live. That Rook option is what made the point for arg, even though then obviously tech 2 growths just isn’t such a big threat anymore.
Going to tech sharks or mirror for building up pressure at some point in case I’m not able to hold tech 2, but I think I have to tech in BA as I need to have a tech 2 card in hand in case the building suddenly stays alive somewhen.