Hmm, it looks like he must have done that in order to get the gold to cast Pillage? Maybe he was going to move my scavenging wisp, get a gold, cast pillage, steal a gold?
In that case, @hardy83 would have had extra gold, since he pirate-pillaged. He would have gotten your float and the scavenger gold. Though I see no way to get scav gold with Zane’s shove in that situation. He shoves to an empty spot (scav was not empty) then kills to get the bonus.
I think the better interpretation is that he cast Pillage before casting Mad Man. He still gets the big pillage from Taxman. He spends 1 and then immediately makes it back (“casting for free with your gold”), and the rest of his turn remains the same. I could see him easily deciding to do this at the end of the turn, but lazily (no criticism implied) not wanting to re-arrange the text in the spreadsheet, since it’s casual.
i actually had some thoughts on Zane’s maxband ability i thought about maxxing zane before going for Arg, so I wouldn’t need a Mad Man… the problem was that i couldn’t summon another hero for the two free levels… but then I really completely forgot about Zane’s maxband - I think i just ignored the two Wisps because they are not highlighted by the AutocardComplete plugin… my bad
Tech 2 card(s)
Get Paid + float - ($11)
level Drak to max to get frenzy for my units and haste for the first hired per turn - ($6)
Gunpoint Taxman I trades with Huntress, Taxman II with Centaur
Zane hits Playful Panda and gets two damage, draw a card
Drak kills the Wisp in Lookout
hire Doubleshot Archer with haste - ($3)
Archer goes for Tech II and destroys it - you get 5 damage to your base
summon Careless Musketeer for defense… - ($1)
Wow, sacrificing Arg last turn was a really bad move for me. I got Zane off the table…but could’ve really used Arg this turn! I can think of a million ways my turn goes wrong, but here goes nothing!
P1T8
StartingHand Workers
STARTING HAND
Blooming Ancient
Rampant Growth
Dinosize
Might of Leaf and Claw
Murkwood Allies
Merfolk Prospector
Tech 0 card(s)
Get Paid - ($10)
Hire Blooming Ancient - ($6)
Summon Calamandra - ($4)
Calamandra casts Rampant Growth on Centaur - ($2)
1 +1/+1 rune on Blooming Ancient for Calamandra arriving. Move it to Centaur.
Centaur (6/5+2A) attack SL Archer (4/3+A) and kills her, Overpowers Tech Archer for 2 damage.
Midori (2/3) attacks Tech Archer (4/1), trading. You draw a card.
Level Calamandra to 3 - ($0)
Float ($0)
Discard 1, draw 2, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: L3 Calamandra (3/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]: Young Treant (0/2, can’t attack), resist 1
[I]Technician[/I]: Wisp (0/1), resist 1
[I]Lookout[/I]:
[B]In Play:[/B]
Centaur+ (4/2), resist 1, exhausted
Blooming Ancient (2/4), resist 1
[B]Buildings:[/B]
arrgh… should have killed your Midori with Drakk before… stupid. one more archer would be nice… let’s see what i can do with my hand (hope for a good technician)…
Tech 0 card(s)
Get Paid - ($10)
Cast Might of Leaf and Claw - ($7)
Sumon Arg and a wisp (2 +1/+1 on Blooming Ancient) - ($5)
Hire Merfolk Prospector (1 +1/+1 on Blooming Ancient) - ($4)
Blooming Ancient+++ (5/7) attacks and kills Gunpoint Taxman (4/3+A), taking 5 damage. 1st growth rune on Might of Leaf and Claw.
Blooming Ancient+++ (5/2) moves one +1/+1 rune onto Centaur.
Centaur++ (5/3) attacks and kills Jaina (2/3), Overpowering 2 damage onto Drakk, and dying in the process. Arg gets 2 levels. 2nd growth rune on Might of Leaf and Claw.
Arg gains 2 levels, hitting maxband and creating a Water Elemental. (+1/+1 rune on Blooming Ancient) - ($2)
Summon Midori (+1/+1 rune on Blooming Ancient)- ($0)
Blooming Ancient++++ (6/3) moves two +1/+1 runes onto the old Wisp.
Old Wisp (2/3) attacks Drakk dealing 2 damage, killing Drakk and dying. My base takes 1 damage. War Drums is discarded. 3rd growth rune on Might of Leaf and Claw. Midori gets 2 levels.
Float ($0)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Water Elemental (3/3+A), anti-air
[I]Elite[/I]: L5 Arg (2/5)
[I]Scavenger[/I]: Young Treant (0/2, can’t attack)
almost put the Skeleton in the technician slot… but if you by chance got the Spore thing in your hand you could use the little beast to buff your wisp and panda and kill Garth… no like…
Skeletal Archery
Graveyard
Bone Collector
Jandra, the Negator
Sacrifice the Weak
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($3)
Summon Garth - ($1)
hire Skeleton Javelineer - ($0)
Thieving Imp kills Young Treant - you get a card