Casual: Hobusu vs FrozenStorm (Core Set)

Good game! It was interesting reading the thoughts you put in your posts, but what did you think about that game overall? I’m especially curious why you chose Feral Tech II. Probably just because it has relatively big units, and Barkcoat Bear in particular had Resist 2 to mitigate the Fire Spells, right?

Indeed, I went with Bears b/c they seemed best against a leveling Jaina and what I suspected would be Blood tech 2. Balance wasn’t going to stop crashbarrows, and neither was Growth. I had little prayer of getting to attack to power a Might of Leaf and Claw, and didn’t want to swarm for a Blooming Ancient when you had a known ember sparks.

Didn’t quite work out, did you pre-tech the gunships or just hit the 2/9 reshuffle?

1 Like

I just got that lucky. :sweat_smile:

My main issue is that I don’t know how to balance between limiting your board presence (what I did all game) and hitting your Tech buildings and/or Base (what I wanted to do for a lot of the game, but I was worried about letting you have a chance to attack). I’m sure that’ll come with experience, so how about another game? You can pick which side, and we’ll roll for turn order. random.org gave me 15.

I think you prioritized well. As long as you beat me to tech 3, you’ll be primed to kick my butt, so you just have to keep me from swinging hard until then. It’s a bit lucky to draw the Gunship there but not uncannily so, and as long as you could lay chumps in front of the elephant you stay safe :wink:

I rolled 57, so I’ll go first, and I found that I improved more when I dove deep in a particular matchup, so let’s keep our colors for now.

I’ll be a little slower taking turns today though, work is heating up for me

1 Like

It worked out that way, but that wasn’t exactly what I had in mind… You did a good enough job blocking that I had to go to Tech III, when I really wanted to just close it out with Crashbarrows and an assault on your Tech II and Base. I had thought about going with Anarchy at one point to just rush your base, but that probably would have gone badly… I’m still trying to figure out when Anarchy Tech II would be more useful than a different Tech II and a Tech Lab. While I’m thinking of it, was I right in thinking that the Tech Lab needed to be built the turn before I got my Gunships, much like the Tech III building itself? I wasn’t sure, so that’s why I built them both in the same turn.

OK, I’ll just get my spreadsheet ready. I have some things I need to do today as well, so I’m fine with a more relaxed pace!

All right, let’s run it back, GL HF @Hobusu! :slight_smile:

Game 2, Player 1, Turn 1

P1 Red vs P2 Green

[details=Starting Hand]
Verdant Tree
Rampant Growth
Forest’s Favor
Tiger Cub
Spore Shambler
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (4)
  • No techs turn 1

[details=All Teched Cards][spoiler]

[/spoiler][/details]


###Main:

  • Tiger Cub (2)
  • Worker Up (1)

[details=Workers]
Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20

####In Patrol:

  • :psblueshield: Squad Leader: Tiger Cub (2/2+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • nothing

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

####Gold:

  • Gold: 1
  • Workers: 5

[details=End of Turn Hand]
Merfolk Prospector
Rich Earth
Playful Panda
Ironbark Treant
Young Treant
[/details]

[details=End of Turn Discard]
Spore Shambler
Forest’s Favor
Rampant Growth
[/details]

[details=My Thoughts]
Ugh, drew both buffs and no Merfolk, #notGreat turn 1 draw… I guess we lay the tiger and move forward, maybe with Midori?
[/details]

I wouldn’t call it a runback, since we’ve swapped player 1 and 2, but GL HF @FrozenStorm!

Game 2, Player 2 Turn 1


Starting Hand and Workers

STARTING HAND
Bloodrage Ogre
Makeshift Rambaster
Nautical Dog
Bombaster
Bloodburn


WORKERS

Makeshift Rambaster


[details=Next Hand]Scorch
Mad Man
Charge
Pillage
Careless Musketeer


[/details]

Discard

Nautical Dog
Bombaster
Bloodburn


Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Bloodrage Ogre - ($2)
Summon Drakk Ramhorn - ($0)
Patrol as shown below

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]: Bloodrage Ogre (3/2+a)
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Drakk Ramhorn (1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 20

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 0
  • Disc: 3
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 6

[details=Thoughts][spoiler]OK, let’s think this through. Since all he played was Tiger Cub, he probably doesn’t have Merfolk Prospector (to play alongside a Hero) or a 3-drop (or at the very least, not one he wanted to use). What does that mean? For starters, he floated a gold, so he might be able to do things I don’t like next turn… Sadly didn’t have Pillage, but I’m not sure I would have played it even if I did – I wouldn’t have been able to defend myself very well at that point. Best to just get Bloodrage Ogre out to stop him attacking (since even Rampant Growth wouldn’t let Tiger Cub get through a fight unscathed).

There weren’t any good choices for workers this time, so I went with Makeshift Rambaster because I don’t see myself hitting any of his buildings with it anytime soon. Better to have a 1-drop than a 2-drop that may never see its potential realized…

I spent the remaining gold on Drakk for two reasons: First, looking over his thoughts last game, he mentioned that he might have had a harder time dealing with Drakk’s shenanigans than Jaina’s, and second, I want to try something different![/spoiler][/details]

Fair, it is a different matchup depending on who P1 is :wink:

Game 2, Player 1, Turn 2

P1 Red vs P2 Green

[details=Starting Hand]
Merfolk Prospector
Rich Earth
Playful Panda
Ironbark Treant
Young Treant
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (5+1float)
  • Tech 2 cards in

[details=All Teched Cards]
Gemscout Owl, Centaur
[/details]


###Main:

  • Ironbark Treant (3)
  • Merfolk Prospector (2)
  • Tech 1 (1)
  • Worker Up (0)

[details=Workers]
Rich Earth, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Ironbark Treant (1/2+3armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Tiger Cub (2/2)
  • :target: Lookout:

####In Play:

  • Merfolk Prospector (1/1)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 6

[details=End of Turn Hand]
Forest’s Favor
Rampant Growth
Playful Panda
Centaur
[/details]

[details=End of Turn Discard]
[/details]

[details=My Thoughts]
Okay, shell up and get ready to counter-offensive. No more Mr. Rich Earth :wink:
[/details]

Game 2, Player 2 Turn 2


Tech, Starting Hand, and Workers

TECH

Lobber
Lobber


STARTING HAND
Pillage
Mad Man
Scorch
Careless Musketeer
Charge


WORKERS

Makeshift Rambaster
Careless Musketeer


[details=Next Hand]Bloodburn
Nautical Dog
Lobber
Pillage
Lobber


[/details]
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Build Tech I - ($4)
Drakk attacks Ironbark Treant and removes 1 armor, taking 1 damage
Level Drakk to Lv. 4, healing all damage - ($1)
All units now have Frenzy 1
Bloodrage Ogre kills Ironbark Treant, taking 1 damage
Play Mad Man - ($0)
Mad Man trades with Tiger Cub
You draw a card

Float ($0)
Discard 3, reshuffle, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Bloodrage Ogre (3/1) (Frenzy 1)
  • Drakk Ramhorn Lv. 4 (2/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 4
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 7

[details=Thoughts][spoiler]Well, this puts him in an interesting position. While he can use Rampant Growth on Merfolk Prospector to take out Drakk, that would leave him with only Prospector and the Hero who cast the spell, unless he goes down on cards – and he has to know that I can punish him for that with Lobbers and Zane and other stuff.

Speaking of Lobbers, since I don’t know whether Drakk will live or not, I went double Lobber to make sure one would make it into my hand. I had an idea for how to use both of them without going down on cards… We’ll see if I need to use it.

Workered Careless Musketeer because seriously, I can’t think of a situation I’d use that thing except the most aggro of aggro strategies.[/spoiler][/details]

@FrozenStorm, I don’t want to rush you if you’re still thinking about your turn, but it’s been a whole day since I took mine… I just want to make sure you haven’t forgotten.

Definitely forgot, my bad mate :wink: It’s been a very busy week of work and it isn’t getting better…

Game 2, Player 1, Turn 3

P1 Red vs P2 Green

[details=Starting Hand]
Forest’s Favor
Rampant Growth
Playful Panda
Centaur
Spore Shambler (techn)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (6)
  • Draw 1 for Techn
  • Tech 2 cards in

[details=All Teched Cards]
Circle of Life, Potent Basilisk
Gemscout Owl, Centaur
[/details]


###Main:

  • Calamandra (4)
  • Rampant Growth Prospector (2)
  • Merfolk Prospector kills Drakk, Calamandra to level 3, my base takes 1
  • Worker Up (1)

[details=Workers]
Spore Shambler, Rich Earth, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 2 rs Draw 3
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5

####In Patrol:

  • :psblueshield: Squad Leader: Calamandra (3/4+1armor)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

####In Play:

  • Merfolk Prospector (1/1)

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 5
  • Disc: 0

####Gold:

  • Gold: 1
  • Workers: 7

[details=End of Turn Hand]
Gemscout Owl
Young Treant
Centaur
Ironbark Treant
Forest’s Favor
[/details]

[details=End of Turn Discard]
[/details]

[details=My Thoughts]
There went the offensive and counter-offensive, keep on movin’
[/details]

Your turn, @FrozenStorm!

Game 2, Player 2 Turn 3


Tech, Starting Hand, and Workers

TECH

Kidnapping
Surprise Attack


STARTING HAND
Lobber
Bloodburn
Pillage
Lobber
Nautical Dog


WORKERS

Makeshift Rambaster
Careless Musketeer
Nautical Dog


[details=Next Hand]Scorch
Bombaster
Mad Man
Kidnapping
Charge


[/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Play Lobber - ($5)
Summon Zane - ($3)
Lobber and Bloodrage Ogre trade with Calamandra
Zane gains two free levels (Lv. 3)
Zane kills Merfolk Prospector, taking 1 damage
Level up Zane to Lv. 4, healing him - ($2)
Build Heroes’ Hall - ($0)

Float ($0)
Discard 3, draw 4, reshuffle, draw 1


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]:
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane Lv. 4 (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 6
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 8

[details=Thoughts][spoiler]Going pretty different here… Since I’m still trying to keep him from having a board, the way that worked out left me with exactly enough gold for a Hero’s Hall. Looks like I’m going with Zane and Drakk together, and I’ll decide on a Tech II path in a future turn.

Since I’m not as worried about getting Tech II on time this game, I went with the more expensive spells for both of my heroes. Kidnapping lets me turn Centaurs and other big things against him, and Surprise Attack is two half-size Crashbarrows that cost only one card and don’t require going with Blood Tech II (at a higher gold cost, of course).

Since I’ve got Lobbers, I don’t really need Nautical Dog anymore. One day I will use the great meme of Codex…![/spoiler][/details]

Game 2, Player 1, Turn 4

P1 Red vs P2 Green

[details=Starting Hand]
Gemscout Owl
Young Treant
Centaur
Ironbark Treant
Forest’s Favor
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards in

[details=All Teched Cards]
Wandering Mimic, Moment’s Peace
Circle of Life, Potent Basilisk
Gemscout Owl, Centaur
[/details]


###Main:

  • Centaur (5)
  • Worker Up (4)
  • Tech 2 Balance (0)

[details=Workers]
Ironbark Treant, Spore Shambler, Rich Earth, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw5
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 19
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC BALANCE

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout: Centaur (3/4)

####In Play:

  • nothin

###Economy Info:

####Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 6

####Gold:

  • Gold: 0
  • Workers: 8

[details=End of Turn Hand]
Potent Basilisk
Tiger Cub
Circle of Life
Rampant Growth
Playful Panda
[/details]

[details=End of Turn Discard]
Moment’s Peace
Wandering Mimic
Forest’s Favor
Young Treant
Gemscout Owl
Merfolk Prospector
[/details]

[details=My Thoughts]
Hob is pretty decent with red, I’m going to try to tech up though. Let’s see how it plays out!
[/details]

Maybe I should link the guy who was asking when Lookout is ever useful to your post, @FrozenStorm… I could have had an extra blocker this turn if you hadn’t put your Centaur there!

Player 2 Turn 4


Tech, Starting Hand, and Workers

TECH

Bloodlust
Doubleshot Archer


STARTING HAND
Bombaster
Scorch
Charge
Mad Man
Kidnapping


WORKERS

Makeshift Rambaster
Careless Musketeer
Nautical Dog
Mad Man


[details=Next Hand]Surprise Attack
Lobber
Bloodburn
Lobber
Pillage


[/details]

Discard

Kidnapping
Charge
Bombaster
Scorch
Bloodlust
Doubleshot Archer


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Summon Drakk - ($5)
Cast Kidnapping on Centaur - ($0)
Centaur and Zane destroy Tech II
Your Base takes 2 damage
Centaur returns to you
Patrol as shown below

Float ($0)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Drakk Ramhorn Lv. 1 (1/3)
  • :pschip: [I]Technician[/I]:
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane Lv. 4 (3/3)
    [B]Buildings:[/B]
  • :heart: Base HP: 20
  • :heart: Tech I HP: 5
  • :heart: Heroes’ Hall HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 1
  • Disc: 6
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 9

[details=Thoughts][spoiler]I don’t know what he’s planning to get from Balance Tech II, and I don’t want to know… So I got rid of it! :sweat_smile:

As far as I can tell, this turn the only way he could kill both Heroes is to play both Forest’s Favor and Rampant Growth or to use Dinosize, and the latter is unlikely considering he hasn’t used Argagarg so far. If he kills Drakk and Zane lives, then I can use Surprise Attack to break whatever patrol he’s set up with only Tech I and still have enough gold to buld Fire Tech II.

Teched Bloodlust and Doubleshot Archer so I can get a head start on having things for my Tech II to use, and specifically Doubleshot Archer because I suspect Ferocity and/or Potent Basilisk might happen soon… We’ll see, of course, but that’s my main concern right now.

Mad Man is strictly inferior to Lobber, so no need to keep it around.[/spoiler][/details]

Oh I was using it more for Zane maxband, but glad it helped against Drakk Shenanigans as well!

My thoughts are turns 3/4/5 are critical gold junctures where you’re trying to muster 4g for your tech 2, and if you don’t need that 1 extra gold (or if you’re against a Zane that can get extra gold from Scav/ Techn) Lookout is a solid choice. You also DEFINITELY use it on heroes w/ readiness you want to protect from Snapback / Origin Story / Doom Grasp :wink:

Game 2, Player 1, Turn 5

P1 Red vs P2 Green

[details=Starting Hand]
Potent Basilisk
Tiger Cub
Circle of Life
Rampant Growth
Playful Panda
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (8)
  • Tech 2 cards in

[details=All Teched Cards]
Potent Basilisk, Moment’s Peace
Wandering Mimic, Moment’s Peace
Circle of Life, Potent Basilisk
Gemscout Owl, Centaur
[/details]


###Main:

  • Midori (6)
  • Tiger Cub (4)
  • Centaur Kills Drakk, Midori to lvl 3, you get 1g, my base to 16
  • Circle of Life Centaur, it becomes a hasty Wandering Mimic (1)
  • Mimic kills Zane, takes 3 damage, Midori to lvl 5
  • Rebuild tech 2
  • Worker Up (0)

[details=Workers]
Playful Panda, Ironbark Treant, Spore Shambler, Rich Earth, Verdant Tree
[/details]

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Tech 2 cards before my next turn

###Board Info:
####Buildings:

  • :heart: Base HP: 16
  • Tech1 HP: 5
  • Tech2 HP: 5 SPEC BALANCE

####In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Tiger Cub (3/3)
  • :target: Lookout:

####In Play:

  • Midori (3/4 lvl 5 granting +1/1 to Tiger Cub)
  • Wandering Mimic (4/1 from 3 damage)

###Economy Info:

####Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

####Gold:

  • Gold: 0
  • Workers: 9

[details=End of Turn Hand]
Potent Basilisk
Wandering Mimic
Centaur
Forest’s Favor
[/details]

[details=End of Turn Discard][spoiler]

[/spoiler][/details]

[details=My Thoughts]
Don’t think that Kidnapping was very worth for him, I can cheat tech 2 in without the building XD this was a huge swing for me, I expect I’ll be able to choke him out at tech 2 this way!
[/details]

Noooo! That Mimic just Wandered in and ruined everything! I’ll keep going, but I don’t see this working out for me…

Game 2, Player 2 Turn 5


Tech, Starting Hand, and Workers

TECH

Bamstamper Lizzo
Molting Firebird


STARTING HAND
Surprise Attack
Lobber
Lobber
Bloodburn
Pillage


WORKERS

Makeshift Rambaster
Careless Musketeer
Nautical Dog
Mad Man
Bloodburn


[details=Next Hand]Surprise Attack
Pillage
Doubleshot Archer
Bloodrage Ogre


[/details]
Tech 2 card(s)
Get Paid - ($9)
Scavenger bonus - ($10)
Worker - ($9)
Build Tech II – Fire - ($5)
Play two Lobbers - ($3)
Raze Heroes’ Hall to build Tower (my Base takes 2 damage) - ($0)
Patrol as shown below

Float ($0)
Discard 2, draw 1, reshuffle, draw 3


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Lobber
  • :pschip: [I]Technician[/I]: Lobber
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]

[B]Buildings:[/B]

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)
  • :heart: Tower HP: 4

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 4
  • Deck: 7
  • Disc: 0
    [B]Gold:[/B]
  • Gold: 0
  • Workers: 10

[details=Summary][spoiler]I don’t see any real chance of winning this, but who knows? Looks like the Heroes’ Hall didn’t work out all that well this game… I realized after taking my last turn that if I’d gotten Surprise Attack instead of Kidnapping, it would have gone quite a bit better. Maybe not enough better to have prevented that blowout just now, but it would have softened it. Maybe a Tower will help?

Possibly bad tech choices at this point, but I doubt it’ll matter that much. Lizzo to deal with single targets, and Firebird to weaken everything and take out a tech building (or maybe just rush his base at this point).

There’s no way I’ll get any mileage out of Bloodburn at this point, so out it goes.[/spoiler][/details]

I was happy to see Centaur live and only suffer my tech 2 XD I’m one gold shy of doing what seem like sensible things, so let’s do something somewhat nonsensical!

Game 2, Player 1, Turn 6

P1 Red vs P2 Green

[details=Starting Hand]
Moment’s Peace
Circle of Life
Moment’s Peace
Merfolk Prospector
Potent Basilisk
Rampant Growth (technician)
[/details]

##Events of Turn:

###Upkeep:

  • Get Gold (9+1scavenger)
  • Draw 1 for technician
  • Tech 2 cards in

[details=All Teched Cards]
Final Showdown, Dothram Horselord
Dinosize x2
Potent Basilisk, Moment’s Peace
Wandering Mimic, Moment’s Peace
Circle of Life, Potent Basilisk
Gemscout Owl, Centaur
[/details]


###Main:

  • Rampant Growth on Midori (8)
  • Mimics and Midori hit your base for 14

GG WP!

Honestly not as nonsensical as you think, but I didn’t have a way to get my Tech II units to be useful that turn… If you were 1 gold shy of sensible things, I was 1 damage shy of nonsensical things! :sweat_smile:

Player 2 Turn 6


Starting Hand and Workers

STARTING HAND
Bloodrage Ogre
Doubleshot Archer
Surprise Attack
Pillage


WORKERS

Makeshift Rambaster
Careless Musketeer
Nautical Dog
Mad Man
Bloodburn


[details=Next Hand]Bamstamper Lizzo
Kidnapping
Bombaster
Scorch
Molting Firebird


[/details]

Discard

Surprise Attack
Bloodrage Ogre
Doubleshot Archer
Pillage


Tech 0 card(s)
Get Paid - ($10)
Summon Zane and level him to Lv. 4 - ($5)
Cast Surprise Attack, gaining 2 Sharks - ($0)
Shark 1 kills Wisp
Shark 2 kills Tiger Cub, you draw 1 card
Zane kills Argagarg and takes 1 damage, you gain 1 gold
Zane’s midband activates - ($1)
Rebuild Tech II
Patrol as shown below

Float ($1)
Discard 3, draw 5


[B]Board Info:[/B]
[B]In Patrol:[/B]

  • :psblueshield: [I]Squad Leader[/I]:
  • :psfist: [I]Elite[/I]:
  • :ps_: [I]Scavenger[/I]: Lobber (2/2)
  • :pschip: [I]Technician[/I]: Lobber (2/2)
  • :target: [I]Lookout[/I]:
    [B]In Play:[/B]
  • Captain Zane Lv. 4 (3/2)
    [B]Buildings:[/B]
  • :heart: Base HP: 14
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Fire)

[B]Economy Info:[/B]
[B]Cards:[/B]

  • Hand: 5
  • Deck: 2
  • Disc: 4
    [B]Gold:[/B]
  • Gold: 1
  • Workers: 10
Thoughts

I couldn’t get rid of the Mimics or maxed Midori, so this is probably game… Oh well, I knew I was doing something risky.

I think zane Maxbands and fizzles that as well, no?

Sorry, could you clarify? I’m not quite sure what you’re referring to…

Edit: Nevermind, forgot that killing Arg gave me two levels. I don’t actually want to spend the gold to max him, since you can kill him either way and I could spend it on something else (if I survive, naturally).