No need to feel like you don’t know how to play @Hobusu, you’re playing just fine; sometimes bad breaks happen, sometimes lucky draws happen, and sometimes one small mistake ends up being very difficult to recover from.
In the case of this game, I think trading the Tiger Cub and Bombaster was just not a great choice. However slight, that was a positive trade for me, whereas if you keep the Cub home to block in SQL, I’m forced to make a bad trade to get rid of it. I also think going down a card there to get one more blocker down would have helped a lot.
Peeking at your hand for that turn, either putting Prospector in Scav and Wisp in Elite, or going Forest’s Favor on Arg to kill Bombaster, both would have been great choices. Giving me the card was exactly what I wanted, better chance to draw the Lobber. Giving me 1 gold isn’t nearly as detrimental.
Green Player 2 against Red really just tends to hang back and try to force unfavorable trades early on, using tower and maxing out Arg to aid in that pursuit, while working on building its strong Econ base and teching up to where it can really fight back hard.
As for this past turn, teching up to beefy Feral isn’t a bad choice but if you’re doing to do it, you can’t attack with Arg and only leave Young Treant to block: I’m already in base-race mode, you have to protect your health, leave me the lobber and scavenger Arg (he isn’t doing much good maxed out if you can’t stampede, you give levels over to me but it’s better than just guaranteed losing and you almost want him dead so you can summon him again for more blockers)
Game 5, Player 1, Turn 5
P1 Red vs P2 Green
[details=Starting Hand]
Lobber
Bloodrage Ogre
Nautical Dog
Bombaster
[/details]
##Events of Turn:
###Upkeep:
- Get Gold (8)
- Tech 2 cards in
[details=All Teched Cards]
Captured Bugblatter, War Drums
Captured Bugblatter, Crashbarrow
Lobber, Desperation
Gunpoint Taxman, Lobber
[/details]
###Main:
- Drakk + midband (3)
- Lobber (2)
- Nautical Dog (1)
- Lobber kills Young Treant, takes 1 damage, you draw 1
- Makeshift Rambaster trades with your tower, your base to 10hp (it was at 12 not 15 ^_^)
- Zane knocks your base to 6hp
- Worker Up (0)
[details=Workers]
Bombaster, Careless Musketeer, Pillage, Scorch
[/details]
-
-
Patrol as below
- Discard 2 Draw 4
- Tech 2 cards before my next turn
###Board Info:
####Buildings:
-
Base HP: 20
- Tech1 HP: 5
- Tech2 HP: 5 SPEC BLOOD
####In Patrol:
-
Squad Leader:
-
Elite:
-
Scavenger:
-
Technician: Nautical Dog (1/1)
-
Lookout:
####In Play:
- Lobber (2/1 from 1 damage)
- Zane (4/1 from 3 damage)
- Drakk (2/3 lvl 4)
###Economy Info:
####Cards:
####Gold:
[details=End of Turn Hand]
Desperation
Lobber
Captured Bugblatter
Crashbarrow
[/details]
[details=End of Turn Discard]
Makeshift Rambaster
Gunpoint Taxman
Bloodrage Ogre
Captured Bugblatter
War Drums
[/details]
[details=My Thoughts]
Trying to tech up, not gonna happen, need to block with Arg 'cuz I’m already in base Race mode
[/details]