I’ve said this in my thoughts below, but there’s really no need to hide it away there - I really have no idea where this game started to go so right for me. At least part of it is lucky draws again, and probably unlucky ones on your part - so I have to be a bit apologetic.
Unless of course I’ve missed some major comeback play that you can make - if any colour could turn this around, I guess it’s red! I guess I’ll find out soon
P1T6
Tech StartingHand Workers
TECH
Tyrannosaurus Rex
Feral Strike
STARTING HAND
Tiny Basilisk
Centaur
Gemscout Owl
Wandering Mimic
WORKERS
Rich Earth
Ironbark Treant
Playful Panda
Verdant Tree
Spore Shambler
Gemscout Owl
NextHand
Rampant Growth
Faerie Dragon
Young Treant
Final Showdown
Discard
Tiny Basilisk
Centaur
Tyrannosaurus Rex
Feral Strike
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Merfolk Prospector taps for 1 gold - ($10)
Midori kills Bugblatter, taking no damage. My base takes yet another 1 damage., you draw a card.
Rhino runs through and breaks your Tech 2. Your base takes 2 damage.
play Wandering Mimic - currently has Flying but only on my turn - ($6)
summon and max Calamandra - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
- [I]Squad Leader[/I]: max Calamandra (4/5)
- [I]Elite[/I]:
- [I]Scavenger[/I]:
- [I]Technician[/I]: Wandering Mimic [4/4, Flying on my turn, Resist 1 due to Calamandra]
-
[I]Lookout[/I]:
[B]In Play:[/B] - Merfolk Prospector [1/1, Resist 1]
- max Midori [4/5, Flying on my turn]
- Oversized Rhinoceros [8/4, Resist 1]]
[B]Buildings:[/B]
- Base HP: 15
- Tech I HP: 5
- Tech II HP: 5 (Balance)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 4
- Disc: 4
[B]Gold:[/B] - Gold: 0
- Workers: 10
Thoughts
No need to say much here - I’m just completely dominating. I’m even surprised he hasn’t conceded - unless I’ve missed something drastic, which if I have I’m sure I’ll find out about soon!
I’m really not sure where it all went so right. I mean, I was pretty worried after my turn 3, and still nervous, albeit knowing I was ahead, after turn 4. Now it’s turn 6 and he has an empty board, while I have 2 max-level heroes and 2 beefy Tech 2 units - and he doesn’t have a functional Tech 2 next turn. Even if, against all expectation, he has the Pirate Commander in his hand rather than in his discard, he can’t kill more than 1 or 2 of my things, Meanwhile I’m just ramping up the power level with what I’m playing and teching - my hand for next turn should allow me to kill more or less whatever I want…
So how did this end up happening? Might be interesting to discuss after the game, although my lucky draws again had at least something to do with it. I think getting Rampant Growth from the Technician draw on his turn 3 is very probably the turning point. And if he had killed Midori on his turn 4, which was almost certainly possible with the right draw for him, things could be very different now.