Your turn summary shows 7 workers, and if you skipped one you should have discarded 4 at end of turn, so it might be worth checking your spreadsheet. I’ll do my turn 3 when I get home.
Thanks! My first plan included workering, so I took a card out of my hand and into the worker place, I just forgot to take it back. I’ll do my turn again with the correct amount of cards in hand/discard/worker and edit in the changes!
STARTING HAND
Pillage
Makeshift Rambaster
Mad Man
Nautical Dog
Gunpoint Taxman
WORKERS
Bloodburn
Scorch
Pillage
NextHand
Ember Sparks
Charge
Careless Musketeer
Discard
Bloodrage Ogre
Mad Man
Nautical Dog
Ember Sparks
Lobber
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Gunpoint Taxman - ($3)
Makeshift Rambaster - ($1)
Mad man - ($0)
Bloodrage Ogre trades with Plexus
Mad man trades with Mox
Bombaster destroys Tech I, your base to 18
Rambaster attacks base, base to 15
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Jaina - ($4)
Ember Sparks, dealing 1 damage to each of your patrollers - ($2)
Bombaster attacks and kills Tinkerer
Sac Bombaster to kill Pastasnack, Jaina to lvl 3, you draw a card - ($1)
Taxman kills Nullcraft
Rambaster hits your base for 3, now at 12
Gunpoint Taxman
Ember Sparks
Kidnapping
Bloodrage Ogre
Lobber
Flame Arrow
Tech 2 card(s)
Get Paid + float - ($9)
Jaina casts Ember Sparks, dealing 1 damage to Mox and 2 to your base, base at 10 - ($7)
Jaina attacks Knight of the Conclave, dealing 1 damage after armor and dying, Vir to L3
Drakk - ($5)
Drakk casts Kidnapping on KotC, paying 1 extra for resist - ($0)
Gunpoint Taxman trades with Vir, Drakk to L3, you draw a card
KotC and Makeshift Rambaster deal 7 damage to your base, now at 3 hp
Skip worker
I messed up my gold projection count in turn one, while also having a hard opening hand for what I wanted to do (early KotC) so I wanted to keep Mox instead of Fading Argonaut, and had I done Fading Argonaut my turn two could have included a worker. That would have made you trade your Ogre instead of Zane into my Mox. In turn 2, patrolling Pastasnack would have protected my tech 1 so that I could have gotten my second KotC out in Turn 3. Those changes would of course created a different responce from you, but they where still stricktly worse plays than the ones I did.
Anyways, well played! Good timed Kidnap, I assume you assumed I would get at least one timerune off, seems like that is a pretty decent answer to forcasted units.
GG, WP. One of the things I love about this game is that your starting hand is something you really need to think about in deciding your strategy. However, it sucks when you have a specific thing you want to try and your starting hand doesn’t work for it.
My big take-home point from this game is Bloodrage Ogre is a dangerous P1T1 play, and it probably should be workered against purple!
The kidnap was happenstance rather than planning. Purple tends to play beefy units, and I knew I probably only needed to get my units through one more time to seal the game, so it seemed a good option to tech with all my burn. I certainly didn’t tech it with the expectation that it would appear in my hand the same turn as your KotC