Oh yeah, no worries! This is getting exciting!
On your turn: Discarded Bombaster, which took the discard deck to six cards. Reshuffled, drew one card.
Drew
The other tax man. Oh hellzyeah.
[details=Thoughts]Hahahahaha, holy cow, he went for it! When he took a long time to play, I started wondering if he might! WHAT A GREAT GAME THAT THIS CAN HAPPEN!!!
Building that tech 2 started out as “Meh, it’s a target, he might go for it”, but as time went on I started to wonder just how credible this bluff was. On the one hand, I would have had to tech my T2 cards on very, very first cycle to have them in my hand right now. Is that sort of thing common knowledge / expectation? No idea. On the other hand, I haven’t revealed any of my tech choices, so a rush is not a completely extraordinary idea. I would be scared too. Ha!
I was worried he would see a transparent bluff and kill my tech 1. That could’ve been bad. Troq for Jaina I saw coming. Ember Sparks I didn’t – efficient. And defensive. Interesting. I thought he’d need another card. I just wish he had committed something from his main strategy. I kinda wanted to see it, and I’m still left with no confirm/deny on the air thing. Hrm.
He didn’t even build his tech2, and Jaina herself is light defense. Part of me wants to play straight for one more turn and go for a tech lead, and part of me wants to try to trash his tech1. Can I even? I’ll have to think.
Ohhhhhhhhhhhhhhhhhhhh shoot. I just realized the drawn card caused a reshuffle, which puts my odds of drawing any tech2 cards for use next turn at 0% instead of 70%! Man I get tripped up by that a lot. Not that he knows. But this is far from the first time I’ve shot myself in the foot by causing a reshuffle. Drawing a card is not always a boon!!!
Ok. So what I tech this turn is not for next turn, but for two turns from now. Unless I get a card draw, and even then it’s 40%. Well, more like 25%, I guess, as things will die. It’s still admittedly is not bad odds.
Let me think about where I’ll be before locking in my tech.
What are my options for killing Jaina?
Midband Drakk (5) + Rambaster (2) + Mad Man (1) => 8 gold, 2 cards, Rambaster and Madman both die. Yuck.
Zane (2) + Rambaster (2) + Mad Man (1) => 5 gold, 2 cards, all three die. Better, but still kinda yuck. More expensive than Jaina herself is, and it uses up all my haste.
Maxband Drakk (7) + Taxman (2) => 9 gold, 1 card, Tax man dies. I’d have to skip a worker to put anyone other than Drakk on defense. Then again, he used his rampant growth. He might have Nature’s blessing, and the Treant plus the Prospector plus that buff could put together 5 damage. How bad do I need Drakk to live? I do like kidnapping. Could skip the worker to hit with the Rambaster, which would almost be worth it if I could get his tech 1 . . . alas, it’d only do 4 damage. Pillage is constrained to the base. Out of money, can’t use the mad man. I could break the Hero’s Hall, but with Jaina dead, that’s of questionable value. Hmm. I’m almost tempted, but it’s expensive and the only advantage I see is keeping Jaina from acting next turn. I can’t keep her dead all the time.
Zane (2) + Midband Drakk (5) + Mad Man (1) => 8 gold, 1 card, Madman and Zane die . . . sounds more reasonable . . . no, wait, that doesn’t work, Jaina midbands and heals.
Hum.
Ok, if I’ve got a good attack option, I don’t see it. Turtle options it is.
Threats are: The treant, the prospector, Jaina herself (plus spells), Troq’s spells, very very possibly Midori’s mimics. If I play the madman on defense, they get haste. Consider that. Max d, puts me a card behind, consists of Tax Man, Tax Man, Mad Man, Zane/Drakk. 7 gold. Need to go down to 2 cards to get my worker. Nine hit points, four units, all cost efficient, which I think is more than he can overcome and still do anything useful. I could alternatively swap the Mad Man for Bloodburn, which is an option I’m really feeling right now.
Is Bloodburn worth skipping a card? On the one hand, I’m playing for targeted damage here. On the other, I’d rather have a shot at tech2 next turn (40% if he kills my technician!), and cards to play next turn. Let’s skip it for now.
Huh. So, final analysis, what I got out of the tech2 bluff was him clearing his own board for me. But I wasn’t in position to capitalize, so it’s a wash now. Interesting.
Okay. Two turns out, I’m expecting either the D will get crushed or I’m facing the materialization of my opponent’s plan. Not both. I’m thinking Crashbarrow and Firebird give me the most/best response options, and I won’t be needing to save money on an emergency glider. So, okay. Here goes nothing.
[/details]
Tech
Crashbarrow, Molting Firebird
Starting Hand
Gunpoint Taxman, Gunpoint Taxman, Pillage, Mad Man, Bloodburn, Makeshift Rambaster
Worker
Pillage
P2T4:
- Tech two cards
- Float 3 gold (3)
- Collect 8 gold (11)
- Worker (10)
- Gunpoint Taxman (8)
- Gunpoint Taxman (6)
- Zane (4)
- Discard 3, Draw 5
- Float 4 gold
Turn ends, Tech 2 rebuilds.
Patrol:
SQL: Gunpoint Taxman (3/3 + 1A)
Elite: Gunpoint Taxman (4/3)
Scav:
Techn: Zane (2/2)
Lookout:
Info:
Base: 18 hp
Buildings: Tech 1 (5/5), Tech 2 (Blood, 5/5), Tech Lab (Fire, 4/4)
Other:
Hand: 5
Draw: 0
Discard: 5
Gold: 4 (Gosh, I really oughta spend that)
Workers: 9
Next Hand
Kidnapping, Bloodrage Ogre, Fire Darts, Charge, Bombaster
What a great game! This is super fun! However it turns out, thanks so much for playing!