Tech 0 card(s)
Get Paid + scav + float - ($15)
Big Bird pings Dreamfire’s base
Max Zane, kill Dreamfire’s Tech Warlock, draw a carddestroy Bob’s Tech III - ($9)
Zane destroys Bob’s Tech III
DeGrey, destroy all tokens - ($8)
Lend Andra’s Boulder to Bob
Discard 3, draw 3, reshuffle, draw 2
Squad Leader: Jefferson DeGrey (6/5A)
Scavenger: L1 Rook (2/4)
- Rich Earth
- Verdant Tree
- Bird’s Nest
- Max Zane (4/4)
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Strength)
Tower HP: 4
After grueling number crunching, victory came up short by a few digits. So the considerations now are how to best prep for winning next turn. Oathkeeper’s 14 gold combo is nice, but I needed enough attackers, plus Chaos Mirror, to pump out enough damage to win the game, and have enough gold to heal. I also needed to consider others’ Bird damage, Shadow’s suicide burn options, and Nekoatl’s skelly army. With these considerations, DeGrey’s cost to stat ratio is the best I can afford. This way, if there aren’t major shifts in health totals or my board, I’ll have enough resources to shoot down Bob’s base while having spare units to ping down others’ next turn.
Actions this turn were planned to balance out each player as much as I could, from base health to board state. The only major issues left are Dreamfire’s robust hero board and Bob’s nonexistent defense. As I need a defense of both heroes and units, DeGrey, and the need to conserve gold, Andra’s Boulder is the best option here. In putting up a unit like this I’ll hopefully keep attention of Shadow and Neo mostly away from myself, and direct it towards Dream and his potential threat ending the game with Bob right there. If I succeed, I should be kept out of the conflict enough to manufacture a sudden win with Oathkeeper and Chaos Mirror.
Zane’s preemptive maxxing comes with several considerations. I needed not to have more gold floating than I already am. I needed another good source of damage. I wanted to seem even more impulsive and inexperienced. But most of all, really, I wanted Maximum Anarchy available should plan A fail. My next hand happens to contain a certain amusing spell…
EDIT: After Shadow’s turn, Maximum Anarchy + Morningstar Pass is gg, as long as Zane survives, my base health stays the same, and there is direct access to a technician patroller. Single Pass tech + Zane draw + Young Treant is guaranteed Pass. Stay on the down low for now, watch the board state. Nudge someone to leave a technician out with either no SQL or a hero SQL if necessary. That’ll be a finish.