Well, that worked out nicely, didn’t it?
Player 2 Turn 1
Starting Hand and Workers
STARTING HAND
Bloodrage Ogre
Mad Man
Makeshift Rambaster
Bloodburn
Pillage
WORKERS
Bloodburn
Next Hand
Bombaster
Scorch
Careless Musketeer
Nautical Dog
Charge
Discard
Pillage
Makeshift Rambaster
Mad Man
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Recruit Bloodrage Ogre - ($2)
Summon Rook - ($0)
Float ($0)
Discard 3, draw 5
Board Info:
In Patrol:
Squad Leader: Bloodrage Ogre (3/2+a)
Elite:
Scavenger:
Technician:
Lookout: Garus Rook Lv. 1 (2/4) (Resist 1)
In Play:
Buildings:
Base HP: 20
Economy Info:
Cards:
- Hand: 5
- Deck: 0
- Disc: 3
Gold: - Gold: 0
- Workers: 6
[details=Thoughts]I don’t know how to react to his codex… It has upgrade removal, so MoLaC is risky at best (though I have managed to win with it against even harder upgrade removal). Access to -1/-1 runes with both Wither and Disease spells and units means I can’t rely on Rook as a combat hero, but I’m still leading with him for more early pressure than I think Arg would give me. Deathtouch and flying make Strength Tech II less appealing, though Whitestar Grappler could help against Gorgons. I’ll have to wait and see before commiting.
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