[I]Squad Leader[/I]: Fading Argonaut (3/3 + 1) [2 time runes]
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
Nullcraft (1/1)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 3
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
[details=Thoughts][spoiler]
Don’t want to bring out a Hero yet, vulnerable to Red’s haste and Drakk’s midband. So dropping a card to get Battle Suits down and play Nullcraft. Teching in Stewardess and Argonaut for a Battle Suits deck.
STARTING HAND
Careless Musketeer
Scorch
Bloodrage Ogre
Pillage
Mad Man
WORKERS
Bloodburn
Scorch
NextHand
Pillage
Charge
Gunpoint Taxman
Careless Musketeer
Mad Man
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Midband Drakk - ($2)
Mad Man - ($1)
Tech 1 - ($0)
Mad Man and Bombaster kill Fargo
Drakk hits base to 18
Float ($0)
Discard 3, reshuffle, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Drakk 2/3, lvl 4
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Im not sure why he thought he needed to ping bombaster with nullcraft. Seems like a complete waste, but it works for me. And I have left nothing for him to bounce, so that’s good. I will tech gunpoint to make short work of the nullcraft. It is annoying, but not quite as devestating in monopurple as it can be in PPA. if he has Now, it is conceivable he could kill Drakk, for lots of Money, but I can still build tech 2 next turn with little trouble, and he should always worry about Zane showing up suddenly.
Tricycloid runes seem a good answer to many of the treats I could face – eg max Drakk (with extra ping from Nullcraft), Firebird (threatens hasty 5 kill with Drakk’s max), Bugblatter. So teching in two, though a bit nervous not having Origin Story in deck for reliable Drakk removal.
STARTING HAND
Pillage
Gunpoint Taxman
Careless Musketeer
Mad Man
Charge
WORKERS
Bloodburn
Scorch
Pillage
NextHand
Lobber
Bombaster
Nautical Dog
Makeshift Rambaster
Discard
Mad Man
Charge
Lobber
Surprise Attack
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Max Drakk heals - ($4)
Careless Musketeer gains haste - ($2)
Tap musketeer to kill nullcraft
Gunpoint Taxman - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]: Gunpoint Taxman 4/3
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Drakk 3/4, lvl 6
Careless Musketeer 2/1
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 4
[B]Gold:[/B]
Gold: 0
Workers: 8
Thoughts
unlike Bombaster pinging Drakk was definitely the right call. now I have to decide if keeping Drakk is worth it. I can spend 3 gold using madman and Drakk and kill that Argonaut, but it means giving 2 levels to Geiger. I can spend 4 gold on charge and gunpoint to kill argo. I can spend 5 gold on Drakk musketeer and mad man to kill argo. Basically it doesn’t look like I can reasonable erase that giant wall. I can make him trade wither Geiger or argo on gunpoint in elite though. then it is a question of whether to play anything else or just let Drakk die. I just had another thought, I could Max Drakk, musketeer kills Nullcraft and then defend with gunpoint. It makes killing Drakk expensive, though not impossible. Requires trading max Geiger and wastes his maxband. Also leaves a pretty easily dispatched Argonaut.
[details=Tech StartingHand Workers][spoiler]
TECH
Origin Story
Origin Story
STARTING HAND
Temporal Research
Neo Plexus
Hardened Mox
Tricycloid
WORKERS
Tinkerer
Plasmodium
Time Spiral
Hardened Mox
[/spoiler][/details]
[details=NextHand][spoiler]
Tricycloid
Stewardess of the Undone
Forgotten Fighter
Fading Argonaut
[/spoiler][/details]
[details=Discard][spoiler]
Nullcraft
Temporal Research
Tricycloid
Origin Story
Origin Story
[/spoiler][/details]
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Neo Plexus - ($4)
Tech II Present - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Argonaut (4/4 + 1)
[I]Elite[/I]:
[I]Scavenger[/I]: Neo Plexus (3/2)
[I]Technician[/I]: Geiger lvl 1 (2/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 0
Disc: 5
[B]Gold:[/B]
Gold: 0
Workers: 8
[details=Thoughts][spoiler]
Nice play, hasting the Musketeer to kill Nullcraft. My plan to use Tricycloid with Nullcraft or Geiger flicker to kill max Drakk is looking pretty dumb right now. Building Tech II, but this will get broken straight away barring a really unlucky draw for him. Teching 2xOrigin Stories for the 2/5 chance I draw one off technician bonus, but this is overall looking pretty dire.
STARTING HAND
Bombaster
Nautical Dog
Lobber
Makeshift Rambaster
WORKERS
Bloodburn
Scorch
Pillage
Bombaster
NextHand
Lobber
Bloodrage Ogre
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Nautical Dog, gains haste - ($6)
Tech 2 Blood - ($2)
Lobber - ($1)
Musketeer and Nautical Dog kill Argonaut
Lobber kills Neo Plexus, you gain 1g
Taxman kills Geiger, I steal 1g, you reshuffle 7 and draw 1 - ($2)
Makeshift Rambaster - ($0)
Rambaster hits tech 2 for 4
Drakk finishes Tech 2
Float ($0)
Discard 0, draw 1, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Drakk 3/4, lvl 6
Makeshift Rambaster 1/2
Gunpoint Taxman 3/1
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 8
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
To break Tech 2 I have to drop a bunch of cards, that argonaut is just the wrong size I have 4 3 3 on the board vs 5 2 3. I can add two 3s and 2or4. No matter what, I have to hit the Argo with 2 things. The same is true of the tech 2 for the same reason. so that means I have to use all 6 attacks in some arrangement. I can trade lobber and leave drakk at full health, or keep lobber out of the discard and accept that nullcraft will kill drakk eventually.
[I]Scavenger[/I]: Fading Argonaut (3/3) [3 time runes]
[I]Technician[/I]: Stewardess (3/3)
[I]Lookout[/I]:
[B]In Play:[/B]
Battle Suits
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 3
Disc: 3
[B]Gold:[/B]
Gold: 1
Workers: 9
[details=Thoughts][spoiler]
Didn’t draw Origin Story on technician (was 2/7 not 2/5 chance with my 2 killed units added to discard), so still stuck with his max Drakk. So guess I just stack the patrol zone and take the scav/tech bonuses, hope his 2 cards in hand (+ bounced Rambaster) are not good ones. Thought he might go Fire rather than Blood, hasted frenzied Firebird pretty devastating.
Tech 2 card(s)
Get Paid + float - ($10)
Thankful origin story lets me resummon Drakk - ($8)
Mad Man - ($7)
Desperation, draw 3, trashed Desperation
Surprise Attack - ($2)
Shark plus Mad Man kill Prynn, Zane to lvl 3
Zane plus rambaster break tech 2, base to 10
Nautical Dog - ($1)
Worker - ($0)
Second shark takes base to 7
Float ($0)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Drakk 1/3+A, lvl 1
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Nautical Dog 1/1
[I]Lookout[/I]:
[B]In Play:[/B]
Zane 2/2, lvl 3
Makeshift Rambaster 1/2
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 1
Disc: 9
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
He had to use origin story, and it did keep him alive, but I agree it was too late. he was expecting to be able to kill Drakk with the big bad Argonaut. desperation here just lets me get through my deck faster. I am glad I didn’t get both the crashbarrow and surprise attack, because I would not have had enough to do both.
[details=StartingHand Workers][spoiler]
STARTING HAND
Argonaut
Tricycloid
Origin Story
Origin Story
Hyperion
WORKERS
Tinkerer
Plasmodium
Time Spiral
Hardened Mox
Forgotten Fighter
Nullcraft
[/spoiler][/details]
[details=NextHand][spoiler]
Neo Plexus
Temporal Research
Fading Argonaut
Promise of Payment
Hyperion
[/spoiler][/details]
[details=Discard][spoiler]
Origin Story
Origin Story
Hyperion
Tricycloid
[/spoiler][/details]
Tech 0 card(s)
Get Paid + float - ($11)
Vir to max, summons a nice Chaos Mirror target with forecast 2 - ($3)
Argonaut - ($0)
Rebuild Tech II
Tech 0 card(s)
Get Paid - ($10)
Maxband Zane, moves Argonaut to lookout and deals 1 - ($7)
Zane hits Vir to 1
Midband Drakk - ($4)
Nautical Dog kills Argonaut
Crashbarrow kills Vir, deals 6 to base
Makeshift Rambaster finishes the base. GG
Rather than the sensible Origin Story tech on T2 or T3, went for 2xTricyloids instead thinking I could kill a max Drakk with 3 runes + ping from Nullcraft or with 6 runes using Geiger’s flicker. Completely derailed by your T3 – Nullcraft gone, Geiger and my Tech II undefendable, and couldn’t get back into the game after that. Guess where Drakk’s concerned, better to stick with reliable disposal !
You could have killed Drakk by trading max Geiger for gunpoint and Argonaut survives killing Drakk, fyi. 4 gold a d a lost hero probably not entirely worth it, but if you needed him to die it was an option.
Don’t see anything I can safely play on my opening hand against his Cal+Prospector, as Ogre and both 1-drops are in my T2 hand, and either 2-drop (Bombaster, Musketeer) gets killed by Cal. If I do nothing I can play Tower+Ogre+Dog+Hero next turn. Alternative is Bloodburn this turn, taking the place of next turn’s Tower, could be useful to snipe Prospector. But think I’ll get more value from the Tower (protect my hero from Cal’s stealth), while Bloodburn is vulnerable to Potent Basilisk later on. Can’t leave the Prospector too long though, negates my econ advantage, so maybe look for Drakk’s max to haste a Firebat or Musketeer to kill T3.