Edit: Making the turn legal by dooming Gargoyle, not Glider.
This was one of the plays I thought he might do. I miss my Frenzy, and no War Drums, and I really miss Bloodlust as an option, but whatevs. My real question now is whether to deal 8 damage directly to his base (putting him at 3), or take out his Tech I again and put him 8. Or go to Tech III and delay the game for PGC!
He’ll have at least 11 damage to work with (+2 from max Vandy)
Option 1: Take him down to 3 with Max Vandy (in Scav), Glider, and Gargoyle (puts me at $1), play CB in SQL ($1), and $1 to activate Gargoyle. He will take out CB with Mox (going down to 2 HP for Base), take out Vandy with Oni, and one of my tech buildings with H, D, and doomed L. If I doom the Mox, he’d have H/D/L take out CB, mox kill Vandy, and Oni takes out Tech, or Oni take out CB and break Tech with buffed ducks somehow. What if Vandy goes in SQL? He’d need Oni + H or doomed Mox + H or Mox + doomed H. He’d have two ducks to take the CB. Then he could take out a tech with his remaining doomed Mox, or Oni, or Oni.
Eric is smart. There’s even a chance of AoW and double General’s Hammer. BUT. All I need is Birds+Charge without a nullcraft in patrol to take him out, OR a working Tech II and Bugbladder. Or CB and a charged Musketeer. Or CB and Drakk dying. Etc. A lot of ways for this to go right for me.
Option 2: Same as above, but break his Tech I instead, putting him at 9, then hit him with the other flyer down to 6. Same limitations as above, but he can’t get out any Tech I stuff. Does that matter at this point?
Option 3: Worker, build Tech III (leaving me with $3). Play CB, Glider, activate Gargoyle. Hit his base for 6, down to 5. Patrol CB in SQL. He will: take out CB with Mox. Take out some Tech with Oni. Maybe take out more tech with Oni spells. Maybe take out more tech with buffed H/D/L. This might increase my chances of having something working, though? Probably not.
Option 4: Worker, build a HH. Like Tech III, this does a good job of ensuring that I can have two heroes in play (for Vandy-dooming birds, or whatev). But it’s cheaper. But it dies easier. Gives me 3 more money to spend on big blocker Rook and a NDog. He would: Take out CB with Mox. Take out Rook in Technician with Oni? Take out a Tech or HH with buffed H/D/L, or spells? Or AoW to take out Tech with Oni, and just keep his board full? Seems my safest patrol, so far. Still puts his base at 5. But leaves the possibility of Vandy+Glider to finish.
Option 5: Send Glider and Gargoyle (down to $7) at Oni to give Vandy ($5) a boost to midband. Max her (to $3), dooming CB ($2) in SQL, making him a 4/4+a, and guaranteeing the base damage next turn. BRO in Technician ($0) or worker BRO and play Ndog ($0). Benefit: threaten Meta next turn. Downside: Prynn comes in, maxxes, and Origin Stories Vandy while bouncing my units. Also, his base would only be at 10. Or Zane comes in and wrecks up the place with CM/Sharks.
Option 6: Like Option 1, but leave the Gargoyle indestructible for a turn. It could guaranteed hit for 4 later with a frenzied Drakk, but I’d risk a Nullcraft blocking it later. His base would be at 5. BUT. If I also forgo CB, I could bring out Rook as my second blocker. How does that look? Vandy in SQL: He has to use some combo of doomed Mox + H, or Mox + doomed H, or Oni + H to take her out. That leaves Oni or Oni or doomed Mox or L + doomed D to take out Rook. Rook in SQL? Oni or doomed Mox or doomed H+D/L take him out. Doomed Mox or Oni or Oni take her out. Either way, probably not enough to take out my Tech II. Safer. BUT, if he has Art of War, he’ll take out my Tech anyway. And Rook and Vandy will be gone, so no birds. That would be a bad situation. I might end up with a bunch of Tech II stuff and no way to spend it, and no way to force that 5 through.
I’m going to go with my gut, which is more damage now (Option 1). I have so many ways to kill him from 2 HP, even at Tech 0. Let’s do it. I’m teching in a Bloodlust and a Dark Pact to make it more likely I can get those last necessary 2 damage out without him pulling shenanigans.
I’m actually putting Vandy in Scav, because I could see wanting to max Drakk, play a hasted Musketeer and play a CB or Glider. Likewise, Rook+Birds+Charge could be expensive, if my hand goes really wrong.
And after the draw? Could be a lot worse. If he kills Vandy but not my Tech II, I can max Drakk, haste out Bugbladder, and just win by throwing it against anything with at least 1 attack. Or play Bugbladder, play Bombaster, pop it, play Drakk, and win as soon as Drakk or any unit dies. Or that, but Rook+Birds instead of Drakk. Worst case (both Tech buildings destroyed), I can max Drakk, haste out Musketeer, poke his base and mine for 1. If he kills Drakk, I win.
Tech StartingHand Workers
Tech 2 card(s)
Get Paid - ($9)
Recruit Shoddy Glider - ($8)
Recruit Crash Bomber - ($7)
Reanimate Gargoyle - ($6)
Summon and max Vandy; Gargoyle and Mox get doomed and +2/+2 each - ($0)
Glider hits your base for 3, down to 8, dying your Tower
Gargoyle (5/3) hits your base for 5, down to 3, taking 1 from your Tower
Patrol CB in SQL and Vandy in Scav
Discard 3, draw 5
[I]Squad Leader[/I]: Crash Bomber (2/2+a)
[I]Scavenger[/I]: Vandy Anadrose, Lv. 5 (4/5, Resist 1)
- Gargoyle (5/2, including +2/+2 from Vandy, doomed, flying)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Blood)
- Hand: 5
- Deck: 4
- Disc: 6
- Gold: 0
- Workers: 9