I’m not trying to pressure you by playing quick deliberately here - it’s just that there aren’t too many sensible options for me with an empty board
P1T5
Tech StartingHand Workers
TECH
Behind the Ferns
Hyperion
STARTING HAND
Makeshift Rambaster
Charge
Bloodrage Ogre
Nautical Dog
WORKERS
Pillage
Bloodburn
Careless Musketeer
Nautical Dog
NextHand
Hyperion
Bombaster
Tricycloid
Immortal
Tech 2 card(s)
Get Paid + scavenger - ($8)
Worker - ($7)
Tech 2 Present - ($3)
Bloodrage Ogre - ($1)
Drakk to midband - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
-
[I]Squad Leader[/I]: Bloodrage Ogre (3/2+1A)
-
[I]Elite[/I]:
-
[I]Scavenger[/I]:
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
- Drakk lvl 4 (2/3)
[B]Buildings:[/B]
-
Base HP: 18
-
Tech I HP: 5
-
Tech II HP: 5 (Present)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 4
- Deck: 8
- Disc: 0
[B]Gold:[/B]
- Gold: 0
- Workers: 8
Thoughts
So he did go for the “sacrifice loads to clear my board” line. And, as my edit above showed, that doesn’t put me in the world’s greatest position. I still feel like I might just be ahead here, since he’s gone down to 3 cards in hand - but it’s very hard for me to judge.
I don’t see an alternative to building Tech 2 here. I clearly have MANY ways of clearing his Lobber out of the way, but don’t have the cash to generate the 5 damage to his tech building that would be the only way to maybe just about justify all this investment. So I’ve just gone with tech 2 and sticking my biggest unit in squad leader. I am after all about to draw into a load of big Tech 2 units, as well as Calamandra spells that, unless he kills Drakk (which is very possible but which I can’t assume he will), I also can’t play without a Tech 2. Killing Lobber here seems counterproductive in that it will let him draw a card, and it can only do 2 attack or 1 building damage.
So I have to hope that he can’t break my Tech 2 with his 3 cards in hand. He can do 1 damage with Lobber, and if he has a Chameleon Lizzo in hand, or a Monkey+Fire spell (there may be other possibilities too) he can do the other 4. But that’s something I have to chance. None of these options for him care about what I’m patrolling with, so it would be counterproductive to skip Tech 2 and play some patrollers (killing his lobber too) only to go down on cards and have him break Tech 1!
Note that I can’t afford to midband Drakk now, unless I play Nautical Dog instead of Ogre. This seems a weak play, given that there is no real advantage to Drakk’s midband until I can attack on my next turn (other than doing more damage to his unit if he does attacks Drakk). Indeed, I’ve actually workered the Dog - initially I workered the Rambaster, but I think it’s better to keep that. I shouldn’t need a Frenzied 1/1 much past this point, particularly if I get midband Drakk, and the Rambaster seems a good card to have around when I can see two things being likely in the upcoming play: a need to break his Tech 2/Tech 3, and him not having many patrollers.
The biggest concern I have now has to be if he races for Tech 3 and gunships. It occurs to me now that my Immortal will not make the blindest bit of difference to that - other than being able to smash his Tech building in one shot if I can clear the patrollers. I’ve certainly got plenty of firepower in the Present Tech 2 options and Calamandra spells that I’m teching - although thanks to his worker trashing I’m very restricted in what I can afford to play each turn! (I only noticed when deciding what to tech that for some unknown reason I haven’t teched a Hyperion yet, so that’s gone in. BtF too for “easy” tech building destruction. A second Hyperion would arguably be better, but I could do with at least some cheap cards, and I can’t rely on my Tech 2 being operational either.)
So I have no idea who’s ahead in this game now - a large amount depends on what his 3 cards are. The worst case for me is if he breaks Tech 2 but leaves Drakk alive - then depending on my draw I may have to suicide Drakk to get Calamandra out to play a strong spell.
I always type my “thoughts” before doing my discard/draw - I find it’s a good way to catch anything stupid before I “lock it in” by drawing. It means I can get pleasantly or unpleasantly surprised by seeing my next hand - and in this case it’s most definitely unpleasant! If he breaks Tech 2 I’m reduced to just playing a Bombaster and levelling a hero (and workering one of my Tech 2s!), and even if he doesn’t I can only play 1 of my 3 really good units. On the plus side he can’t break tech 2 while also having many patrollers, and if he keeps staying low on cards it’s bound to give him a poor turn at some point (I hope).
Final thought: should I have patrolled Ogre in Scavenger instead of Technician, to help with my gold shortage? Possibly, but Lobber for Ogre is still a good trade for P2 to make, and I’d rather have him to attack with next turn if possible.