STARTING HAND
Pillage
Nautical Dog
Careless Musketeer
Mad Man
Bloodrage Ogre
WORKERS
Careless Musketeer
NextHand
Scorch
Bombaster
Bloodburn
Charge
Discard
Mad Man
Pillage
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Summon Bloodrage ogre - ($1)
Summon nautical dog - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage Ogre(3/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Nautical Dog(1/1)
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 2
[B]Gold:[/B]
Gold: 0
Workers: 5
Thoughts
I’ve seen this opening being discussed but I’ve never actually used it or seen it used. In a tournament may not be the best place to randomly try new stuff but I don’t listen to the voices in my head.
STARTING HAND
Bloodburn
Charge
Scorch(imp discard)
Bombaster
WORKERS
Careless Musketeer
Bloodburn
NextHand
Pillage
Makeshift Rambaster
Mad Man
Ember sparks
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Tech I - ($3)
Summon Jaina - ($1)
Ogre trades with imp
Nautical dog hits tech I for 2
Float ($1)
Discard 2, draw 1, reshuffle, draw 3
[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]
Jaina(2/3)
Nautical Dog(1/1)
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 6
Thoughts
The imp was the first thing I expected from looking at his previous games. This opening is actually less explosive then it looks. I teched ember sparks and summed Jaina because it’s a good spell and it can finish off the tech I now.
STARTING HAND
Makeshift Rambaster
Ember sparks
Mad Man
Pillage
WORKERS
Careless Musketeer
Bloodburn
Pillage
NextHand
Scorch
Charge
Bombaster
Bloodrage Ogre
Discard
Nautical Dog
Ember sparks
Makeshift Rambaster
Mad Man
Burning volley
Burning volley
Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Cast ember sparks, kill both skeletons and 1 damage to tech I. You draw. - ($3)
level Jaina to 4/midband - ($0)
Jaina kills Garth and lvls to 6.
Float ($0)
Discard 2, draw 4
[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]
Jaina lvl 6 (3/2)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Ember sparks mvp. Teching both ults because I can unless he can garth+doomgrasp asap. Doomgrasp has me jumping at shadows in general so I don’t know what I’m going to tech in the future. Didn’t draw lobber for next turn sadness.
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Max jaina - ($5)
Summon Bloodrage ogre - ($3)
Summon Bombaster - ($1)
Jaina’s max ability kills rogue
Float ($1)
Discard 1, draw 1, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Bloodrage ogre(3/2+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Bombaster(2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina lvl 7 (4/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 7
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 8
Thoughts
I think Jaina will survive this. At least, I reaaaaaaallly hope she does because I have an ult in hand now and not much else. I thought Jaina was just straight up dead for awhile, then I remembered that Vandy’s maxband would buff one of my defenders too.
I’m gambling with my techs atm but I think I can get tech II up next turn. Would have been smarter to tech 1 crash+1desperation in case I can’t though.
WORKERS
Careless Musketeer
Bloodburn
Pillage
Scorch
Mad Man
NextHand
Crashbarrow
Ember sparks
Discard
Makeshift Rambaster
Bombaster
Bloodrage ogre
Burning volley
Land octopus
Desperation
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
Tech II blood - ($4)
Jaina maxband deals 3 to bone collector
Cast Burning volley(5 damage), kill bone collector(4 left) & imp(2 left,you draw) & destroy tech I(0 left, 2 base damage) - ($1)
Summon lobber - ($0)
Float ($0)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Lobber(2/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Jaina lvl 7 (4/3)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 4
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
I’ll admit I have no idea what he is trying to do. I haven’t seen a push for tech or metmorph. I got Tech II up comfortably enough. I’m thinking all in tech II blood with land octos and desperation.
Bone Collector
Thieving Imp
Lich’s Bargain
Sacrifice the Weak
Tech 2 card(s)
Collect Gold - (9)
Worker - (8)
Rebuild Tech I
Play Sacrifice the Weak, Lobber dies - (6)
Trade Vandy into Jaina
Play Garth - (4)
Play Lich’s Bargain - (2)
Build Heroes’ Hall - (0)
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Summon Crashbarrow, kill zombie and overpower kills Horror - ($5)
Summon Draak - ($3)
Summon Crashbarrow, kill skeleton(you draw) and overpower kills Garth. Draak to lvl 3 - ($0)
Float ($0)
Discard 0, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]: Draak lvl 3(1/3)
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 2
Deck: 1
Disc: 11
[B]Gold:[/B]
Gold: 0
Workers: 10
Thoughts
My heart skipped a beat when I saw LB, then did a double beat when Tech drew me the second crashbarrow. As bad as it might seem to him, my hand is just plain garbage atm. I have two spells I can’t even use. Thus is the life of Blood, I don’t think I’ve ever played two crashbarrows and actually been able to do anything on the next turn.
I opted to suppress any additional LB’s in light of that and I gave the lvls to Draak in preparation of future turns. I can at least attack with both Draak and Zane next turn.
I think he was playing around Doom Grasp, which was actually in my hand. Had he made this play I would have been able to Doom Grasp Jaina and play Vandy, leaving me up 2 heroes going into a reshuffle with ults tech’d in.
It’s true that it delays me off tech I for a turn, but the high value I would get from a Grasp doesn’t seem worth it.
well, i did not look at ur hand, i rarely do, i just watch the cards that areplayed trying to see the most effective use. Also i said tech I or HH cuz i too think that giving u the freedom of 2 heroes is risky.
But in order to hit the HH or tech building he would not be able to kill Garth., meaning I can potentially play Doom Grasp. Yes he takes me off 2 heroes, but it does not necessarily mean Drakk is safe, and he wants to keep his hero as safe as possible.