Get paid ($5)
Worker ($4)
Hire Brogre ($2)
Hire Drakk ($0)
Squad leader: Brogre (3/2)
Elite: Drakk (1/3)
Base: 20
6 workers
Hand: 5
Deck: 0
Discard: 3
New Hand
Makeshift rambaster
Careless Musketeer
Mad Man
Charge
Bloodburn
Thoughts
I think an aggressive opening may be in order. If he builds tech 1 but not a bunch of board presence, Rambaster and Zane can thrash the tech building with Surprise Attack and Detonate as my card tech.
Edit: Change of plans. Gradual with strong pressure hanging over them.
So just confirming that Neo Plexus would survive due to Squad Leader armour, right? Can’t see anywhere that Bombaster would ignore armour. If Neo Plexus survives and that’s what you expected then I am confused, and very likely in for an interesting lesson.
If that’s not what you expected, I am happy for your to edit if you have other options you’d prefer to play.
Tech 2 card(s)
Get Paid + float - ($6)
Worker - ($5)
Begin constructing Tech I (multi-colour) building - ($3)
Play Hardened Mox (1/1, Indestructible) - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite: Hardened Mox (1+1/1, Indestructible)
Scavenger: Neo Plexus (2/2)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
JUGGERMOX!
The cards fell that way, and I’m a little reluctant to float any gold in case of pillage so this works out? I’m Ron Burgandy?
He could kidnap it, but that’s fairly expensive… still, we’ll see how it plays out.
Makeshift rambaster
Careless Musketeer
Mad Man
Charge
Bloodburn
Worker
Careless Musketeer
Tech
Crash Bomber + Bloodlust
Get paid ($6)
Worker ($5)
Build Tech 1 ($4)
Drakk force-taps Mox
Midband Drakk ($1)
Hire Mad Man ($0)
Mad Man trades with Neo Plexus
Brogre reduces your tech 1 to 1 HP
In play: Drakk (2/3) Brogre (3/2)
Base: 20
Tech 1: 5
7 workers
Hand: 5
Deck: 4
Discard: 0
New Hand
Mad Man
Crash Bomber
Bombaster
Nautical dog
Charge
Okaay, what are we T3 and I’m already in a pickle? Drakk is a real problemo.
Battlesuits 2, Nullcraft 2, and Mox can go kill Drakk! Huzzah. But now I have no patrollers, and only $2 left to spend and I haven’t hired a worker. If I a) skip a worker, summon a hero, then that hero gets 2 levels from Drakk dying (yay!) but then dies to BRO and Zane (who gets da levels). Or b) let the levels fizzle, skip a worker and play Fargo, then I have a Patroller.
Midband Zane can assasinate Drakk for $5. Zane’s maxband fizzles. Then I can worker. And Mox is patrolling. Seems better… Still don’t think my Tech I building will survive next turn…
Mad Man
Crash Bomber
Bombaster
Nautical dog
Charge
No worker
Tech
Surprise Attack + Lobber
Get paid ($7)
Hire Zane ($5)
Hire Mad Man ($4)
Mad Man clears Mox
Hire Crash Bomber ($3)
Crash Bomber begins to Charge ($1)
Crash Bomber and Brogre trade with Zane. 1 damage to your base.
Midband Zane ($0)
Zane smashes your tech 1. Your base is at 16 HP
In play: Zane (3/3)
Base: 20
Tech 1: 5
7 workers
Hand: 4
Deck: 0
Discard: 8
New Hand
Makeshift rambaster
Pillage
Bloodburn
Bloodlust
Thoughts
My economy took a hit but I think it was worth it.
Tech 2 card(s)
Get Paid - ($7)
Begin rebuilding Tech I building.
Hardened Mox hits your base to 19.
Summon General Onimaru (2/3, Frenzy 1) - ($5)
The General orders Mox to attend Boot Camp, I draw 1 - ($4)
Draw
Battle Suits, gee I really need to play this but I don’t think I can?
Unsatisfied with his (its?) progress The General orders Mox back to Boot Camp again, I draw 1 - ($3)
Gee it’s nice being right all the time! And I’m holding 4 (!) spells. At least nopethebard had to skip a worker to get my Tech I and basically burn (no pun intended) all his hasty options in that turn, possibly lobbers are coming though.
Tech 2 card(s)
Get Paid - ($8)
Fading Argonaut fades, two runes remain. Skipping worker
Distribute Battle Suits - ($6)
Nullcraft pew pews the armour off Zane - ($4)
Play Calypso Vystari (3/2) - ($3)
Play Overeager Cadet (3/2)
Hardened Mox (now 4/3) kills Zane, levels to The General.
Fargo and Onimaru break your Tech II building, your base to 17.
Promote the General to Level 6, midbanding, and healing - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Calypso Vystari (3/2+A)
Elite:
Scavenger:
Technician: Overeager Cadet (3/2)
Lookout:
In Play:
Battle Suits
Hardened Mox (4/3, Indestructible, ++)
Nullcraft (1/1, Flying, Haste)
Fading Argonaut (3/3, Fading **)
L5 - General Onimaru (3/4, Frenzy 1, Readiness)
Buildings:
Base HP: 16
Tech I HP: 5
Economy Info: Cards:
Hand: 3
Deck: 2
Disc: 3
Gold:
Gold: 0
Workers: 8
Thoughts
Bit of a wobbly start, but JUGGERMOX is online!
Playing out all my cards here because he could have any number of hasty options and Kidnapping up his sleeve, and I really don’t want Oni to die. I’m hoping I can cycle my card a little if I get lucky and draw a Boot Camp.
I could skip a worker, for card draw… might be a good plan actually.
I’d love a rematch, and I think as P1 Red’s going to play much differently - go ahead.
I am a bit slow to post over the weekends (Fri night here).
Honestly, those first 3 turns were very uncomfortable for me, and it felt like you whiffed pretty hard on your turn 4 hand. And looking at it now, it seems like you got pretty unlucky with no good units to play, and conversely I got lucky drawing Fargo from Boot Camp which really shored up my board. I was surprised when you went for an early Tech II, but I guess you didn’t have a whole lot else to spend $ on. Tbh, I don’t have a tonne of experience playing Red but it felt a bit swingy to me this game because a bad hand shifted momentum.
I was mainly worried about Kidnapping on the Juggermox. It was expensive for you to play, but (as far as I’ve discovered) was Red’s best counter. I’m new to playing this deck, but juggermox, peace engine, and gunships are the win conditions I’m considering. Purple has pretty good value in the starter deck, but definitely felt overwhelmed in the first few turns this game.
I also spent a LOT of cards that turn and skipped a worker, so that might have come back to haunt me if the game had continued.
It wouldn’t have helped with the Mox, but remember that if your Crash Bomber dies on your turn it can hit Tech buildings as well as the base. It could have destroyed the Tech I on Turn 3 that way, leaving Zane to hit the base harder.
Alternatively, this would have allowed you to kill everything and destroy the Tech I while playing Drakk instead, since you knew you were drawing into Bloodlust on the next turn.
Mad Man
Bombaster
Careless Musketeer
Bloodburn
Charge
Worker
Bombaster
Get paid ($4)
Worker ($3)
Hire Mad Man ($2)
He hits your base
Hire Zane ($0)
Not one to be outdone, Zane hits your base harder.
In play: Mad Man (1/1) Zane (2/2)
Base: 20
5 workers
Hand: 5
Deck: 0
Discard: 3
New Hand
Brogre
Makeshift rambaster
Scorch
Pillage
Nautical dog
Thoughts
It would rock if he misplays and I get to steal gold with pillage, but I’m not counting on that. If he decides to trade Zanes, that’s fine, but I’d rather he didn’t. Depending on how much or little he defends this game may end really fast.
STARTING HAND
Forgotten Fighter
Tinkerer
Time Spiral
Battle Suits
Temporal Research
WORKERS
Time Spiral
NextHand
Nullcraft
Fading Argonaut
Neo Plexus
Plasmodium
Hardened Mox
Discard
Forgotten Fighter
Temporal Research
Battle Suits
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Play Tinkerer (1/2) - ($2)
Summon General Onimaru (2/3, Frenzy 1) - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Tinkerer (1/2+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
General Onimaru (2/3, Frenzy 1)
Buildings:
Base HP: 17
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Wowee - that’s a rough starting hand!
In terms of haste he’s still got Charge… and… Rambaster and instant damage options like Bombaster and Scorch.
Hero’s not safe alone. It’d be nice to play Battle Suits, but I think it’s gonna have to be Tinkerer as a chump blocker. And as chump blockers go, Tinker’s not the worst.