@charnel_mouse
It’s time.
Turn 1
Hand: Scorch, Mad Man, Charge, Pillage, Bloodrage Ogre
Workers: Mad Man
- Get paid (+$4, $4)
- Hire a worker ($3)
- Summon Bloodrage Ogre ($1)
- Discard 3, draw 5
- Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
- Buildings:
- Units/Heroes:
Bloodrage Ogre (3/2)
- Base: 20
- Other:
Economy:
- Workers: 5
- Gold: 1
- Hand: 5
- Deck: 0
- Discard: 3
Hand
Careless Musketeer, Bombaster, Nautical Dog, Bloodburn, Makeshift Rambaster
Discard
Think
Pretty annoying to get all my spells and mad man in my opening hand. Makes my turn 2 pretty light on for tricks. Oh well.
1 Like
Let’s do this!
P2T1
Starting hand: 5
Merfolk Prospector
Young Treant
Playful Panda
Ironbark Treant
Rich Earth
Thoughts
Not sure which way I want to go in this match, it can’t be anything too slow due to the threat of Gunships. Next turn I could face up to 6 damage, which Bomber can manage without skipping a worker or Tech I. I’m thinking Ironbark Treant is good here, in Elite it should trade pretty well, I’d be either a card up or a gold up depending on whether the Ogre teams up with Mad Man or Zane. Do I put down the Prospector too, to avoid being hit by Pillage? I don’t think Bomber would want to spend the card this early.
Not sure which hero I want to start with yet. I’d like to go for the T2 Verdant Tree -> T3 Crashbarrow trick, but Mono Red probably won’t leave me enough breathing room.
Get paid - ($5)
Worker - ($4)
Ironbark Treant - ($1)
Discard 3, draw 5
Elite: Ironbark Treant 1+1/2+2A
Base HP: 20
Hand: 5
Tiger Cub
Spore Shambler
Verdant Tree
Rampant Growth
Forest’s Favor
Deck: 0
Discard: 3
Merfolk Prospector
Young Treant
Playful Panda
Card count check (opponent-viewable)
Expected: 10
1 on board
5 in hand
0 in deck
3 in discard
1 in workers
Total: 10
Gold: 1
Workers: 6
1 Like
Today I Learned that Mr. Chad up there was originally Aussie graffiti.
P2T1
Starting hand: 5
Tiger Cub
Spore Shambler
Verdant Tree
Rampant Growth
Forest’s Favor
Thoughts
A gold and card up from that trade, which is nice, but I need to cobble a board together quickly if Bomber’s setting something up with Drakk. I’m guessing he’s shooting for midband with 2 Lobbers, for 8 attack, although he’s only got 2/9 chance of drawing both. 5/9 he only draws 1, which is still enough to kill Rook with Drakk surviving at maxband.
That’s not enough to protect a Verdant Tree with the cards I’ve got, at least if I’m trying for a T3 Crashbarrow, but Shoddy Gliders are still doable. Oh, unless I put Rook in Scavenger instead of Squad Leader. He easily gets killed by Mad Man or Rambaster in that case, though, then a Lobber clears house. What if I put Spore Shambler down instead, and save a gold for a Crashbarrow? In Squad Leader it’s killable with Mad Man / Rambaster, then a Lobber can destroy the Tree, but he’d need the Mad Man specifically to do that. So he’d need at least two of three cards to destroy the tree. 1/2 chance of that, far worse than 2/9, and Kidnapping would let him get through too. So I’m looking at Rook and going for Gliders, or not playing the Tree. A Glider wouldn’t get me a reprisal kill on maxband Drakk, it’s not worth the risk.
What’s my default plan? Probably some mixture of Kidnapping and Balance II, the latter because of its access to untargetable units, and Mimics’ general strength against hasted units. I expect I’d need Moment’s Peace to not get swamped by Sharks and Crashbarrows. What are good early techs for that? I could go for Ardra’s Boulder / Moment’s Peace, and try to get a Rickety Mine up behind for more economic advantage, but Drakk could stop that quickly. I could get a Kidnapping, in case Bomber’s actually going for Taxman. Or I could go for Bloodlust to reliably pick off Taxman or Lobber. That and Crash Bomber could be OK at trading efficiently next turn, I’ll try that. Making Forest’s Favor a worker, Verdant Tree could be useful once the Tech Building destruction starts. Putting Rook in front risks letting Drakk maxband, but I could do with keeping the Tiger Cub alive if I want to retaliate.
Teched cards: 2
T2: Bloodlust, Crash Bomber
Get paid + float - ($7)
Worker - ($6)
Tech I - ($4)
Garus Rook - ($2)
Tiger Cub - ($0)
Squad Leader: Rook L1 2/4+1A
Technician: Tiger Cub 2/2
Base HP: 20
Hand: 5
Young Treant
Playful Panda
Ironbark Treant
Bloodlust
Crash Bomber
Deck: 4
Merfolk Prospector
Spore Shambler
Verdant Tree
Rampant Growth
Discard: 0
Card count check (opponent-viewable)
Expected: 10 + 2 teched = 12
1 on board
5 in hand
4 in deck
0 in discard
2 in workers
Total: 12
Gold: 0
Workers: 7
T1: Rich Earth
T2: Forest’s Favor
Not surprising. Aussies love a good doodle.
Turn 3
Hand: Makeshift Rambaster, Bloodrage Ogre, Bloodburn, Scorch, Gunpoint Taxman
Tech: Gunpoint Taxman, Steam Tank
Workers: Mad Man, Careless Musketeer, Bloodburn
- Tech 2 cards
- Get paid (+$6, $6)
- Hire a worker ($5)
- Summon Gunpoint Taxman ($3)
- Summon Bloodrage Ogre ($1)
- Discard 2, draw 4
- Patrol:
Squad Leader: Bloodrage Ogre (3/2+A)
Elite:
Scavenger:
Technician: Gunpoint Taxman (3/3)
Lookout:
- Buildings:
Tech 1: 5
- Units/Heroes:
Drakk Ramhorn (1/3)
- Base: 20
- Other:
Economy:
- Workers: 7
- Gold: 0
- Hand: 4
- Deck: 1
- Discard: 4
Hand
Pillage, Nautical Dog, Charge, Rickety Mine
Discard
Scorch, Makeshift Rambaster, Gunpoint Taxman, Steam Tank
Thinking
Yeah I’m really not in a good position. I can probably just do gunships though, if I prevent Earthquake (though I’m gonna lose drakk this turn).
1 Like
P2T3
Starting hand: 5
Young Treant
Playful Panda
Ironbark Treant
Bloodlust
Crash Bomber
Thoughts
Well, now I feel silly. Do I risk teching up here? I’d have 2 gold to play another blocker. Alternatively, I can go down a card, and do a full reshuffle next time. That way I can load the deck with teched cards, starting with Crashbarrow and Moment’s Peace. That’s hopefully a decent base to start slamming Bomber from.
I could kill the Ogre here and midband Rook, then put a 2-cost unit in to block. Said unit would be the Panda’s Wisp, which could be killed by midband Drakk, leaving Taxman + hasted units to wreck me. Bomber can’t do that and tech up himself, but if I haven’t then he doesn’t need to.
How about if I play three units, but put one in Technician? I think that’s OK, then I’ve got a decent chance of keeping up on board. Not sure which of Ironbark Treant and Rook to put in elite: the former means there’s no way for the Ogre to survive attacking, but the latter forces the Taxman to trade if it goes for the hero kill. I think I prefer the former here, try and bleed Red’s hand.
Teched cards: 2
T2: Bloodlust, Crash Bomber
T3: Crashbarrow, Moment’s Peace
Get paid - ($7)
Worker - ($6)
Ironbark Treant - ($3)
Playful Panda, Wisp arrives - ($1)
Crash Bomber - ($0)
Discard 1, draw 3
Squad Leader: Tiger Cub 2/2+1A
Elite: Ironbark Treant 1+1/2+2A
Technician: Rook L1 2/4
Lookout: Crash Bomber 2/2 (resist 0+1, 1 to your base on death)
Playful Panda 2/2
Wisp 0/1
Base HP: 20
Tech I HP: 5
Hand: 3
Merfolk Prospector
Verdant Tree
Rampant Growth
Deck: 1
Discard: 3
Crashbarrow
Moment’s Peace
Bloodlust
Card count check (opponent-viewable)
Expected: 10 + 4 teched = 14
4 on board
3 in hand
1 in deck
3 in discard
3 in workers
Total: 14
Gold: 0
Workers: 8
T1: Rich Earth
T2: Forest’s Favor
T3: Young Treant
You seem a little afraid of losing gold there.
Turn 4
Hand: Pillage, Nautical Dog, Charge, Rickety Mine
Tech: Steam Tank, Disguised Monkey
Workers: Mad Man, Careless Musketeer, Bloodburn, Pillage
- Tech 2 cards
- Get paid (+$7, $8) (I incorrectly listed my float as 0 last turn, when it was 1)
- Hire a worker ($7)
- Build Tech 2 Anarchy ($3)
- Build Rickety Mine ($1)
- Summon Nautical Dog ($0)
- Gunpoint Taxman kills Tiger Cub
- Bloodrage Ogre kills Crash Bomber
- Discard 1, draw 1, reshuffle, draw 2
- Patrol:
Squad Leader: Drakk Ramhorn (1/3+A)
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
- Buildings:
Tech 1: 5
Tech 2: 5
Rickety Mine: 3
- Units/Heroes:
Gunpoint Taxman (3/1)
- Base: 19
- Other:
Economy:
- Workers: 8
- Gold: 0
- Hand: 3
- Deck: 6
- Discard: 0
Hand
Bombaster, Makeshift Rambaster, Scorch
Discard
Thunk
Hmm, he knows I can kill rook easily. No birds is either a whiff or bait. I’m going to leave rook alone, but this could be a huge mistake.
And a terrible redraw, cool.
Only a little.
P2T4
Starting hand: 3
Merfolk Prospector
Verdant Tree
Rampant Growth
Thoughts
Got to take down that Mine and go for Tech II now, otherwise Bomber’s going to shoot straight for Tech III without me being able to do much about it. Nicely timed Mine, it stops me just putting up a Tower for Monkeys. Putting in Shoddy Gliders to get around the expected Steam Tank, and deal with any Gunships that turn up during a Moment’s Peace.
Teched cards: 2
T2: Bloodlust, Crash Bomber
T3: Crashbarrow, Moment’s Peace
T4: 2 x Shoddy Glider
Get paid - ($8)
Worker - ($7)
Tech II Blood - ($3)
Expensive Rampant Growth on Playful Panda - ($0)
Playful Panda kills Drakk, takes 1A damage, my base to 19, Rook to level 3
Rook kills Nautical Dog, you draw, takes 1 damage
Ironbark Treant destroys Rickety Mine
Discard 1, draw 1, reshuffle, draw 2
Elite: Wisp 1+0/1
Rook L3 2/3 (1 damage)
Ironbark Treant 3/2
Playful Panda 2/2
Base HP: 19
Tech I HP: 5
Tech II HP: 5
Hand: 3
Spore Shambler
Shoddy Glider
Shoddy Glider
Deck: 7
Crashbarrow
Moment’s Peace
Bloodlust
Tiger Cub
Crash Bomber
Rampant Growth
Verdant Tree
Discard: 0
Card count check (opponent-viewable)
Expected: 10 + 6 teched = 16
2 on board
3 in hand
7 in deck
0 in discard
4 in workers
Total: 16
Gold: 0
Workers: 9
T1: Rich Earth
T2: Forest’s Favor
T3: Young Treant
T4: Merfolk Prospector
No need to be afraid, I’d never steal your gold.
Turn 5
Hand: Bombaster, Makeshift Rambaster, Scorch, Gunpoint Taxman
Tech: Pirate Gunship, Kidnapping
Workers: Mad Man, Careless Musketeer, Bloodburn, Pillage, Scorch
- Technician draw
- Tech 2 cards
- Get paid (+$8, $8)
- Hire a worker ($7)
- Summon Gunpoint Taxman ($5)
- Summon Captain Zeno Zane ($3)
- Summon Bombaster ($1)
- Zane kills Wisp
- Gunpoint Taxman kills Rook, Zane gains 2 levels
- Midband Zane
- Discard 1, draw 3
- Patrol:
Squad Leader: Gunpoint Taxman (3/3+A)
Elite:
Scavenger:
Technician: Bombaster (2/2)
Lookout:
- Buildings:
Tech 1: 5
Tech 2: 5
- Units/Heroes:
Captain Zeno Zane lvl 3 (3/3)
- Base: 19
- Other:
Economy:
- Workers: 9
- Gold: 0
- Hand: 3
- Deck: 2
- Discard: 6
Hand
Steam Tank, Disguised Monkey, Bloodrage Ogre
Discard
Rickety Mine, Nautical Dog, Gunpoint Taxman, Makeshift Rambaster, Pirate Gunship, Kidnapping
Thinkerino
This tech 2 whiffing is probably about to hurt really bad. Crashbarrows incoming??
Not sure it’s going to help me much…
P2T5
Starting hand: 3
Spore Shambler
Shoddy Glider
Shoddy Glider
Thoughts
Time for Drakk to start doing his thing. Lucky draw on the Gliders here. Teching in more expensive cards to make use of my lower hand size. Hoping I don’t get hit with double stealth units for a Drakk kill.
Teched cards: 2
T2: Bloodlust, Crash Bomber
T3: Crashbarrow, Moment’s Peace
T4: 2 x Shoddy Glider
T5: Kidnapping, Land Octopus
Get paid - ($9)
Worker - ($8)
Drakk Ramhorn - ($6)
Shoddy Glider #1 - ($5)
Shoddy Glider #2 - ($4)
Tower - ($1)
Shoddy Glider #1 kills Zane, is killed by Gunpoint Taxman, Drakk hits level 3
Midband Drakk - ($0)
Shoddy Glider #2 trades with Gunpoint Taxman
Discard 0, draw 2
Squad Leader: Playful Panda 2/2+1A (Drakk aura)
Elite: Ironbark Treant 1+1/2+2A (Drakk aura)
Drakk L4 2/3 (1 to your base on death, units get frenzy 1)
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
Hand: 2
Deck: 5
Moment’s Peace
Bloodlust
Crash Bomber
Rampant Growth
Verdant Tree
Discard: 4
Kidnapping
Land Octopus
Shoddy Glider
Shoddy Glider
Card count check (opponent-viewable)
Expected: 10 + 8 teched = 18
2 on board
2 in hand
5 in deck
4 in discard
5 in workers
Total: 18
Gold: 0
Workers: 10
T1: Rich Earth
T2: Forest’s Favor
T3: Young Treant
T4: Merfolk Prospector
T5: Spore Shambler
Those are some pretty shoddy gliders
Turn 6
Hand: Steam Tank, Disguised Monkey, Bloodrage Ogre
Tech: Pirate Gunship, Surprise Attack
Workers: Mad Man, Careless Musketeer, Bloodburn, Pillage, Scorch, Bloodrage Ogre
- Tech 2 cards
- Get paid (+$9, $9)
- Hire a worker ($8)
- Build Tech 3 ($3)
- Summon Steam Tank ($0)
- Discard 1, draw 2, reshuffle, draw 1
- Patrol:
Squad Leader: Steam Tank (3/6+A)
Elite:
Scavenger:
Technician: Bombaster (2/2)
Lookout:
- Buildings:
Tech 1: 5
Tech 2: 5
Tech 3: 5
- Units/Heroes:
- Base: 19
- Other:
Economy:
- Workers: 10
- Gold: 0
- Hand: 3
- Deck: 9
- Discard: 0
Hand
Steam Tank, Charge, Gunpoint Taxman
Discard
Thonk
Ehh things are pretty tricky here. I just have to maintain a defence long enough to pull a gunship. He has no answer other than moment’s peace.
And that’s a pretty big tank. But this wheelbarrow I have here is even bigger.
P2T6
Starting hand: 2
Thoughts
Oof, Tech III already. But hopefully that means Bomber thinks he’s on the back foot. I might need Desperation, but I’ll sit on teching more cards for now. I have 20 attack, wiping the board takes 9, so if I only waste 1 damage I can knock Bomber down to Tech I. That requires trading two units into the Tank, unfortunately.
Teched cards: 0
T2: Bloodlust, Crash Bomber
T3: Crashbarrow, Moment’s Peace
T4: 2 x Shoddy Glider
T5: Kidnapping, Land Octopus
Get paid - ($10)
Maxband Drakk - ($8)
Tiger Cub, Drakk gives it haste - ($6)
Crashbarrow - ($3)
Ironbark Treant and Tiger Cub trade with Steam Tank
Crashbarrow trades with Bombaster, you draw, overpowers to destroy Tech III, your base to 17
Drakk and Playful Panda destroy Tech II, your base to 15
Master Midori - ($1)
Discard 0, draw 2
Squad Leader: Midori L1 2/3+1A
Drakk L6 3/4 (1 to your base on death, units get frenzy 1, first unit played from hand gets haste)
Playful Panda 2/2 (Drakk aura)
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Blood)
Tower HP: 4
Hand: 2
Moment’s Peace
Verdant Tree
Deck: 3
Bloodlust
Crash Bomber
Rampant Growth
Discard: 7
Kidnapping
Land Octopus
Shoddy Glider
Shoddy Glider
Ironbark Treant
Tiger Cub
Crashbarrow
Card count check (opponent-viewable)
Expected: 10 + 8 teched = 18
1 on board
2 in hand
3 in deck
7 in discard
5 in workers
Total: 18
Gold: 1
Workers: 10
T1: Rich Earth
T2: Forest’s Favor
T3: Young Treant
T4: Merfolk Prospector
T5: Spore Shambler
I’m pretty sure filling a wheelbarrow with explosives is against the Geneva convention.
Turn 7
Hand: Steam Tank, Charge, Gunpoint Taxman, Disguised Monkey
Workers: Mad Man, Careless Musketeer, Bloodburn, Pillage, Scorch, Bloodrage Ogre
- Technician draw
- Tech 0 cards
- Get paid (+$10, $10)
- Rebuild Tech 2 ($10)
- Summon Gunpoint Taxman ($8)
- Summon Captain Zeno Zane ($6)
- Cast Charge on Taxman ($4)
- Midband Zane ($1)
- Gunpoint Taxman kills Midori, steals your gold, Zane maxbands ($2)
- Zane kills Drakk
- Discard 2, draw 4
- Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
- Buildings:
Tech 1: 5
Tech 2: 5
- Units/Heroes:
- Base: 15
- Other:
Economy:
- Workers: 10
- Gold: 2
- Hand: 4
- Deck: 4
- Discard: 6
Hand
Pirate Gunship, Kidnapping, Pirate Gunship, Makeshift Rambaster
Discard
Steam Tank, Steam Tank, Bombaster, Charge, Gunpoint Taxman, Disguised Monkey
Big Think
Well kind of some more awkward draws here, but I’ll work with what I’ve got.
By checking his cycle I know that I get at least one turn (either this or next) where he has no Crashbarrow. Hopefully the cards will line up to let me take advantage of the breathing room.
Conventions? Bit late to be going all Flagstone Whitestar on me.
P2T7
Starting hand: 2
Moment’s Peace
Verdant Tree
Thoughts
Ouch. Do I risk going for Tech III? It might be sustainable if I put the Verdant Tree down. If I’m lucky, I can get a T-Rex out to destroy a Gunship, but hopefully we won’t reach that point. On the other hand, I could do with teching in another Crashbarrow / Moment’s Peace. Or maybe I shoot for the Commander first? Then I’m better off if a Gunship tears my buildings down, and Anarchy units can’t get through a crowd too easily. OK, I’ll go for Commander, and skip the Tree to let my hand size recover. Hopefully Bomber’s out of gold-steal/haste tricks this turn.
Teched cards: 2
T2: Bloodlust, Crash Bomber
T3: Crashbarrow, Moment’s Peace
T4: 2 x Shoddy Glider
T5: Kidnapping, Land Octopus
T7: 2 x Pirate-Gang Commander
Get paid - ($10)
Tech III - ($5)
Garus Rook - ($3)
Playful Panda hits your Tech II down to 3
Discard 2, draw 3, reshuffle, draw 1
Technician: Rook L1 2/4
Playful Panda 2/2
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Tower HP: 4
Hand: 4
Bloodlust
Crash Bomber
Rampant Growth
Moment’s Peace
Deck: 10
Kidnapping
Land Octopus
Shoddy Glider
Shoddy Glider
Ironbark Treant
Tiger Cub
Crashbarrow
Pirate-Gang Commander
Pirate-Gang Commander
Verdant Tree
Discard: 0
Card count check (opponent-viewable)
Expected: 10 + 10 teched = 20
1 on board
4 in hand
10 in deck
0 in discard
5 in workers
Total: 18
Gold: 3
Workers: 10
T1: Rich Earth
T2: Forest’s Favor
T3: Young Treant
T4: Merfolk Prospector
T5: Spore Shambler
Late? I haven’t even demolished your infrastructure yet.
Turn 8
Hand: Pirate Gunship, Kidnapping, Pirate Gunship, Makeshift Rambaster
Tech: Marauder
Workers: Mad Man, Careless Musketeer, Bloodburn, Pillage, Scorch, Bloodrage Ogre
- Tech 1 card
- Get paid (+$10, $12)
- Rebuild Tech 3
- Summon Drakk Ramhorn ($10)
- Summon Makeshift Rambaster ($8)
- Cast Kidnapping on Playful Panda ($4)
- Midband Drakk ($1)
- Rambaster and Panda kill Rook, Drakk maxbands, you draw
- Discard 2, draw 4
- Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Drakk Ramhorn (3/4)
Lookout:
- Buildings:
Tech 1: 5
Tech 2: 3
Tech 3: 5
- Units/Heroes:
- Base: 14
- Other:
Economy:
- Workers: 10
- Gold: 1
- Hand: 4
- Deck: 0
- Discard: 11
Hand
Rickety Mine, Nautical Dog, Gunpoint Taxman, Surprise Attack
Discard
Bombaster,Stteam Tank, Steam Tank, Charge, Gunpoint Taxman, Disguised Monkey, Marauder, Pirate Gunship, Kidnapping, Pirate Gunship, Makeshift Rambaster
Think Hard
This is bad. He has a crashbarrow. I don’t think I can keep up my tech 3 long enough to win.
Well, my patrol zone’s clear, so take your best shot.
P2T8
Starting hand: 4
Bloodlust
Crash Bomber
Rampant Growth
Moment’s Peace
Technician draw: 1
Thoughts
Annoying to lose the Panda too, but that could have been far worse.
- Midband Drakk + Bloodlust lets the Crash Bomber kill Drakk and hit Bomber’s Tech III to 4, then maxband Drakk can destroy it. That leaves 5 gold to bring in Midori and cast Moment’s Peace.
- Maxband Drakk, bring in Tiger Cub and Crash Bomber, then Bloodlust Drakk and the Crash Bomber, and I can destroy Tech II this turn too. That leaves 1 gold, but nothing on patrol. Is that worth it? I’d be worried about Drakk being killed, given that I need him if I draw into Land Octopus or Kidnapping. 11/18 chance of drawing at least one of them for next turn without a technician draw. At worst, I draw both + Verdant Tree + Ironbark Treant, and can’t attack at all. Maybe that’s OK if Bomber is at Tech I, though. I’ll go for it.
Teched cards: 0
T2: Bloodlust, Crash Bomber
T3: Crashbarrow, Moment’s Peace
T4: 2 x Shoddy Glider
T5: Kidnapping, Land Octopus
T7: 2 x Pirate-Gang Commander
Get paid + float - ($13)
Drakk Ramhorn - ($11)
Maxband Drakk - ($6)
Tiger Cub, Drakk gives it haste - ($4)
Crash Bomber - ($3)
Bloodlust on my Drakk and Crash Bomber - ($1)
Crash Bomber trades with your Drakk and hits Tech III down to 4, you draw, my base to 18
Drakk destroys your Tech III, your base to 13
Tiger Cub destroys your Tech II, your base to 11
Discard 2, draw 4
Drakk takes 1 lust damage
Drakk L6 3/3 (1 damage, 1 to your base on death, units get frenzy 1, first unit played from hand gets haste)
Tiger Cub 2/2 (haste, Drakk aura)
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Tower HP: 4
Hand: 4
Kidnapping
Shoddy Glider
Ironbark Treant
Verdant Tree
Deck: 5
Land Octopus
Shoddy Glider
Crashbarrow
Pirate-Gang Commander
Pirate-Gang Commander
Discard: 5
Playful Panda
Bloodlust
Crash Bomber
Rampant Growth
Moment’s Peace
Card count check (opponent-viewable)
Expected: 10 + 10 teched = 20
1 on board
4 in hand
5 in deck
5 in discard
5 in workers
Total: 20
Gold: 1
Workers: 10
T1: Rich Earth
T2: Forest’s Favor
T3: Young Treant
T4: Merfolk Prospector
T5: Spore Shambler
I don’t have any shot, I can’t draw my Tech 2s when I need them
Turn 9
Hand: Rickety Mine, Nautical Dog, Gunpoint Taxman, Surprise Attack, Steam Tank
Tech: Bloodlust, Crash Bomber
Workers: Mad Man, Careless Musketeer, Bloodburn, Pillage, Scorch, Bloodrage Ogre
- Reshuffle, technician draw
- Tech 2 cards
- Get paid (+$10, $11)
- Rebuild Tech 2 ($11)
- Hire a worker ($10)
- Summon Captain Zeno Zane ($8)
- Cast Surprise Attack ($3)
- Summon Gunpoint Taxman ($1)
- Summon Nautical Dog ($0)
- Shark kills Drakk, Zane gains 2 levels
- Shark and Zane destroy your Tech 3, your base takes 2
- Discard 1, draw 3
- Patrol:
Squad Leader: Gunpoint Taxman (3/3+A)
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
- Buildings:
Tech 1: 5
Tech 2: 5
- Units/Heroes:
Captain Zeno Zane lvl 3 (2/1)
- Base: 10
- Other:
Economy:
- Workers: 11
- Gold: 0
- Hand: 3
- Deck: 7
- Discard: 4
Hand
Marauder, Pirate Gunship, Pirate Gunship
Discard
Steam Tank, Surprise Attack, Crash Bomber, Bloodlust
Thinkums
These draws are not at all helping my situation. I believe I have lost.
That’s a better shot than I was expecting, to be honest. Damn sharks.
P2T9
Starting hand: 4
Kidnapping
Shoddy Glider
Ironbark Treant
Verdant Tree
Thoughts
Not bad, and annoying that I wasn’t thinking about Surprise Attack, given it was part of the reason I teched in a Moment’s Peace. However, I can just put a maxband Rook in front of Verdant Tree here and have a very good chance to drop a Commander next turn. Main issue this turn is not leaving any float, I can just put down maxband Rook and the Tree and have 5 cards in hand next turn, or I can kill Zane with the Glider, play them with 1 gold to spare, and have 4 cards in hand next turn. Can Bomber kill Rook with the Taxman if I do that, to steal the float? He’d have 4 attack and need 13. Probably not. If I leave Zane alive, it’s more like 8 attack and needing 11, that’s definitely doable, and he could shove Rook to Scavenger and get two gold out of it. I’ll take out Zane, then, even though it risks not drawing the Crashbarrow.
Teched cards: 0
T2: Bloodlust, Crash Bomber
T3: Crashbarrow, Moment’s Peace
T4: 2 x Shoddy Glider
T5: Kidnapping, Land Octopus
T7: 2 x Pirate-Gang Commander
Get paid + float - ($11)
Rebuild Tech III
Garus Rook - ($9)
Shoddy Glider - ($8)
Shoddy Glider kills Zane, gets shot down by Taxman, Rook hits level 3
Maxband Rook - ($3)
Verdant Tree - ($1)
Discard 2, draw 4
Squad Leader: Rook L8 4/6+1A (can ignore lone patrollers, two lives)
Lookout: Tiger Cub 2/2 (resist 0+1, haste)
Verdant Tree HP: 3 (healing 1, tech buildings build/rebuild instantly)
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Blood)
Tech III HP: 5
Tower HP: 4
Hand: 4
Shoddy Glider
Crashbarrow
Pirate-Gang Commander
Pirate-Gang Commander
Deck: 1
Discard: 8
Playful Panda
Bloodlust
Crash Bomber
Rampant Growth
Moment’s Peace
Shoddy Glider
Kidnapping
Ironbark Treant
Card count check (opponent-viewable)
Expected: 10 + 10 teched = 20
2 on board
4 in hand
1 in deck
8 in discard
5 in workers
Total: 20
Gold: 1
Workers: 10
T1: Rich Earth
T2: Forest’s Favor
T3: Young Treant
T4: Merfolk Prospector
T5: Spore Shambler
This will not end well for me
Turn 10
Hand: Marauder, Pirate Gunship, Pirate Gunship
Tech: Detonate
Workers: Mad Man, Careless Musketeer, Bloodburn, Pillage, Scorch, Bloodrage Ogre, Rickety Mine
- Tech 1 card
- Get paid (+$11, $11)
- Rebuild Tech 3 ($11)
- Summon Marauder with boost, trash one of your workers ($4)
- Build a Tower ($1)
- Discard 2, draw 4
- Patrol:
Squad Leader: Gunpoint Taxman (3/3+A)
Elite:
Scavenger: Marauder (4/3)
Technician: Nautical Dog (1/1)
Lookout:
- Buildings:
Tech 1: 5
Tech 2: 5
Tech 3: 5
- Units/Heroes:
- Base: 10
- Other:
Economy:
- Workers: 11
- Gold: 1
- Hand: 4
- Deck: 3
- Discard: 7
Hand
Kidnapping, Steam Tank, Gunpoint Taxman, Disguised Monkey
Discard
Bloodlust, Crash Bomber, Surprise Attack, Steam Tank, Detonate, Pirate Gunship, Pirate Gunship
Thinks
I do not expect to survive to my next turn.
P2T10
Starting hand: 4
Shoddy Glider
Crashbarrow
Pirate-Gang Commander
Pirate-Gang Commander
Thoughts
Hmm, the Marauder’s surprising here. Was Bomber hoping for a big hasted attack, or is he just trying to grind out an economy victory? Well, I’m getting things for free just in time. Pretty nice to not draw the Octopus this turn. Unfortunately, that worker destruction means I can’t midband Drakk after playing Pirate-Gang Commander, so no Frenzy for me this turn.
Possible attack: Rook (4) + Tiger Cub (2) + Crashbarrow (6) + Shoddy Glider (3) = 15, 8 health/armour on defence. That’s 3 damage short of a base kill. I’ll get 2 more base damage from the Blood II units dying, leaving Bomber’s base on 1 health. Can I get the Tiger Cub killed this turn without wasting any damage? No, but Bomber can’t kill anything in my patrol without immediate losing, and that includes obliterating them with a Gunship. I think I’m in the clear.
EDIT: I’m being silly, just midband Drakk instead of bringing in the Commander and I’ve got lethal.
Teched cards: 0
T2: Bloodlust, Crash Bomber
T3: Crashbarrow, Moment’s Peace
T4: 2 x Shoddy Glider
T5: Kidnapping, Land Octopus
T7: 2 x Pirate-Gang Commander
Get paid + float - ($10)
Drakk Ramhorn - ($8)
Midband Drakk - ($5)
Shoddy Glider ($4)
Crashbarrow - ($1)
Shoddy Glider trades with Gunpoint Taxman
Tiger Cub trades with Marauder, you get a gold
Crashbarrow suicides into Nautical Dog, you draw, overpowers to hit base down to 4
Rook destroys your base, GG!