@Bryce_The_Rice I’m guessing we had a similar approach going into this tourney except you made right choices and executed them beautifully
P1T1
StartingHand Workers
STARTING HAND
Helpful Turtle
Older Brother
Wither
Tenderfoot
Granfalloon Flagbearer
WORKERS
Granfalloon Flagbearer
NextHand
Spark
Fruit Ninja
Timely Messenger
Brick Thief
Bloom
Discard
Wither
Helpful Turtle
Older Brother
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
River - ($1)
Tenderfoot - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: L1 River (2/3A)
Elite:
Scavenger: Tenderfoot (1/2)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
one thing i totally forgot going against strength is that birds nest is an auto tech… i mean why not… it’s pretty much gg if it drops… there is no counter… if garth can’t stop it, nothing can… only thing i can rely on here is that im going first…
Feels weird to draw all my combat tricks turn 2. Not sure how useful that is as player 2. Almost rather just have a solid unit to play. Oh well, maybe I can surprise him with some spice.
Interesting move from him. Bold uptake. I have enough gold to answer and tech up. I lose rook here to maxband river or to wither or to messenger, but I think that’s ok. Aiming to just tech up fast and gunship rush.
STARTING HAND
Older Brother
Timely Messenger
Two Step
Bloom
WORKERS
Granfalloon Flagbearer
Fruit Ninja
NextHand
Spark
Wither
Helpful Turtle
Harmony
Bloom
Tech 2 card(s)
Get Paid - ($6)
Timely Messenger deals 1 to Rook - ($5)
Mid River kills Rook, River to L5 - ($3)
Heroes’ Hall - ($1)
Float ($1)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 River (4/5), (+)
Buildings:
Base HP: 20
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 6
Thoughts
realized i screwed up patrol after posting… was praying for no messenger but just as worried worst case scenario… he didn’t safe rook and teched instead… i think one tech i unit and likely sharks… but he could also be teching up… i need cards next turn and need rs badly… he had a thick deck after rs… i just gotta hope no sharks. i don’t see any other option that even has slight chance of winning… gg if sharks drop… was gg anyway…
As expected, he killed Rook. It’s ok. He didn’t worker, so I’m… pretty ahead on econ at the moment. I’m not sure what he’s planning to do. Bloodlust? Kidnapping? The mind boggles. Whatever it is, I think I can handle it. I always have maxband rook as an option (except next turn but you know what I mean).
Ah, harmony. I forgot about that. Well that’s ok. Looks like he’s going to bring out drakk and frenzy the dancers, kill my tower, and then… either kill a tech building or lay heavy base damage. I’m not sure how I will defend, but it will probably either involve Zane or another tower.
Not playing a hero this turn because I don’t want to give him maxband drakk.
he is saving zane which means sharks… or max zane and fencer maybe… there is no way to safe river against sharks… just have to try save dancers and hope for no sharks… bummer i skip two step again… and likely another… gosh… 3 turns with two step and no use…
Please standby, I am about to do some maths.
I am in real trouble here, because I didn’t tech discord. I should have known to tech discord. I even thought about teching discord. Ok, enough of that. Maths time.
If all I do this turn is play maxband rook, next turn he deals 10 damage to my base, and I either lose to the dancers attacking again, or lose to a Jaina spell either next turn or the turn after. Not optimal, I don’t like it.
If I kill Drakk, Older Brother, and River, that takes all my gold (wither+maxband zane) and I only have a tenderfoot in patrol. Next turn he deals 7 damage to my base, combined with drakk death that leaves me on 4 health. I probably die to a Jaina spell and another Drakk death in 2 turns, or dancer attacks. I don’t like it.
If I kill Older Brother and Drakk using midband Zane+wither and then defend with Rook, next turn I take 7 damage, drakk death, blah blah blah. I can also achieve this without wither, using maxband zane, which uhh leaves me in almost the same situation. I guess I save a card, but I probably still lose.
If I kill the strong dancer with wither, then defend with River and Rook and build a Tower, next turn I take 6 base damage, and have a strong potential to lose to Jaina spells. This is… maybe the best line. The dancers have to die for it, so I have a chance of stopping further damage long enough to heal some with brick thief and take control of the game.
However… if he has Two Step, I lose no matter what. So let’s just act like he doesn’t.
Ok, let’s try the last plan. None of them look good. I will tech discord in case it saves my life next turn.
Also last turn I should’ve patrolled Older Brother in squad leader and brick thief in technician, because I knew he had none of his spells. That was just a blatant oversight.
STARTING HAND
Two Step
Desperation
Tenderfoot
Brick Thief
Helpful Turtle
Bloom
WORKERS
Granfalloon Flagbearer
Fruit Ninja
Tenderfoot
NextHand
Fire Dart
Timely Messenger
Ember Sparks
Spark
Discard
Older Brother
Two Step
Brick Thief
Bloom
Helpful Turtle
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Two Step Dancers - ($3)
Dancers deal 10 to base: 2 hp
Desperation, draw 3
River and Brother trade with Rook, River to L3, Drakk to L6
Brick Thief arrives and trades with Brother, deal 2 to base, GG! - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L6 Drakk (3/4)
Buildings:
Base HP: 20
Heroes’ Hall HP: 3
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 5
Gold:
Gold: 1
Workers: 7
Thoughts
river survives? and drakk? finally get to use two step… and desperation to draw into bottomed thief to finish off…
GG! luckily had just enough damage before steam ran out @FrozenStorm