worst split ever, eh?
tempting to go maxband zane shoving musketeer into technician in order to mess a bit with your cycle, but with rg in my hand I decided differently.
CAWS21 round 7 P1T2
P1 [Balance]/Peace/Anarchy vs. P2 [Fire]/Blood/Feral
Tech StartingHand Workers
TECH
Overeager Cadet (2/2)
Gunpoint Taxman (3/3)
STARTING HAND
Rampant Growth
Young Treant (0/2)
Spore Shambler (2/3)++
Rich Earth
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
midori - ($2)
Rampant Growth panda kills jaina - ($0)
MP trades musketeer, you gain 1
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: wisp (0/1A)
Elite:
Scavenger:
Technician: Midori (2/3, lvl3)
Lookout:
In Play:
Playful Panda (2/2)
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
The temptation to go panda + midband zane killing jaina to shove cm into technician in order to mess a bit with his cycle, results in a maxband hero way too early with no means to heal him and no tech building which doesn’t seem worth it. The aspect of neglecting him the extra gold that results in cala + bogre next turn would be a nice upside, but still…
against everything but ferocity/behind the ferns I think it’s better to not attack. But as a potential cal kill doesn’t require cards from my hand, he has seen it and he is expecting the kiill, so I’ll not go for it (or is it mind games and he is hoping that I think exactly that???)
Either way, I’ll go Peace engine even though he has a lot of direkt damage for buildings. He still has to destroy the buildings without using too many ressources while mine replenish hopefully. Also this keeps me a bit safer from kidnapping and I can use the synergy with midbandori a bit more.
I really wanted to go tech rush, but that’s not an option anymore with this board state should have taken more time after charnel pointed out my blunder. Wisp elite + tiger technician wouldn’t have been rocket science and then I would be in a way more comfortable situation.
big bummer: lobber is blowout!
I’ll tech a second GPT to have something against firebird in the hope of I’ll be fast enough to draw through the next cycle if he goes for hotter fire. Can’t be prepared against everything…
Post draw: hmpf, that garrison draw is gonna hurt later in this cycle…
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
MP - ($6)
GPT - ($4)
Midori breaks tech 2, 2 to your base
tech 2 → peace ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Merfolk Prospector (1/1A)
Elite:
Scavenger:
Technician: Gunpoint Taxman (3/3)
Lookout:
In Play:
Midori (5/6, lvl8)+
Buildings:
Base HP: 20
Tech I HP: 2
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
blood
at least no firebird and no hotter fire to worry about, but I’m not sure whether I’m happy about that…
Tech break is likely, at least that might result in Midori surviving a bit longer… Still I’m far away from a comfortable situation…
STARTING HAND
Kidnapping
Charge
Pillage
Mad Man
Bloodrage Ogre
WORKERS
Bloodburn
Bombaster
Nautical Dog
Careless Musketeer
NextHand
Scorch
Ogre Recruiter
Crashbarrow
Discard
Pillage
Charge
Mad Man
Kidnapping
Bloodrage Ogre
Desperation
Captured Bugblatter
Tech 2 card(s)
Get Paid + float - ($10)
Rebuild Tech II
Cal discards 2, deals 4 to Midori
Mid Drakk - ($5)
Mad Man trades with Prospector - ($4)
Kidnapping Taxman trades with Midori, Drakk to L6 - ($0)
Rambaster breaks Tech I
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: L6 Drakk (3/4A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Makeshift Rambaster (1/1), -1
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 3
Deck: 3
Disc: 7
Gold:
Gold: 0
Workers: 9
Thoughts
shouldve been base hits… late game is gonna be rough…
Tech 2 card(s)
Get Paid - ($9)
rebuild tech 1
young treant - ($7)
maxband zane shoves Drakk to scavenger - ($0)
zane kills Drakk, we both get 1, 1 to my base - ($1)
worker - ($0)
Float ($0)
Discard 2, draw 2, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Young Treant (0/2)
Lookout:
In Play:
Zane (4/1, lvl6)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Peace)
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
so going for tech 2 was the wrong call. That hurts… A lot… Was that the game deciding mistake after my panda blunder? I also regret to have teched two drill sargeants. At least one gemscout owl in the mix would probably have been way better
STARTING HAND
Captured Bugblatter
Bloodlust
Huntress
WORKERS
Bloodburn
Bombaster
Nautical Dog
Careless Musketeer
NextHand
Crash Bomber
Pillage
Huntress
Tech 2 card(s)
Get Paid - ($9)
Cal - ($7)
Jaina trades with Zane, sparks Midori, Cal and Midori to L3
Captured Bugblatter - ($4)
Drakk - ($2)
Bloodlust Cal and Drakk - ($0)
Drakk trades with Midori, Cal to L5, deals 1 to base: 9
Cal deals 5 to base: 4
It’s definitely over, the question remains: for me or for you
I think I should be safe against everything but behind the ferns or some specific two card combos like bugblatter plus haste/pirate plus pillage/2 gliders/etc. in this hand of four. Unfortunately the possibilities seem endless for you to have something like that…
CAWS21 round 7 P1T8
P1 [Balance]/Peace/Anarchy vs. P2 [Fire]/Blood/Feral