Well, red vs green. Except with Zane. And Arg. And Rook? I don’t know what his deck is going for. It’s not clear to me what the win con is. Is it just to rush for gunship? It may well be. I had better be prepared.
Pillage, Charge, Gunpoint Taxman, Makeshift Rambaster, Nautical Dog
Discard
Think
Well makes sense to clear his board, waste his gold, cards, and time (am I right ladies). Uhh anyway, next turn I can easily drop taxman and tech up to start making some evil growth plays, or if I need to, I can aggress, but it’ll cost me. Definitely preferable to just sit back and be ahead in tech.
how very unfortunate he had sharks. But well, he even could have prevented repeated Art of War by MSR + Bombaster/Scorch, but then it would have at least cost an extra card.
But that’s how all-in works. Either you win or you lose…
Bombaster, Surprise Attack, Blooming Ancient, Bird’s Nest, Mad Man
Discard
Blooming Ancient, Gunpoint Taxman, Bloodrage Ogre, Charge, Pillage, Nautical Dog
Think
Hmm, tree is a strong play here. It’s possible they could hit me with something strong. I can’t tell what tech 2 they’re aiming for. I’m guessing Peace…? Maybe I should be pulling detonate soon, in case of garrisons.
well, with these complete different power levels of our tech 2 cards, this one is not a race I can expect to win if I restrict myselft to tech 2 cards only…
P2T4
Tech StartingHand Workers
TECH
Pirate Gunship
Moment’s Peace
STARTING HAND
The Art of War
Young Treant
Spore Shambler
Ironbark Treant
Steam Tank
WORKERS
Rich Earth
Playful Panda
The Art of War
The Art of War
NextHand
Steam Tank
Tiger Cub
Moment’s Peace
Rampant Growth
Forest’s Favor
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
instant tech 2 - ($3)
tank - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Steam Tank (3/6A)
Elite:
Scavenger:
Technician: Merfolk Prospector (1/1)
Lookout:
In Play:
Verdant Tree (3)
Buildings:
Base HP: 15
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
Next turn BA + birds or BA + arg & zane and therewith a 6/6 GPT is really frightening…
I really want to tech more than just two cards. I need two Moment’s Peace and at least one gunship in my next cycle
Just too bad I don’t have a backline flagbearer available, now let’s cross fingers for him not having the BA in hand or for the 20% to draw my singleton Moment’s Peace or 40% if he kills my merfolk.
Also too bad he has a GPT out. Otherwise I would have gambled to float a merfolk prospecting one gold and put the tank on scav in order to at least threaten the gunship next turn… Really NOT a good position to be in against this strong deck.
Post draw: a pity that Midori will die. I had been tempted to play Oni instead of tech 3 in order to be able to cast again moment’s peace together with the gunship next turn. That’s not going to happen now, sadly…
Moment’s Peace
Spore Shambler
Ironbark Treant
Young Treant
Tech 0 card(s)
Get Paid - ($10)
merfolk prospects - ($11)
moment’s peace… again… phew! - ($9)
Oni - ($7)
gunship kills SL from long range, obliterates wisp & Bogre, you gain 1 - ($1)
Float ($1)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Oni (2/3A, lvl1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Verdant Tree (3)
Merfolk Prospector (1/1)
Pirate Gunship (7/6)
Midori (2/3, lvl1)
Buildings:
Base HP: 15
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 4
Gold:
Gold: 1
Workers: 10
Thoughts
I really don’t understand why Midori is still alive with Zane being available for bomber, but I’ll definitely take it!
Especially with draw 5 out of a deck of 6 with the second moment’s peace and the second gunship in these it finally feels comfortable. I was absolutely convinced that bomber would kill Midori and shark/stampede/dinosize/BA-crush my base next turn.