With no Prospector in hand and him easily able to deliver enough to kill Midori+FF by trading Jaina I’m stuck playing Ironbark and hoping he doesn’t pillage my float.
I just want to build board at this point so I can hit him hard with a counterpunch. I think I need to play Midori here just for the extra blocker. Not overly concerned about 2 free levels on Jaina, though I may live to regret it if she hits maxband and starts burning everything.
I think I want to go into fire here, but not if they go blood. Fire into blood is a terrible matchup, so I’m hedging my tech here a little to give me options. I expect that both crash bomber will not die and they will build tech 2 this turn, so I’ll very likely get to respond with some techs before I tech up next turn.
Apologies for the delay, I’ve been absolutely run off my feet these last few days
P2T3
Tech StartingHand Workers
TECH
Soul Stone
Shadow Blade
STARTING HAND
Rampant Growth → Worker
Crash Bomber
Bloodlust
Young Treant
Verdant Tree
WORKERS
Forest’s Favor
Rich Earth
Rampant Growth
NextHand
Merfolk Prospector
Spore Shambler
Playful Panda
Shadow Blade
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Drakk - ($4)
Crash Bomber - ($3)
Bloodlust my Bomber and your Brogre - ($1)
Bomber trades with Bomber, your Tech I and my base each take 1, you draw 1 card
Brogre dies at end of turn
Float ($1)
Discard 2, draw 3, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: L1 Drakk Ramhorn 1/3
Lookout:
In Play:
*
Buildings:
Base HP: 17
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 7
Disc: 0
Gold:
Gold: 1
Workers: 8
Thoughts
Jaina spells confirmed, which means my back line and buildings are not in the least bit safe. I can get rid of her with Bloodlust but leaving him Brogre vs no patrol makes for an easy tech break simply by playing Zane. Overall I think this is my best line, I have Drakk to patrol and get me back to 5 cards when he inevitably dies. I’m still at a risk of Tech I breaking so need to bring in spells in that can help me stabilise and counter, Soul Stone and Shadow Blade seem like my best bets there. Worker wise I felt I had to get rid of Rampant Growth, its only useful if I have a board which he’s not let me maintain yet and at least Verdant Tree can function as +3HP for Tech buildings
I just started looking at the turn and realised I could go big, so I did. Bit of a shame about my ogre being out of this cycle, and I’m preventing them from building tech 2 so I really should just make a choice now. But I won’t. I’ll tech spells and delay it one more turn.
Tech 2 card(s)
Technician Draw
Get Paid + float - Pillage - ($8)
Rebuild Tech I
Young Treant, I draw a card - ($6)
Worker - ($5)
Ironbark Treant - ($2)
Heroes’ Hall - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Young Treant 0/2A [Can’t Attack]
Elite:
Scavenger:
Technician:
Lookout: Ironbark Treant 1/2AA [Resist 1]
In Play:
*
Buildings:
Base HP: 13
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
Well this looks horrible, down to base 13HP, denied Tech II and not even a single patroller for me to Shadow Blade. I’m trying to make it hard for him to trade Jaina as I figure he’ll try to pivot to Zane or Drakk now he’s low hand. One more hand till I cycle, ideally want to be hitting Tech II by then or manage to get rid of Jaina and play Verdant Tree for a big surge, the latter feels much more likely given I have Bloodlust in hand. I felt I had to have a HH so I still have a strong threat even if (or more likely when) he breaks Tech I again. I don’t see a way he can deny me both HH and Tech I. Just a question of speed now. Can I become P1 and get his base broken before he breaks mine. Not feeling great about my chances.
They almost certainly have Bloodlust active here (5/6 chance to have it) so Jaina may die. I will spend the 1 gold on the off chance she survives, but I highly doubt she will.
Regardless, it’s time to stack my deck with a bunch of fire stuff and spells in the hopes to absolutely murder my opponent before they can stabilise. I will need cards for that though.
STARTING HAND
Tiger Cub
Verdant Tree
Crash Bomber
Soul Stone
Bloodlust
WORKERS
Forest’s Favor
Rich Earth
Rampant Growth
Playful Panda
NextHand
Young Treant
Shoddy Glider
Merfolk Prospector
Spore Shambler
Tech 2 card(s)
Get Paid - ($9)
Skip Worker
Drakk - ($7)
Vandy - ($5)
Crashbomber - ($4)
Bloodlust Vandy and Bomber - ($2)
Vandy kills Bombaster, takes 2
Crash Bombers trade, your Tech II and my base each take 1, you draw a card
Treant trades with Jaina, Vandy midbands
Verdant Tree - ($0)
Float ($0)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: L1 Drakk Ramhorn 1/3A
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L3 Vandy Anadrose 3/3 [Sparkshot]
Verdant Tree -/3 [Healing 1]
Buildings:
Base HP: 12
Tech I HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
I don’t like skipping a worker here but I need to have a patroller at the end of my turn, and keeping my hand size up is decent. If Drakk survives and/or I draw enough Tech II units I still have a shot, but it remains fairly slim.
It’s scary to leave both those heroes alive, but I think I’ll just go all in on pressuring base damage right now. Hopefully they didn’t spend a tech slot on nature reclaims, and my hotter fire can do some real work hitting their base hard.
Tech 2 card(s)
Get Paid - ($9)
Vandy heals 1HP
Exhaust Verdant Tree, Tech II Blood, builds instantly - ($5)
Shoddy Glider - ($4)
Vandy kills Crash Bomber, takes 2, my base takes 2, now 10
Max Vandy, doom Glider - ($2)
Glider breaks Tech II, your base takes 2, now 17
Master Midori - ($0)
Skip Worker
Float ($0)
Discard 3, draw 5
Glider dies at end of turn
Board Info: In Patrol:
Squad Leader: L1 Drakk Ramhorn 1/3A
Elite:
Scavenger:
Technician: L1 Master Midori 2/3
Lookout:
In Play:
L5 Vandy Anadrose 4/5 [Sparkshot]
Verdant Tree -/3 [Healing 1]
Buildings:
Base HP: 10
Tech I HP: 5
Tech II HP: 5 (Blood)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 6
Gold:
Gold: 0
Workers: 9
Thoughts
Without an instant Nature Reclaims my chances here are pretty bad but I’ll go down swinging. Hopefully that Tech break and my patrol keeps Jaina off the board and sets up for a big meta and/or a big Tech II burst. If I get a chance to cycle again I’ll want to be able to get rid of as many Hotter Fire(s) and/or Firehouse(s) as I can, so lets get both Nature Reclaims in.
I’m unsure of tournament rules, if I only change how I distribute gold between heroes to get the same effect (e.g. Midband Drakk, don’t max Vandy, don’t summon Midori) do I still need to redraw? I know if I play something else from hand I have to. Nevermind I checked the rules I need to redraw no matter the change
Your total card count (Board+Workers+Hand+Deck+Discard) dropped from 18 to 14 from P1T5 to P1T6, I assume that was just a typo? I’m balancing options based on the risk of you holding certain cards.
I believe this version is legal. Your Tech II was on 4HP from my Crash Bomber.
Not liking my chances here
P2T6
Tech StartingHand Workers
TECH
Gargoyle
Bloodlust
STARTING HAND
Merfolk Prospector
Shoddy Glider
Spore Shambler
Young Treant
WORKERS
Forest’s Favor
Rich Earth
Rampant Growth
Playful Panda
NextHand
Soul Stone
Crashbarrow
Crash Bomber
Shoddy Glider
Discard
Merfolk Prospector
Young Treant
Gargoyle
Bloodlust
Shoddy Glider
Tech 2 card(s)
Get Paid - ($9)
Vandy heals 1HP
Vandy kills Crash Bomber, takes 2, my base takes 2, now 10
Exhaust Verdant Tree, Tech II Blood, builds instantly - ($5)
Shoddy Glider - ($4)
Spore Shambler - ($1)
Rune to Glider - ($0)
Glider breaks Tech II, your base takes 2, now 17
Float ($0)
Discard 2, draw 4
Glider dies at end of turn
Board Info: In Patrol:
Squad Leader: L1 Drakk Ramhorn 1/3A
Elite:
Scavenger:
Technician: Spore Shambler 1/2 [+]
Lookout:
In Play:
L3 Vandy Anadrose 3/2 [Sparkshot]
Verdant Tree -/3 [Healing 1]
Buildings:
Base HP: 10
Tech I HP: 5
Tech II HP: 5 (Blood)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 5
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
Well that redo sucks compared to what I thought I could do. Its always these really specific stipulations that I forget. I think this turn gives me the most chance of keeping his Drakk alive and breaking Tech II again next turn, assuming I manage to draw my second glider. If I survive to cycle again I’ll be in full base race mode so I need as much haste and flying as I can muster.
Lobber, Ember Sparks, Ember Sparks, Pillage, Crash Bomber
Think
I’m actually in a rather unfortunate position here. Not killing drakk is the best thing they could have done, and gating me out of a second hero means I wasted a whole four damage. I don’t actually know if I will win here. They might just run me over before I can squeeze enough damage out. Should’ve teched more jaina spells earlier…