hmmm, mono-red huh? and as P2, he can rush tech 2 blood on me.
Red basics, get him to trade 2 for 1 against me. so maybe IPN, but probably hero’s. I am most likely going to tech in Nimble Fencers to combat his haste, but they will trade more efficiently.
worker BT and keep FB just in case i need him on teh backline later to protect a heavy unit against kidnapping.
hmmm, well, that trades well. i need two patrollers due to all the hasate he has. he might be abe to get through and kill grave, but i dont have enough coffee to do the math right now. for now, im just experiementing with fineese and white.
That’s a really vulnerable Grave, I bet he grabs Twins to cover it. I’ll go Taxman (overall solid body) and Kidnapping, in the hopes the Kidnapping scores a Twin double kill. Lay down Dog and Bombaster, just in case he went for Fencer or Reversal.
Nimbe Fencer
Helpful Turtle
Fruit Ninja
Wither
Maestro
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
nimble fencer - ($3)
grave trades with bombaster, lvls to drak
tenderfoot hits dog
messenger runs into drak
River - ($1)
Fencer kills drak, lvls to River
Float ($1)
Discard 3, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: River (2/4+A)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Tenderfoot (1/1)
Fencer (2/2)
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 1
Workers: 7
Thoughts
i want to bring out sets, but she wont survive, so river it is (nice 2/4 midband).
Of course he just trades him away… whoops. I’ll try to get the board heavy and see what he can do about it, set up my next cycle for anarchy tech 2.
…
Bad recycle draw, blah.
okay, well, he’ll start gaining momentum here, so time for some strategy. i am really regretting teching in GG and not double maestro, lesson learned, but oh well.
tech lab to not give hime any gold, no scavenger for same reason.
Steam Tank, Gunpoint Taxman
Marauder, Steam Tank
Gunpoint Taxman, Kidnapping
Main:
Bloodrage Ogre kills SQL
Jaina kills Lookout and sparkshots River
Taxman kills River, you get a card Jaina to level 3
Mad Man (8)
Midband Jaina (7)
Hero’s Hall (5)
Tech 2 Anarchy (1)
Worker (0)
Workers
Pillage, Careless Musketeer, Scorch, Bloodburn
Patrol as below
Discard 2 Draw 3 rs Draw 1
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
Tech2 HP: 5 ANARCHY
Hero’s Hall HP: 4
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Mad Man (1/1)
Lookout:
In Play:
Jaina (3/3 lvl 4)
Bloodrage Ogre (3/1)
Gunpoint Taxman (3/1)
Economy Info:
Cards:
Hand: 4
Deck: 1
Disc: 4
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Bombaster
Makeshift Rambaster
Steam Tank
Nautical Dog
End of Turn Discard
Steam Tank
Gunpoint Taxman
Marauder
Charge
My Thoughts
Hmm, Ninja AND Finesse… Steam Tanks are definitely a good call, I think I’ll grab another Taxman just in case my tech 2 comes under fire. Next turn I can decide if I want to grab another kidnapping, or Burning Volley, or something else.
Going to make HH as well b/c I for sure want to be able to use Kidnapping next turn.
I think I put the screws to him on coming at me, he can’t bring that much haste so a Steam Tank in front of 2 more blockers means it’ll be tough to get at my tech 3, and I’m for sure drawing into Kidnapping so at worst I don’t draw a gunship and I just ram two of his things together. Best to kill the Fencer, too, if I have to do something with Brogre anyway.
Charge
Gunpoint Taxman
Nautical Dog
Pirate Gunship
End of Turn Discard
Mad Man
Marauder
Bombaster
Kidnapping
My Thoughts
Well he’s spending cards and we can at least set those starlets up for tragic deaths. He’ll likely be able to punch through with something, so hopefully the gunships get split up at least. Kidnapping does not make sense here, Zane’s a better choice. Unfortunate but so be it
Nevermind, looking at your math you’re paying for maxband Grave as if he wasn’t already midband last turn, so in the end you spent the two gold last turn and spend less this turn, or you didn’t and you have enough. I’ll proceed
Steam Tank
Mad Man
Marauder
Bombaster
Kidnapping
Gunpoint Taxman
Burning Volley
Charge
Nautical Dog
Pirate Gunship
My Thoughts
I specifically do not want to draw a card with Zane, as I could draw the gunship. I want the gunship guaranteed next turn. So kill grave and the Fencer, protect my tech 3, and hope I get to play a gunship next turn. If not, patrol Drakk in Techn so I can cycle my draw and maybe get a Burning Volley I’ll tech in.