Sounds good! After reading your thoughts, I think ill swap grave for rook because I agree. i kept missing having rook throughout that game. rook and sets benefit much more from bloom that grave does.
very odd opening hand, no one drops, not 2 g units. just fruit ninja and flagbearer. looks like i just need to make him trade into me, which is the whole goal when playing against red anyways.
i think worst case scenario is charged bloodrage ogre. but he would still have to trade into me both ogre and the dog. a 2 for 1 card trade nxt turn i can at least tech up, drop 2 units, and sets (if rook dies).
I think I’ll go to the Hotter Fire plan, seeing as he has no uprgrade removal, so a Lobber will be good to have around, and Taxman is just overall super solid. He’ll probably kill BROgre, but better than than scoring levels off Drakk; I can’t let that happen as I don’t have good ways to deal with Rook maxband
timely messenger
speed of the fox
speed of the fox
Helpful Turtle
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
tech 1 - ($4)
rook hits bloodrage ogre, takes 3
timely messenger, trades with dog - ($3)
tenderfoot - ($2)
Float ($2)
Discard 2, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: tenderfoot (1/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Rook, lvl 1, (3/2)+
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 7
Thoughts
rook probbaly wont survive, so teching double speed of the fox so i can respond accordingly next turn. i dont really like my tech 1’s against his, given kidnapping and he has drak out already. i think max rook later is going to be huge, and sets can delay enough for that in teh meantime. as for tech 2, i think strength doubling barbarians are perfect to let him trade into me, just so long as i watch out for kidnapping.
Pillage, your base to 18 and I steal your 2 gold (6)
Midband Drakk (3)
Drakk kills Tenderfoot, you get a card
Lobber, kills Rook, Drakk maxbands (2)
Worker (1)
Workers
Bombaster, Bloodburn, Scorch
Patrol as below
Discard 2 Draw 2 rs Draw 2
Tech 2 cards before my next turn
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader: Gunpoint Taxman (3/3+1armor)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Drakk (3/4 lvl 6)
Economy Info:
Cards:
Hand: 4
Deck: 6
Disc: 0
Gold:
Gold: 1
Workers: 7
End of Turn Hand
Careless Musketeer
Mad Man
War Drums
Lobber
End of Turn Discard
My Thoughts
Woo he gave a lot of resource advantage there! Floating gold against red, tut tut. Grabbing War Drums and another Lobber, might as well bring some pain XD
…
WHAT A DRAW! I might be able to melt his base next turn if he’s not careful lol
Playing the Taxman before Drakk reached max level seems to be strictly incorrect, since you didn’t play any other units that turn and having the option to use it as a hasty attacker is better than not having that option (even if you still just patrolled it).
rook probbaly wont survive, so teching double speed of the fox so i can respond accordingly next turn. i dont really like my tech 1’s against his, given kidnapping and he has drak out already. i think max rook later is going to be huge, and sets can delay enough for that in teh meantime. as for tech 2, i think strength doubling barbarians are perfect to let him trade into me, just so long as i watch out for kidnapping.