Tech 2 card(s)
Get Paid - ($9)
tech draw
Jaina - ($7)
ogre recruiter - ($2)
charge recruiter - ($0)
Ogre Recruiter breaks your tech 2, your base to 18, takes control of Sparring Partner
Shoddy Glider
Crashbarrow
Bloodrage Ogre
ember sparks
ember sparks
Tech 2 card(s)
Get Paid - ($9)
drak - ($7)
crashbarrow, kills baron, OP 1 to vandy - ($4)
shoddy glider, kills vandy, drak to lvl 3 - ($3)
Ogre breaks tech 2, your base to 16, take control of hardened mox
nimble fencer - ($1)
partner spars with fencer
worker - ($0)
Mox is trashed since you control a tech 2 unit. Also Ogre was pinged by my tower (which is my fault, since I accidentally marked Surplus instead of Tower on my last turn). Lastly, your lvl 3 Drakk isnât showing on the board.
P1T7
StartingHand Workers
STARTING HAND
Sparring Partner
Now!
Nullcraft
WORKERS
Plasmodium
Time Spiral
Tinkerer
Temporal Research
Fading Argonaut
Temporal Distortion
NextHand
Forgotten Fighter
Vigor Adept
Discard
Training Grounds
Twilight Baron
Mind-Parry Monk
Young Lightning Dragon
Now!
Shoddy Glider
Crashbarrow
Bloodrage Ogre
ember sparks
ember sparks
Shoddy Glider
Mad Man (1/1)
NImble Fencer (3/4)+
Tech 0 card(s)
Get Paid - ($10)
shoddy glider, kills nullcraft - ($9)
jaina - ($7)
mad man - ($6)
mid drak - ($5)
sparring partner spars with drak, jaina - ($3)
frenzied fencer/mad man trade with geiger, max drak
makeshift rambaster - ($1)
drak, rambaster hits your base to 8
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Jaina, lvl 1, (3/4)+
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Drak, lvl 6, (4/4)+
Sparring Partner (2/2)
Makeshift Rambaster (1/1)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Economy Info: Cards:
Hand: 2
Deck: 3
Disc: 8
Gold:
Gold: 1
Workers: 10
Thoughts
hmmmmm, still pretty goo spot. moreso due to his lack of pressure than anything else. surprised im not seeing more dark pacts into partners and rambasaâs
I think the Purple starter is a little too slow for the game plan Iâm trying, at least against such an aggressive deck. Iâll give it one more shot though, before switching to Black. Youâre up as P1.
Frenzied Fencers would be coming in next, but I think Fargo on SQL should keep my tech 1 standing. Unless codexnewb drew all 3 of Mad Man+Fencer+Fencer/Rambaster/Bloodlust.
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
heroâs hall - ($3)
max drak - ($1)
crash bomber, hasted - ($0)
crash bomber frenzy runs into fargo, explodes and pings him for final damage.
Drak hits tech 1 down to 2 hp
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Drak, lvl 6, (3/4)
Buildings:
Base HP: 20
Tech I HP: 5
Heroesâ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 6
Gold:
Gold: 0
Workers: 7
Thoughts
teching archers. next turn i can tech up, or bring out a hero.
Bloodrage Ogre
Charge
Doubleshot Archer
Nautical Dog
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
crash bomber, hasted, frenzy trades with sql (return to codex), ping tech 1 down to 1hp - ($5)
mad man, frenzy trades with scav - ($4)
Drak, kills tech, takes 2
River - ($2)
Float ($2)
Discard 2, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: River (2/3+A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Drak, lvl 6, (3/2)
Buildings:
Base HP: 20
Tech I HP: 5
Heroesâ Hall HP: 4
Economy Info: Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 2
Workers: 8
Thoughts
use that heroâs ahll while i can. teching kidnapping and discord step just to ahve options. hasted units by drak should do work for now. tech up next turn.
Tech 2 card(s)
Get Paid - ($8)
Scav gold and tech draw (with Rambasa and Spartner already in discard) - ($9)
Worker - ($8)
Grave to midband, readily hits River - ($6)
Nullcraft, finishes River, Grave to lvl 5 - ($4)
Grave to maxband, sword-kills Drakk, lvls fizzle - ($2)
Heroesâ Hall - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Grave lvl 7 (4/5)
Nullcraft (1/1)
Buildings:
Base HP: 20
Tech I HP: 1
Heroesâ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
A Lobber or any Jaina spell would break my tech 1 no matter what I do, which would lock me out of teching up next turn, giving me nothing to spend gold on.
So maybe Iâll just let codexnewb take the tech 1, and build a HH? Then next turn I could at least maxband Vandy and threaten Meta or something.
WORKERS
Time Spiral
Tinkerer
Plasmodium
Hardened Mox
Forgotten Fighter
NextHand
Battle Suits
Temporal Research
Neo Plexus
Now!
Fading Argonaut
Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Tech 2 (Present) - ($4)
Rambasa Twin Mario, arrives with Luigi - ($0)
Grave kills Brogre.
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Nullcraft (1/1A)
Elite:
Scavenger: Rambasa Twin Mario (3/2)
Technician: Rambasa Twin Luigi (3/2)
Lookout:
In Play:
Grave lvl 7 (4/2)
Buildings:
Base HP: 20
Tech I HP: 1
Tech II HP: 5
Heroesâ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 6
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Forgotten Fighter canât even bounce a Brogre, such a useless card :grimace:
My only way to break tech 2 (and prevent a hasty Firebird) is delaying my own teching, which is unacceptable considering my tech 1 is already on the brink. Letâs hope Nullcraft and Twins are enough to stave off the onsalught.