[details=Thoughts]Before I’ve even seen my hand I am not pleased about going up against a Vandy n Pals start, especially as EricF will probably stomp all over me in my newbishness.
Wishing I had a BROGER-Dog Hand probably?
Bombaster is pretty much the only thing I can put out here and PROBABLY not fall over completely, as I have madman, rambaster, pillage, charge and bombaster. Hastes won’t do diddily to Vandy, even hurling zane and stuff at her isn’t good enough and he is my best immediate damage hero. No point in bringing out zane this turn so it is either bombaster float or bombaster tech 1 – and not much point in putting the tech 1 out if it is probably just getting poked by something.
T2 teching probably netherdrain, doomgrasp, and/or undo, because Vandy n Pals is a problem.
Probably undo honestly. While netherdrain is great and I love it probably more than I should, paying resist each netherdrain is sadness, plus undo far better if meta DOES go off.
The real question here is how to patrol my bombaster as there are basically no great options – probably scavenger as it is dead so many ways. If it is elite he probably just trades haunt and javelin’s it, vandy does whatever, hero’s hall + tech 1 maybe going double dark pact to refill his hand? Also dead to deteriorate+javelin rune.
If it is squadleader he can vandy+rune, midband vandy for 2 gold, tech 1. Or he might again have deteriorate and then he might not even midband vandy yet, keeping all four to go hero’s hall and tech 1.
So yeah, probably scavenger as at least this way I get a gold back when it dies. It is going to die. Every time.
200% of the time, because even when he doesn’t kill it, I almost certainly WILL.
No reason to put down Zane right now. MAYBE an argument for putting out Garth//Prynn behind squadleader – but I don’t think it is worth the risk of deteriorate, or him doing something else to stomp my face in with extra gold behind a maxvandy.
Kinda hard to even guess what kind of strategy I want to pursue outside of default plans when my first goal is “don’t die to the Vandy and Pals Opening”.
Present Tech 2 is solid, as is Discipline. Probably not expecting Tech 2 Demonology. Sparring partner and Argonaught are his cheap and standard tech 1’s respectively. Twins are also reasonable, with gargoyle a possible loop to pitch at me.
Likely going to try and go for a tower and either OS vandy problems away.
Maybe chaos mirror (not the most exciting tech 1/2s but decent hero targets and I should have enough suicidal hasty dudes – less exciting to swap heros with +1/+1 counters but still). Probably 1x Taxman, and 1x Chaos Mirror or 1x OS. Bone collector also valid choice if I am towering.
Not likely to be getting a rambaster through (even though the dream is always TerrasQ Rambaster the base for almost certainly lethal). Maybe we go Lich’s Bargain as my second tech choice and accept a delayed Tech 2.[/details]
P2T1
StartingHand Workers
STARTING HAND
Charge
Bombaster
Mad Man
Pillage
Makeshift Rambaster
WORKERS
Makeshift Rambaster
NextHand
Bloodrage Ogre
Scorch
Careless Musketeer
Nautical Dog
Bloodburn
Discard
Charge
Pillage
Mad Man
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Bombaster - ($2)
Float ($2)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
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[I]Squad Leader[/I]:
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[I]Elite[/I]:
-
[I]Scavenger[/I]: Bombaster (2/2)
-
[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
-
[B]Buildings:[/B]
-
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 5
- Deck: 0
- Disc: 3
[B]Gold:[/B]
- Gold: 2
- Workers: 6