[details=Thoughts]Well this appears to be highlighting a couple problems.
1: Zane+red starter is not a good combo for this deck.
2: Chaos mirror really not that impressive in the current setup. I know it is MUCH better with a purple starter as nullcraft+chaos mirror is a respectable turn even later in the game as a 1/1 flyer (cannot be target of buff/debuffs), a 2/2 and 3-4 flying damage this turn is respectable for a long time at 6 gold and ā2ā cards. [red] means no great targets for chaos mirror besides madman and rambaster and 2/2 and 3-4 hasty damage this turn for 5-5 gold and almost definitely 2 cards is MUCH worse.
3: 5 health as squad lead is problems for red starter, especially without a maxband drakk for free charge per turn, in addition to frenzy any thing else.
So now on to the specific problems here ā
My draw is pretty shiet for just losing zane last turn. It MIGHT be passable if I had kept zane alive somehow as 3 tech 0 and chaos mirror is no bueno.
Madman, Bombaster, Ogre are all pretty not great drops here.
If I leave up Grave he can potentially attack, maxband and sword.
Heās got 3 techs so far.
Iāve seen Baron, Sparring Partner ā probably his first techs.
Tech #2 NOW? Or Hyperion maybe? + TD
Tech #3 Hyperion + Tricycloid?
3/9 cards, with 2-3 tech 2s means heās got a good chance of it as heās holding CLOSE to 1/3rd of his possible tech 2 cards.
And not much I can do about those being really strong.
So letās maybe pretend they donāt exist for his next turn?
Grave and sparring partner both need to be dealt with to some degree or another.
Grave is potentially two of my cards/things for some gold.
Sparring partner is just really strong value each turn it continues to buff things.
Options:
WARM BODIES.EXE ā Ogre, Skeleton, Garth, Prynn, Bombaster, Worker madman.
Discard 1, draw 3.
Grave sparred up, attacks, haunt pokes tech 2, tricycloid can finish it off easily enough (5), 6 gold left for worker+tech 3 or hyperion+worker or TD+Max+workerā¦ All kinds of bad. Probably something stronger than what Iām describing here.
Stealthy see stealthy do ā
Max garth for marauder, lizzo or monkey.
Monkey kills sparring partner sits around as a 3/1.
Lizzo//Marauder + madman can kill grave leaving me with a 3/4 against sparring+pesteringhaunt
I can use Lizzo to kill sparring partner and get it back in hand, with a skeleton patroller ā even though my tech 2 is probably dead. Possibly tech 2 and tech 1, which would be absolute sucks.
Garth squadlead, skeleton in scavenger or tech, worker and hope I can make it to tech 3.
Mid range ā
2 heros, one squad leader, one behind the lines, skeleton and 1 drop, make a tower while workering and hoping I can make it out to tech 3.
I donāt know what the best of these is so lets go with the Garth plan as I hate sparring partner, it draws 5 cards (and has 6 card hand so next turn can do more, and can replay lizzo if desirable which means if my tech 2 is up next turn I have decent options for sure.[/details]
P1T5
Tech StartingHand Workers
TECH
Pirate Gunship
Chameleon Lizzo
STARTING HAND
Bombaster
Bloodrage Ogre
Mad Man
Chaos Mirror
WORKERS
Scorch
Bloodburn
Nautical Dog
Pillage
Bloodrage Ogre
NextHand
Origin Story
Steam Tank
Makeshift Rambaster
Steam Tank
Careless Musketeer
Chameleon Lizzo
Discard
Mad Man
Bombaster
Chaos Mirror
Pirate Gunship
Tech 2 card(s)
Get Paid + float - ($10)
Worker - ($9)
Maxband Garth - ($1)
Chameleon Lizzo from discard
Skeleton - ($0)
Lizzo kills Sparring Partner, returns to hand at end of turn
Float ($0)
Discard 3, draw 5
[B]Board Info:[/B]
[B]In Patrol:[/B]
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[I]Squad Leader[/I]: Garth (3/4+A)
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[I]Elite[/I]:
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[I]Scavenger[/I]: Skeleton (1/1)
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[I]Technician[/I]:
-
[I]Lookout[/I]:
[B]In Play:[/B]
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[B]Buildings:[/B]
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Base HP: 20
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Tech I HP: 3
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Tech II HP: 3 (Anarchy)
[B]Economy Info:[/B]
[B]Cards:[/B]
- Hand: 6
- Deck: 3
- Disc: 4
[B]Gold:[/B]
- Gold: 0
- Workers: 9