Fenrir, Turn 3
Lobber, Crash Bomber
[details=Hand at start of turn]
Get Paid ($6)
Worker a card ($5)
Level Jaina to midband, she heals ($4)
Summon Firebat ($2)
Exhaust Jaina to target Smoker with midband, it returns to your hand but does not die.
Summon Makeshift Rambaster ($0)
Rambaster hits Tower for three damage and takes one damage in return.
Discard 2; Draw 4
**Board Info : **
Squad Leader: Firebat (3/3 + )
Makeshift Rambaster (1/1)
Base HP: 20
Tech I HP: 5
**Economy Info : **
Hand at end of turn
Bloodrage Ogre, Madman, Bombbaster, Pillage
[details=Thoughts]Ok, that’s entirely too much gold in Jaina now, no more levels on Jaina please. However my plan against white is normally “Oh shit! Rook! What the hell do I do now!?” so I’m having mixed feelings about this game.
When I saw Setsuki I immediately changed plans to go for a fire spec plan. The idea being to get out units that can deal damage without attacking and gradually build up enough damage on the board to overwhelm my opponent entirely. That seems to be working so far, I’ve got Firebat out and unless I see a boulder next turn he should be able to do work for me. If I can make good trades (i.e. use abilities for damage instead of attacks) I can get to a point where I’ve got enough defenders to block his units and also I’ve got 2-4 consistent, free fire damage every turn. At that point I can play fire controll and just murder his heroes and smash his tech buildings to throw his gameplan into chaos.
Tower could slow me down and give him time to build a board but if he doesn’t deal with Jaina I can ping it for free next turn. My prediction is that next turn he’ll worker, summon rook and play two units. It’s that or get run over, basically.
Alternatively Jaina get’s snapedback and I lose a bunch of gold then he plays a big unit and I’m down on cards… GG.[/details]