Tech 2 card(s)
Get Paid - ($6)
Rich Earth - ($3)
Young Treant, draw - ($1)
Level Rook once - ($0)
Worker
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Mercenary (1/1+1)
[I]Elite[/I]: L2 Rook (2+1/4)
[I]Scavenger[/I]: Mercenary (1/1)
[I]Technician[/I]: Young Treant (0/2)
[I]Lookout[/I]:
[B]In Play:[/B]
Verdant Tree (3)
Rich Earth
[B]Buildings:[/B]
Base HP: 20
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 2
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 7
Thoughts
Keep with the plan. Hope Rook doesn’t fall over and die. Chumps would get killed either way so putting him in Elite seemed a stronger disincentive than putting him in the backlines.
Tech 2 card(s)
Get Paid - ($6)
Worker
Tiny Basilisk - ($4)
Plexus kills @feathers Young Treant, I get 1g - ($5)
midband Zane kills @feathers Scav Merc, we both get 1g, I get an extra from bounty - ($2)
Notes Feathers has a lvl 2 rook and no tech 1
Worker - ($1)
STARTING HAND
Plague Spitter
Nautical Dog
Scorch
Charge
Bombaster
WORKERS
Bloodburn
Careless Musketeer
Nautical Dog
NextHand
Bloodrage Ogre
Mad Man (1/1), haste
Charge
Bombaster
Gorgon
Tech 2 card(s)
Get Paid + float - ($9)
Worker - ($8)
tech 2 - ($4)
Arg gives Water Elemental +1/+1, it kills @isotopex savior monk - ($5)
Don’t say I never gave you nothing @isotopex (didn’t hit buildings w/ rambaster)
Plague Spitter - ($2)
[I]Scavenger[/I]: Makeshift Rambaster (1/1), haste, +2 attack on buildings
[I]Technician[/I]: Wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Water Elemental (3/2), anti-air
L5 Arg (1/5)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Disease)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 8
Thoughts
Abom/Gorgon seem like good deterrents, plus a little extra draw. I want to haste a Plague Lord oh so bad. Everything gets -2/-2, and if I get away with it, universal base damage!
STARTING HAND
Andra’s Boulder
Rampant Growth
Ironbark Treant
Mythmaking
Forest’s Favor
Playful Panda
WORKERS
Tiger Cub
Spore Shambler
Ironbark Treant
NextHand
Doubling Barbarbarian
Forest’s Favor
Merfolk Prospector
Playful Panda
Young Treant (0/2)
Tech 2 card(s)
Get Paid - ($8)
Worker
Tap Verdant Tree to build Tech I - ($6)
Mythmaking - ($4)
Andra’s Boulder - ($2)
Float ($2)
Discard 3, draw 1, reshuffle, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Rook (2/4+1)
[I]Elite[/I]: Andra’s Boulder (2+1/8)
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Verdant Tree (3)
Rich Earth
Mythmaking
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 2
Disc: 0
[B]Gold:[/B]
Gold: 2
Workers: 8
Thoughts
If zhavier holds the vendetta then Rook is dead regardless, might as well patrol to minimize damage. Keep going the defensive route, probably teching Morningstar Pass and Bird’s Nest next.
Tech 2 card(s)
Get Paid + float - ($8)
Worker - ($7)
Tiny Basilisk trades with @feathers Rook, my Zane to maxband heals, moves @penatronic wisp to Scav, we both get 1g, I get Bounty - ($9)
Fading Argonaut and Neo Plexus trade with @isotopex Rook, discard bird’s nest, opposing hero levels… @bob199 Drakk levels to 3
Zane kills @Bob199 Drakk, bases take 1, @penatronic, @feathers, @isotopex, no opposing heroes available to gain levels
Tiny Basilisk - ($7)
Tech 2 Balance - ($3)
Gunpoint Taxman - ($1)
the status quo was overrated
Zane players don’t know a good thing when they have it…
T4
$$ - (8)
Shurikens, @IsotopeX birds get skewered and he gets +card +$ , @zhavier Tiny baskilisk loses 1hp from its tail going missing and Taxman loses SQL armor , @feathers Boulder takes 1 from getting chipped, sry (9)
Gloriously fabulous ninja (4)
Savior + Sensei yellings > @zhavier Taxman (5)
L4 Setsy swiftly puts the rest of @zhavier baskilisk out of its misery but he gets +card (2)
Gloriously fabulous ninja gives @zhavier Zane a surprise makeover, he dies from kawaiiness overload, Setsy maxbands
Midori ()
Tech 2 card(s)
Get Paid + float - ($10)
Worker
Tech II - Strength - ($6)
Playful Panda - ($4)
Float ($4)
Discard 3, draw 2, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: wisp (0/1)
[I]Lookout[/I]:
[B]In Play:[/B]
Playful Panda (2/2)
Rich Earth
Mythmaking
[B]Buildings:[/B]
Base HP: 19
Tech I HP: 5
Tech II HP: 5 (Strength)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 5
Deck: 4
Disc: 0
[B]Gold:[/B]
Gold: 4
Workers: 9
Thoughts
And that’s all it took for plans to go down the drain. Would’ve liked to get Double Time going but seeing as it takes 2 turns to set up, 3 more to resolve, and FFAs tend to end around T8, it’s not likely. Instead my best chance lies in Dinosizing a ignored, Unphased Barbarbarian/Omegacron. It’s a long shot but I’ll bank on it. Between now and then I’ll just have fun with Future units. Tentative plan to play next to nothing on board and hope everyone finds better targets than me, drop Morningstar Pass/Rook next turn to protect a Future tech lab and go from there.
STARTING HAND
Spirit of the Panda
Abomination
Scorch
Pillage
Bloodrage Ogre
Mad Man (1/1), haste
Gorgon
WORKERS
Bloodburn
Careless Musketeer
Nautical Dog
Bombaster
Mad Man (1/1), haste
NextHand
Makeshift Rambaster (1/1), haste, +2 attack on buildings
Spirit of the Panda
Gorgon (2/1), death touch, dies draw 1
Artisan Mantis
Charge
Tech 2 card(s)
Get Paid - ($9)
tech draw
Gorgon kills @bob199 drakk, i draw, everyone else takes 1 base damage
Water elemental kills @bob199 savior, you get $1 - ($10)
Arg kills @bob199 smoker, you draw a card - ($11)
rambaster kills @bob199 sensei - ($12)
play Abomination… deep breath - ($6)
All units -1/-1 @zhavier your mimic dies @isotopex your wisp and sensei die @feathers your wisp dies
Worker - ($5)
build t3 - ($0)
Start rebuilding board, hope to keep enough of either Omegatron/Barbarbarian for eventual surprise base rush via Dinosize + Unphase. Tech in one Polymorph to answer potentially annoying units like Basilisk, Abomination, or Plague Lord - and just to generally mess with people. Fun fun fun!
Tech 2 card(s)
Get Paid + float+scavenger - ($12)
Worker - ($11)
Drill Sergeant - ($8)
Overeager Cadet
Drill Sergeant gains +1/+1
Onimaru levels to midband - ($4)
Onimaru and Arg team up to smash @Bob199 Tech II, your base takes 2 damage