STARTING HAND
Mad Man
Scorch
Bombaster
Makeshift Rambaster
Pillage
WORKERS
Scorch
NextHand
Charge
Bloodburn
Nautical Dog
Bloodrage Ogre
Careless Musketeer
Discard
Mad Man
Pillage
Makeshift Rambaster
Tech 0 card(s)
Get Paid - ($5)
Worker - ($4)
Play Bombaster - ($2)
Summon Jaina - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Mercenary 1/1+a
Elite: Mercenary 2/1
Scavenger: Mercenary 1/1
Technician:
Lookout:
In Play:
L1 Jaina Stormborne (sparkshot) 2/3
Bombaster 2/2
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 6
Thoughts
Wow, I have no idea what to do here but I’m banking on Red burn to burst damage for the kill. I’ll be trying to keep life lead and then bursting someone who’s low enough once I have the life lead. To do that, I open with Crash Bombers and generally spec into Blood? Fire burn spells can also be really good for that burst. Might be able to push for Hotter Fire as another option instead.
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Drakk Ramhorn - ($2)
Nautical Dog - ($1)
Tech I - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: L1 Drakk Ramhorn (1/3A) Debase
Elite:
Scavenger:
Technician: Nautical Dog (1/1) Frenzy 1
Lookout:
In Play:
Bloodburn
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 3
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
I see no one is floating gold… with 2 Red starters, that’s probably wise. Gonna go for Bombers to punish StW / Executioner / D&D, though I should maybe be more concerned with Earthquake. Well, as long as I’m careful to keep my base topped off, they should be okay, but that’s easier said than done.
Man this will be a slaughter… so easy to get gold from the bounty system, Hoodies reign supreme, Orpal is murderous, I’m going to get ganged up on so fast…
Those additional columns are a good idea, but if there’s no hidden purpose to leaving column H blank, I’d suggest using it & column I instead, to reduce the need for scrolling.
Merfolk Prospector
Playful Panda
Tiger Cub
Young Treant
Spore Shambler
Thoughts
Killing Carpe’s Elite Mercenary with Argagarg, then levelling, seems like one of my better options here. Taking Boulder + Mythmaking to try and get some use out of it. I’m taking a pretty passive approach in early and mid game, which could cause problems later if the Red players go for Gunships. Hopefully I can get MoLaC going quickly.
I could try to draw into the Boulder with Young Treant, but I’d rather wait and see if I can bring it straight out under Mythmaking.
Merfolk Prospector gets to be the worker: the others are more useful under Growth II, and playing an income unit right now is inviting aggression I don’t want. It also means I can’t effectively react to things like FrozenStorm setting up a Graveyard, hopefully Carpe’s got a bead on it with Jaina. Mercenary stays at home, so Sacrifice the Weak can’t just kill the Spore Shambler without help.
Teched cards: 2
T2: Ardra’s Boulder, Mythmaking
Get paid + Scavenger - (7)
Argagarg kills Carpe’s Elite Mercenary, takes 2 damage, I get a gold - (8)
Maxband Argagarg, Water Elemental arrives - (4)
Worker - (3)
Spore Shambler - (0)
Discard 3, shuffle 9, draw 5
Water Elemental 3/3 (anti-air) Spore Shambler 2/3 (++; 1g or exhaust: pass a rune to target unit) Mercenary 1/1 (resist 0+1)
Argagarg L5 1/5 (exhaust: target unit gets +1/+1A)
Base HP: 20 Tech I HP: 5
Hand: 5
Rich Earth
Ardra’s Boulder
Mythmaking
Tiger Cub
Young Treant
Deck: 4
Verdant Tree
Forest’s Favour
Rampant Growth
Playful Panda
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 2 teched = 12
1 on board
5 in hand
4 in deck
0 in discard
2 in workers
Total: 12
Gold: 0
Workers: 7
5 x start
T1: Ironbark Treant
T2: Merfolk Prospector
I screwed up counting my 2g from attacking twice (assuming it was already there at start of turn, then earning it for real w/ the actual attacks)… I will skip the graveyard, and redraw my hand, shouldn’t affect anyone just no graveyard for me and I’m on 5 card hand / 3 deck
EDIT it’s fixed, carry on Carpe
Check the person who goes b4 you to make sure they aren’t just dreaming up schemes to get a free hero like I am XD
STARTING HAND
Bloodrage Ogre
Careless Musketeer
Bloodburn
Charge
Nautical Dog
WORKERS
Scorch
Bloodrage Ogre
NextHand
Nautical Dog
Makeshift Rambaster
Crash Bomber
Crash Bomber
Careless Musketeer
Tech 2 card(s)
Get Paid - ($6)
Play Bloodburn from hand - ($3)
Jaina and Bombaster kill Nekoatl’s Drakk, my base takes a ping, Jaina levels twice
Pay a gold and explode Bombaster on FrozenStorm’s Javelineer, earning the gold back
Level Jaina to 4 - ($2)
Worker - ($1)
Build Tech 1 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Mercenary 1/1
Lookout:
In Play:
L4 Jaina Stormborne (sparkshot) 3/3
Bloodburn (2 runes)
Buildings:
Base HP: 19
Tech I HP: 5
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Got an opportune hero kill here with Drakk, and I’m just reaping bounties for myself while I can benefit. Javelineer is a dangerous card to have on the table, too. And I’ve realized just how good Bloodburn is with the ability to snipe free bounties. And of course it’ll always be full. And the game is likely slower. Blood Tech 2 is the way to go for mono-red, we’ll see if Nekoatl goes for that too, we could have a hilarious standoff. And I think it’s definitely worthwhile to go into Tech Lab exclusively for Hotter Fire. Hotter Fire Bugblatters are crucial to burning down someone’s base, and Bloodburn for 3 can easily secure my lead when I end the game.
If you kill my Drakk, it won’t be just your base that takes damage. FrozenStorm, bansa, and charnel_mouse will also take damage. Still want to go for it?
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Crash Bomber - ($4)
Bloodburn kills Thieving Imp - ($5)
Nautical Dog trades with Skeleton - ($6)
Captain Zane, midband - ($1)
Zane kills Garth, survives Tower, maxbands, shoves Carpe’s Mercanary to scavenger and kills it, collects extra gold - ($3)
Tower - ($0)
Float ($0)
Discard 3, draw 3, reshuffle, draw 2
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Crash Bomber (2/2) Explosive
Lookout:
In Play:
Bloodburn [4 blood]
L6 Captain Zane (4/4) Haste, greedy
Buildings:
Base HP: 20
Tech I HP: 5
Tower HP: 4
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
Unfortunately, as P1, I can’t build my Tech II yet. If I go with another Tech I unit, I need to make sure that Crash Bomber is considered “weaker” so it’ll remain effective as a deterrent. I’m tempted to go for Hotter Fire anyway, and hope to draw one or both on T5. Lemme work out how short my cycle is gonna be first, though. Hmm… cycle looks pretty short, but drawing 3 leaves a decent chance of not pulling either tech draw next turn. However, I’m getting kind of worried about charnel’s build up, and I’m leaning towards use of Zane’s maxband to clear that out. It’s very iffy… Zane could easily be killed before my next turn… but, so could my Tech I building. At least Zane hits back. Half tempted to Pillage Carpe’s scavenger gold, but I don’t really want to reduce my hand size, or provoke the ire of the other Bloodburn user.
@charnel_mouse you next (lmk if you want me to stop tagging)
Good job everyone updating board state. I feel like it’d be helpful if you added it to your turn header (like this) so the link is handy to people reading the thread (me included lol)
Bansa’s buff maxband sets is looking kinda scary, unfortunately can’t do much about it…
Rich Earth
Ardra’s Boulder
Mythmaking
Tiger Cub
Young Treant
Thoughts
I was hoping for easier bounty targets here, but I think it’s worth exhausting everyone to tech up this turn. Otherwise, I’d have to risk Carpe stealing my float with a fresh Zane. I could kill Nekoatl’s, but his Zane’s probably more useful alive and maxed than dead.
If bansa’s going for Fox’s Den Students, then I definitely want to go for DeGrey. I’ll grab him and Morningstar Pass first, then, worry about MoLaC later.