Lookout: Nautical Dog (1/1) (Frenzy) (Resist 1) In Play:
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 2 Gold:
Gold: 0
Workers: 5
[details=Thoughts]No upgrade removal means MoLaC is definitely an option, but between Skeletal Archery and Sentry he’s almost certain to be able to deal with Bird’s Nest. Starting with Ogre & Dog for now, with patrol set up to make clearing them with Deteriorate and/or Sac the Weak as undesirable as possible. I’ll think more about long-term plans next turn. [/details]
Very aggressive start. I can’t really keep Garth if I play him to deteriorate someone, so I’ll go for cards instead - he already went down to play two units and so he’ll be much more hungry for cards going forward. I’m expecting Zane to come out to keep the pressure. I can take some base damage for now, and if he keeps up I might go for Lich’s Bargain (unless my base will be in really bad shape)
I just don’t like doing acronyms, and the whole phrase looks weird written out… But yes, I’m hopeful we can have a fun game.
Player 1 Turn 2
Tech, Starting Hand and Workers
TECH
Gunpoint Taxman
Bird’s Nest
STARTING HAND
Bloodburn
Scorch
Makeshift Rambaster
Bombaster
WORKERS
Pillage
Scorch
Next Hand
Charge
Careless Musketeer
Makeshift Rambaster
Mad Man
Tech 2 card(s) Discard #3 of 4
Get Paid - ($5)
Worker - ($4)
Build Tech I - ($2) Bloodrage Ogre trades with Thieving Imp Nautical Dog chews your Base for 2 damage
Summon Rook - ($0)
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Garus Rook Lv. 1 (2/4+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Nautical Dog (1/1) (Frenzy)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 5
Disc: 0
[B]Gold:[/B]
Gold: 0
Workers: 6
[details=Thoughts]The discard didn’t really affect me beyond keeping me at -1 hand size where I would have returned to full otherwise. I think I’m more worried about Lobbers than much else he could tech, and between that and the myriad ways the black starter has to kill units, Rook seems like the best hero to get here. Despite what I said last turn, I’m still grabbing a copy of Bird’s Nest for a couple reasons. First, he might not get any anti-air set up right away, in which case I can probably get some mileage out of it. Second, it makes Sac the Weak and Hooded Executioner much more difficult to use. Finally, once I get MoLaC active they’ll be very efficient to play even with anti-air. I’m quite likely to play something else, but this seems like the best time to tech it. [/details]
Mad Man
Nautical Dog
Makeshift Rambaster
Charge
Might of Leaf and Claw
Surprise Attack
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Recruit Mad Man - ($4) Mad Man and Nautical Dog trade with Lookout and Technician Skeletons, you draw 1
Level Rook to Lv. 5 - ($0) Rook pushes past lone Skeleton patroller and piledrives Garth, taking 1 damage and gaining 2 free levels
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Garus Rook Lv. 7 (3/4) (Unstoppable by lone patrollers)
[B]Buildings:[/B]
Base HP: 20
Tech I HP: 5
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 1
Disc: 6
[B]Gold:[/B]
Gold: 0
Workers: 7
[details=Thoughts]No Tech I and a horde of Skeletons? Smells like a Lich’s Bargain is incoming. Let’s stop that for a turn or two, shall we? I chose to give him a card instead of a gold to make his cycling more awkward and because I didn’t want to essentially remove the multicolor penalty for his first building. [/details]
Alright, a pair of Skeletons isn’t too threatening. The worst that could happen is something like Nether Drain into either Double Lobber or Doom Grasp, but even then he can’t do much beyond kill Rook (like 1 damage to Tech II or something). So while I could grab Taxman here, I’d rather get the extra card draw to make sure I can get MoLaC dropped next turn. Teching a second copy of it and Surprise Attack so that I can be fairly confident about getting each of them on the turn(s) they’re needed. Rook goes in Lookout so that Nether Drain > Doom Grasp specifically is less appealing (Double Lobber costs a lot of cards, so that’s punishing enough on its own).
[details=Thoughts]The pressure’s mounting, but now that I’ve dropped MoLaC on the board I don’t really need my Tech II for anything but the increased hero limit. I calculated that the odds of getting at least one copy of Surprise Attack in my next hand are >70% and getting something with haste is >90% even going down to a 3-card hand, so I’m putting out one more blocker that can potentially attack if it survives. I want to summon Arg as well, but then I’d have trouble getting Zane into play… So I’ll just have to hope this holds well enough for now. [/details]
Lich’s Bargain
Bone Collector 4/3
Sacrifice the Weak
Tech 2 card(s)
Get Paid + float - ($11)
Garth - ($9)
Nether drain Rook, now at L6 (only one life and 3/5 with 1 damage token, so 3/4), Garth to L3 - ($8)
Bone Collector, Jave and Skeleton kill Rook, Garth to L5 and I get a skeleton
Sac new skeleton to draw
Deteriorate Taxman
Imp trades with Taxman
Make a new Skeleton - ($7)
Sac it to draw
Tech 2, Present - ($3)
Worker - ($2)
Lich’s Bargain - ($0)
Float ($0)
Discard 2, draw 4
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Zombie 2/2A
[I]Elite[/I]:
[I]Scavenger[/I]: Horror 3/3 Deathtouch
[I]Technician[/I]: Skeleton 1/1
[I]Lookout[/I]:
[B]In Play:[/B]
[B]Buildings:[/B]
Base HP: 14
Tech I HP: 5
Tech II HP: 5 (Present)
Tower HP: 4
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 4
Deck: 6
Disc: 3
[B]Gold:[/B]
Gold: 0
Workers: 9
Thoughts
MoLaC is scary but either he whiffed on any units with it, or my discard worked well - he’s got not much on the board. I thought I was in a terrible spot earlier but Nether drain really helped clear Rook and build Garth. I can use Garth’s max next turn to the ultimate tech 2 effect and I only bargained after building tech 2. I was originally thinking he’ll go for doubling barbarian + growth spells but now I don’t really know what to expect. DeGrey would be really good for him, and he might have teched it in anticipation of skeletons/Bargains. He’ll probably also play Arg to max. I can move away from Tokens if deGrey arrives - and I have never seen him arriving.
Surprise Attack
Bird’s Nest
Nautical Dog
Might of Leaf and Claw
WORKERS
Pillage
Scorch
Careless Musketeer
Bloodrage Ogre
Bloodburn
Might of Leaf and Claw
Next Hand
Mad Man
Charge
Surprise Attack
Discard
Makeshift Rambaster
Bombaster
Calypso Vystari
Giant Panda
Gunpoint Taxman
Surprise Attack
Bird’s Nest
Giant Panda
Blooming Elm
Tech 2 card(s)
Get Paid + float - ($12)
Worker - ($11)
Summon Zane the Insane! - ($9)
Zane casts Surprise Attack, summoning a pair of 3/1 Sharks with haste - ($4) Shark #1 trades with Zombie, I get +1 growth rune Shark #2 trades with Horror, you gain $1 and I get +1 growth rune Zane kills Skeleton, you draw a card, Zane takes 1 damage and I get +1 growth rune
Summon Argagarg and Wisp - ($2)
Recruit the Nautical Dog! - ($1)
[details=Thoughts]Present Tech II makes sense, and he’ll probably do a number on me on his turn… But I doubt he can stop me from activating MoLaC, and at that point even Hyperion and Tricycloid will have a hard time doing much. I’m certain to be able to get at least one more rune next turn, and if either Zane survives or I get a unit in hand that I can cast Charge on, I’ll be set. Blooming Elm is getting teched to give overpower to all the units that’ll be getting buffed soon, which’ll make the stat increase even more effective. [/details]
WORKERS
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Summon Skeletons
NextHand
Temporal Distortion
Bone Collector
Graveyard
Nether Drain
Skeleton Javelineer 1/1
Tech 2 card(s)
Get Paid - ($9)
Scav and techn draw - ($10)
Geiger - ($8)
Garth kills Wisp
Deteriorate Dog
Lobber, deals 2 damage to Arg - ($7)
Max Garth, fetch Tricycloid from discard - ($5)
Tricycloid finishes Arg, Geiger to mid
Hyperion - ($0)
Hyperion deals 4 damage to your tech 2, I draw a card
Tricycloid finishes tech 2 with his 2nd rune, your base takes 2
Third rune from Tri kills Zane, Geiger maxes to flicker Hyperion
Hyperion deals 4 damage to tech 1, I draw a card
Float ($0)
Discard 4, draw 3, reshuffle, draw 2
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Tricycloid 3/3
[I]Lookout[/I]:
[B]In Play:[/B]
L7 Garth 3/4
Lobber 2/1(2)
L5 Geiger 3/4, Sparkshot
Hyperion 4/5 Haste, attacks: draw a card
[B]Buildings:[/B]
Pillage
Scorch
Careless Musketeer
Bloodrage Ogre
Bloodburn
Might of Leaf and Claw
Next Hand
Giant Panda
Giant Panda
Calypso Vystari
Discard
Bombaster
Mad Man
Charge
Surprise Attack
Tech 0 card(s)
Draw from technician
Get Paid + float + scavenger - ($12)
Summon Rook - ($10)
Recruit Mad Man and Bombaster - ($7)
Rook casts Charge on Bombaster, giving it haste and +1 ATK this turn - ($4) Bombaster trades with Tricycloid, you draw and I get +1 growth rune Mad Man trades with Lobber, I get +1 growth rune
Might of Leaf and Claw activates, giving +5/+5 to all of my units and heroes
Float ($4)
Discard 1, draw 3
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]: Garus Rook Lv. 1 (7/9+a)
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]:
[I]Lookout[/I]:
[B]In Play:[/B]
Might of Leaf and Claw (+5/+5 to units and heroes)
[B]Buildings:[/B]
Base HP: 18
Tech I HP: 1
Tech II HP: 5 (Growth)
[B]Economy Info:[/B]
[B]Cards:[/B]
Hand: 3
Deck: 6
Disc: 4
[B]Gold:[/B]
Gold: 4
Workers: 10
[details=Thoughts]As suspected, he was able to do typical Present shenanigans to not only wipe my board but break one of my tech buildings and nearly break the other. Fortunately, I didn’t need either one to get MoLaC active this turn. It’s a bit disappointing that my Tech I could be sniped any turn since most of my units are Tech I at this point, but even my Tech 0 units are about on par with his Tech II units now… As long as he can’t destroy my Base in the next turn or two, this should be in the bag. [/details]
STARTING HAND
Bone Collector
Graveyard
Nether Drain
Skeleton Javelineer 1/1
Temporal Distortion
Lobber
Lich’s Bargain
Deteriorate
WORKERS
Poisonblade Rogue
Jandra, the Negator
Pestering Haunt
Summon Skeletons
NextHand
Thieving Imp, 2/2A
Sacrifice the Weak
Bone Collector
Skeletal Archery
Bone Collector 4/3
Tech 2 card(s)
Get Paid - ($9)
Geiger casts Temporal Distortion on Hyperion, bring another Hyperion from Codex - ($7)
Play Hyperion from hand - ($2)
Lobber - ($1)
Two Hyperions and Lobber kill Rook
Geiger and Garth break your tech 2
I’m short of 1 damage again to break your tech 1, which is really unfortuante and once again my lose me the game
Skeleton Javelineer - ($0)
Float ($0)
Discard 5, draw 4, reshuffle, draw 1
[B]Board Info:[/B]
[B]In Patrol:[/B]
[I]Squad Leader[/I]:
[I]Elite[/I]:
[I]Scavenger[/I]:
[I]Technician[/I]: Skeleton Javelineer 1/1
[I]Lookout[/I]:
[B]In Play:[/B]
L7 Garth 3/4
L5 Geiger 3/4, Sparkshot
Hyperion 4/5 Haste, attacks: draw a card
[B]Buildings:[/B]
…I’m having trouble thinking of a good way to respond, so I think I’ll let the turn speak for itself.
Player 1 Turn 8
Starting Hand and Workers
STARTING HAND
Giant Panda
Calypso Vystari
Giant Panda
WORKERS
Pillage
Scorch
Careless Musketeer
Bloodrage Ogre
Bloodburn
Might of Leaf and Claw
Next Hand
Surprise Attack
Nautical Dog
Discard
Bombaster
Mad Man
Charge
Surprise Attack
Tech 0 card(s)
Get Paid + float - ($14)
Recruit a pair of Giant Pandas who each summon a Wisp companion - ($8)
Recruit Calypso Vystari - ($7)
Summon Argagarg at Lv. 5 - ($1)
Arg summons another Wisp and a Water Elemental
Float ($1)
Discard 0, draw 2
Board Info: In Patrol:
Squad Leader: Elemental (8/8+a) (Anti-air)
Elite: Wisp (5+1/6)
Scavenger: Wisp (5/6)
Technician: Wisp (5/6)
Lookout: Calypso Vystari (7/7) (Resist 1) In Play:
Might of Leaf and Claw (+5/+5 to units and heroes)
Argagarg Garg Lv. 5 (6/10)
Giant Panda #1 (7/9)
Giant Panda #2 (7/9) Buildings:
Base HP: 16
Tech I HP: 1
Tech II HP: 5 (Growth)
Economy Info: Cards:
Hand: 2
Deck: 4
Disc: 4 Gold:
Gold: 1
Workers: 10
[details=Thoughts]Flood the board! FLOOD IT! It’s a good thing he didn’t hit my Tech I this turn, and now if he (somehow) breaks it, I’ve already played all the Tech I units I have except Taxman. Next turn will depend on what I draw, assuming he doesn’t surrender here, but if I can afford it I’ll want a Surplus (nealy got it this turn, but decided to get the Elemental out instead). [/details]
I think that if I broke Tech 1 instead of 2, I could have continued but I made some pretty terrible errors early on I’m quite happy I was able to get back into it.