What an interesting pair of decks. What I’m seeing from the opposition is a lot of early-game tempo that snowballs, potentially into Slow-Time Generator. Very aggressive. So I just have to deal with that. Let’s throw some chump blockers in there.
So my two options here: BRO and bunker up, or Rambaster and use Arg to bust up the Doggo. The latter leaves Arg open to being killed by midband Zane, however. Though that does let me Jaina into Flame Arrow. Probably safer to build towards Tech 1 instead.
STARTING HAND
Makeshift Rambaster
Scorch
Mad Man
Nautical Dog
Careless Musketeer
WORKERS
Pillage
Bloodburn
Careless Musketeer
NextHand
Argonaut
Bombaster
Charge
Argonaut
Discard
Mad Man
Bloodrage Ogre
Scorch
Nautical Dog
Tricycloid
Spirit of the Panda
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Summon Mad Man - ($4)
Argagarg and Mad Man kill Nautical Dog
Bloodrage Ogre trades with Zane, you draw a card, Argagarg levels to 3 and heals
Summon Makeshift Rambaster, it deals 3 damage to your Tech 1 - ($2)
Float ($2)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L3 Argagarg Garg 1/4
Makeshift Rambaster (haste, can’t patrol) 1/2
Buildings:
Base HP: 20
Tech I HP: 5
Economy Info: Cards:
Hand: 4
Deck: 0
Disc: 6
Gold:
Gold: 2
Workers: 7
Thoughts
One play is a costly Scorch and then use BRO (with Arg help?) to kill the squad leader. This costs a lot of gold and doesn’t put me ahead on board very much. Second option is to use Mad Man plus Arg to kill the Doggo, then BRO trades with Zane. This leaves me with four gold to spend. I don’t have the workers for Tech II, but being able to threaten something nasty seems like a grand idea. Maybe Rambaster comes out, and I bank 2 gold for Tech II next turn. (I have to play a second card this turn, or else I’ll draw into my discard, and I really want a shot at hitting a Tech 2 after next turn.
What spookyness do I have to worry about? Yesterday’s Golgort is a little scary, but the big one is probably shenanigans with Rememberer. Shimmer Ray is a little freaky, but I have Water Elemental. Teching Flame Arrow to cover most of the potential Tech II options.
STARTING HAND
Bombaster
Stewardess of the Undone
Charge
Slow-Time Generator
Second Chances
WORKERS
Careless Musketeer
Pillage
Scorch
NextHand
Mad Man
Stewardess of the Undone
Nautical Dog
Makeshift Rambaster
Bloodrage Ogre
Discard
Bombaster
Charge
Second Chances
Rememberer
Rememberer
Tech 2 card(s)
Get Paid - ($8)
Slow-Time Generator, note, just reduce the starting gold in the get paid step of the spreadsheet - ($3)
Stewardess of the Undone, bounces Makeshift back to hand - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Rook 2/4+A
Elite:
Scavenger: Stewardess of the Undone 2/3
Technician:
Lookout:
In Play:
Bloodburn, 1 rune
Slow-Time Generator 2
Buildings:
Base HP: 20
Tech I HP: 2
Tech II HP: 5 (Past)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 5
Gold:
Gold: 0
Workers: 8
Thoughts
This is probably a super ballsy move, but here goes!
Scorch
Flame Arrow
Flame Arrow
Charge
Nautical Dog
Discard
Argonaut
Mad Man
Tricycloid
Temporal Distortion
Hyperion
Tech 2 card(s)
Get Paid (slowly) - ($4)
Argagarg bestows the Spirit of the Panda upon the Argonaut - ($0)
Exhaust Argagarg to give +1 atk and armor to Argonaut
Argonaut kills Rook without exhausting and takes 1 damage, Argagarg levels to max and summons an elemental - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Argonaut (readiness) 5/5+a with Spirit of the Panda (healing 1, gain (1) when attacking)
Elite:
Scavenger:
Technician:
Lookout: Water Elemental (anti-air) 3/3
In Play:
L5 MAX Argagarg Garg 1/5
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Present)
Tech Lab HP: 4
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
hmm, that’s interesting. but Spirit of the Panda to the rescue! looks like we get maxband Arg and a big beefy Argo AND a worker
Hyperion
Nautical Dog
Bloodrage Ogre
Charge
Temporal Distortion
Tech 2 card(s)
Get Paid (slowly), my units and heroes heal 1 - ($4)
Argagarg casts Scorch on Elite, dealing 2 damage - ($0)
Argagarg kills Elite and takes 3 damage
Argonaut kills your Scavenger without exhausting, I get a gold from attacking - ($1)
Worker - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Argonaut (readiness) 5/4+a with Spirit of the Panda (healing 1, gain (1) when attacking)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 MAX Argagarg Garg 1/2
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 5 (Present)
Tech Lab HP: 4
Economy Info: Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
Flame Arrow not looking great now, lol. gonna avoid summoning Jaina because I want Geiger TD potentially.
Blooming Ancient
Flame Arrow
Blooming Ancient
Tricycloid
Argonaut
Discard
Nautical Dog
Temporal Distortion
Charge
Scorch
Bloodrage Ogre
Tech 0 card(s)
Get Paid (slowly), all my units and heroes heal 1 - ($4)
Argagarg exhausts to give Argonaut +1 atk and armor
Argonaut kills Bombaster without exhausting, takes 1 damage, generates a gold - ($5)
Summon Hyperion - ($0)
Hyperion kills Bloodrage Ogre and takes 3 damage, I draw
Float ($0)
Discard 5, draw 5
Board Info: In Patrol:
Squad Leader: Argonaut (readiness) 5/4+a with Spirit of the Panda (healing 1, gain (1) when attacking)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 MAX Argagarg Garg 1/3
Hyperion (haste) 4/2
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 4 (Present)
Tech Lab HP: 4 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 1
Disc: 5
Gold:
Gold: 0
Workers: 10
Thoughts
Is this an earthquake setup?? but how does Rook get to max and stay alive with Spirit Argo and Hype pressure?
so, Undo leaves him hyperion, i can ping him down so even arg cant keep him alive against prynn, so i wont have to deal with geiger bouncing a Hyperion after attacking with it.
Bloodrage Ogre
Nautical Dog
Charge
Scorch
Spirit of the Panda
Discard
Argonaut
Argonaut
Tricycloid
Blooming Ancient
Blooming Ancient
Temporal Distortion
Flame Arrow
Mad Man
Tech 0 card(s)
Get Paid - ($4)
Argagarg buffs Hyperion with +1atk and armor
Summon Geiger - ($2)
Hyperion kills Prynn, draws a card, Geiger levels to mid
Maxband Geiger, flicker Hyperion - ($0)
Hyperion breaks your Tech 1, your base takes 2, I draw a card
Float ($0)
Discard 8, draw 5
Board Info: In Patrol:
Squad Leader: L5 MAX Max Geiger (sparkshot) 3/4+a
Elite:
Scavenger:
Technician:
Lookout:
In Play:
L5 MAX Argagarg Garg 1/3
Hyperion (haste) 4/5
Buildings:
Base HP: 20
Tech I HP: 4
Tech II HP: 4 (Present)
Tech Lab HP: 4 (Growth)
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 8
Gold:
Gold: 0
Workers: 10
Thoughts
Grumble grumble, forgot about Undo. I could drop a Blooming Ancient, or I could drop Geiger. If I Argboost my Hyperion, I can drop Geiger and level him to max this turn, flicker Hyperion. This also should draw Spirit into my deck.
Spirit of the Panda
Argonaut
Temporal Distortion
Charge
Mad Man
Tech 0 card(s)
Get Paid - ($4)
Hyperion trades with Prynn, levels fizzle, I draw a card
Argagarg deals 1 damage to your Tech 1
Summon Blooming Ancient - ($0)
Ya know, eventually he has to actually break the slow time. I don’t know why he is insisting on leaving it alone. He has shown a willingness to use scorch, but yet here we are.