Now who would have thought that the two of us would be able to get here? GL & HF @OffKilter !
P1T1
StartingHand Workers
STARTING HAND
Charge
Nautical Dog
Bloodburn
Scorch
Bloodrage Ogre
WORKERS
Bloodburn
NextHand
Pillage
Mad Man
Careless Musketeer
Bombaster
Makeshift Rambaster
Discard
Bloodrage Ogre
Scorch
Charge
Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
dog - ($2)
Drakk - ($0)
Float ($0)
Discard 3, draw 5
Board Info: In Patrol:
Squad Leader: Drakk (1/3A, lvl 1)
Elite:
Scavenger:
Technician: Nautical Dog (1/1)
Lookout:
In Play:
*
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 5
Deck: 0
Disc: 3
Gold:
Gold: 0
Workers: 5
Thoughts
Man… Red mirror most likely will end up in blood mirror straight to the face, so not having the MSR in T1 really is a pity, but well, let’s try something different!
Yeah, @zango, I’m super pumped to get this far! GL HF!!
P2T1
StartingHand Workers
STARTING HAND
Careless Musketeer
Scorch
Pillage
Nautical Dog
Makeshift Rambaster
WORKERS
Scorch
NextHand
Mad Man
Bloodrage Ogre
Charge
Bombaster
Discard
Makeshift Rambaster
Pillage
Get Paid - ($5)
Worker - ($4)
Nautical Dog - ($3)
Careless Musketeer - ($1)
Float ($1)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician: Nautical Dog 1/1
Lookout:
In Play:
Careless Musketeer 2/1 *
Buildings:
Base HP: 20
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 2
Gold:
Gold: 1
Workers: 6
Thoughts
Oh yikes, a good P1 red hand is not so good P2. I think I can get away with playing 2 cards, since I’ll almost certainly draw back to full with that technician dog. I don’t want to give an opportunity for a hero kill this early! I also don’t want to float enough for a strong pillage. This’ll have to do…
I want to play a more defensive game with pillaging to get ahead. Relatively beefy units should hold off an early rush, and if I can steal some money with the taxman that’d be great. I’ll probably want to get Flame Arrow to snipe Drakk before Frenzy gets out of control.
I was expecting him to play a tard more agressive, let’s use it to work on the board presence. Tough decision whether to pretech a tech2 card or not. It’s both highly likely that I will go for Tech 2 next turn, before my next cycle starts and it also is highly likely that I will have a good aggressive route that will not allow to also go for the tech-up. Let’s only take cards that will not be dead draws if things slightly deviate from my expectations.
Oh, double firebat! That’s a threat. With a tower I can at least make the trades expensive, and maybe keep Jaina alive. Teching in Chameloen and Flame Arrow to give options for sniping Drakk. I’ll have the musketeer scavenge rather than technician to delay my shuffle. Poor musketeer is wearing a red shirt today.
Uff, that one was complicated. Tended to go for action, but I’m convinced that the passive route is better. It is possible for him to clear my board completely with the right cards, but first he has to have them and second I’ll still have tech 2 and heroes’ hall, while he hasn’t teched up, which should end up favorable for me during the next cycle.
Okay, that’s scary! Crashbarrows could do serious damage, and it’ll be easy to burn down my tech 2 or my tower. Feels like skipping a worker is necessary at this time. I’ll tech in Kidnapping to deal with the Firebats, or if I’m lucky I could nab a bigger unit. For my other tech… Calypso Vystari? Sure, it could work.
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
crashbarrow kills SL & scavenger, you gain 1 gold - ($4)
Firebat 1 trades with yours, you draw
bombasters trade
Firebat 2 trades with Jaina, levels to Drakk
Drakk deals 1 damage to your tech 2, gets one from tower
midband Drakk - ($3)
MSR breaks tech 2, two to your base, 1 to MSR - ($1)
mad max trades with musketeer - ($0)
Float ($0)
Discard 1, draw 3
Board Info: In Patrol:
Squad Leader: Jaina (2/3A, lvl 1)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Makeshift Rambaster (1/1)
Drakk (2/3, lvl4)
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 3
Deck: 1
Disc: 8
Gold:
Gold: 0
Workers: 9
Thoughts
This one got me into overdrive. Break both tech 1&2 with only Drakk and dog in defense but Jaina & musketeer still alive?
Break “only” tech 2?
And if so let Jaina live to prevent sharks? On the other hand why then Jaina to backline when he has to expect tech 2 to be broken in a multitude of ways? I can understand musketeer to backline with Jaina’s sparkshot, but not Jaina backline. He probably has a Jaina spell coming :-/
Hard decisions, man would it have been awesome to also have this kidnapping in hand…
Going down to three cards is a bummer, especially against his five, on the other hand he now has to deliver. Let’s cross fingers no sharks plus mad man/lobber or something similar devastating…
It really feels like I give away too much of the advantage that I already had by this move, even though the overall trade is 10 gold, 2 free level and 5 cards against net 11 gold & 4 cards and tech break. Which doesn’t look that bad when considering that I’m now ahead with workers AND have more board presence… It probably heavily depends on our next draws.
Ah you had the flame arrow here… I was almost more afraid of sharks, which was why I almost let Jaina live in order to neglect you to play Zane. Lucky me!
Yeah… my luck felt consistently bad this game, which is a sure sign I was approaching it wrong. I let you get Tech 2 first, what an impossible situation! At least I have some ideas for how to approach P2 for next time