Modify text to “Destroy a tech 0 unit, a tech 1 unit, or an upgrade”, change card type from “Spell - Debuff” to “Spell”
P1T1
Starting hand: 5
Helpful Turtle
Granfalloon Flagbearer
Fruit Ninja
Spark
Wither
Thoughts
Not a good starting hand, I suppose I just go for Fruit Ninja. I want to hold my heroes in reserve, since I suspect I’ll be facing Vandy, and Vandy + red starter puts me firmly on the back foot in early game.
I could take out Vandy with Zane and Timely Messenger, but I’d be delaying Tech I just to leave the board empty. I think I just put Older Brother in front to trade with Ogre / make Vandy midband.
I think I just go for Blood here, probably with Kidnapping against Demonology or Future. Wrecking ball could help to finish things off.
7 gold would get me a Vandy kill with maxband Zane, but I don’t think it’s worth it. 5 gold would let me share the scavenger gold, but then I still can’t worker and play both Taxmen. Let’s just play this nice and slowly. Going down on cards twice to stuff another round of Tech II cards in.
Teched cards: 2
T2: 2 x Gunpoint Taxman
T3: Crashbarrow, Shoddy Glider
Get paid + float + scavenger - (8)
Worker - (7)
2 x Gunpoint Taxman - (3)
Captain Zeno Zane - (1)
Zane kills Nautical Dog, you get a gold, takes 1 damage
Tenderfoot - (0)
Discard 1, draw 3
Gunpoint Taxman #1 3/3 (anti-air; kills a patroller: steals 1 gold from controller)
Gunpoint Taxman #2 3/3 (anti-air; kills a patroller: steals 1 gold from controller)
Tenderfoot 1/2 (resist 0+1)
Oh, he’s probably going for Hives. They’re a pain to deal with properly, since Shoddy Gliders can’t reach them through Stinger blockades, and Kidnapping them doesn’t destroy the Stingers. However, I can play Bugblatters to exploit the weenies, and maybe build a Tower to ensure they die on attack. If I feel like getting fancy, I could kidnap a Hive to build my own. Kidnapping is also useful if he goes for Void Star or Xenostalker instead.
Alternatively, I press on for quick ground attacks, and try to end things before those expensive Hives can really exert themselves. I’ll look at my options for the turn first.
Options:
Maxband Zane, shove Firebat to Scavenger, kill with Zane, Tenderfoot + Taxman kill Vandy, other Taxman kills Mad Man. 4 gold left, not enough to tech up, but I could build a Tower or a Heroes’ Hall. Left with a 4/1 Zane and a 3/1 Taxman on the board.
Maxband Zane, shove Vandy to Scavenger, Tenderfoot + Taxman kill Firebat, Zane kills Vandy, Taxman kills Mad Man. 4 gold left, 4/1 Zane and 3/1 Taxman on the board. Same as above, but without giving Penatronic a card.
Maxband Zane, shove Vandy to Scavenger, Zane kills Firebat, Taxman kills Vandy, Tenderfoot kills Mad Man, Taxman hits Tech II to 2 HP. 3 gold left, 4/1 Zane and 3/3 Taxman on the board.
Maxband Zane, shove Mad Man to Scavenger, Zane kills Firebat, Tenderfoot + Taxman kill Vandy, Taxman hits Tech II to 2 HP. As above, but gives a card to Penatronic.
Timely Messenger gives me two 1+3 attack pairs to kill Firebat and Vandy, then I spend the remaining gold to midband Zane, and kill the Mad Man, while still teching up. The only problem is that only leaves a 1-health Zane on the board, which might get killed off by Rambaster. It also gives Penatronic a card, and leaves me down on cards, but I can use all the cards I could draw.
It’s between 4 and 5. Making Penatronic draw deprives him of an extra tech round before the reshuffle. If Penatronic is going for Hives, I can try to keep a threatening ground game and kill him before they matter. Xenostalkers could stop that dead, but he needs to reshuffle first. Maybe I just try to keep him locked out of Tech II? If I can’t, Xenostalkers would make Bugblatters a liability. I’ll taking Wrecking Ball, see if I can destroy Tech II next turn.
Get paid - (7)
Maxband Zane, shoves Vandy to Scavenger, deals 1 damage - (2)
Zane kills Firebat, takes 3 damage
Tenderfoot trades with Mad Man
Gunpoint Taxman #2trades with Vandy, steals the Scavenger gold - (3)
Gunpoint Taxman #1hits your Tech II to 2 HP
Brick Thief, takes your Tech II to 1 HP - (1)
Worker - (0)
Discard 1, reshuffle 10, draw 3
Brick Thief 2/1+1A (resist 1; attacks: 1 HP to one of your buildings, repair 1 HP on one of mine)
Jaina not levelling on a hero kill, and drawing Timely Messenger, mean that I can still destroy the Tech II here. Going for extreme ground offense to end this now, I don’t think I can keep up in the air.
Leaving Drakk out of patrol, because losing a unit to Mad Man isn’t as bad as losing Drakk to Mad Man + Shadow Blade.
Teched cards: 2
T2: 2 x Gunpoint Taxman
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Wrecking Ball
T5: 2 x Land Octopus
Get paid - (8)
Zane trades with Vir, Jaina to level 3
Drakk Ramhorn - (6)
Gunpoint Taxman kills Jaina, steals the Scavenger gold, takes 2 damage, Drakk to level 3 - (7)
Very Timely Messenger - (6)
Timely Messenger destroys Tech II, your base to 18
Tech II: Blood - (2)
Worker - (1)
Drakk to level 4 (midband) - (0)
Discard 1, draw 3
Drakk L4 2/3 (dies: 1 to your base; units have frenzy 1)
Gunpoint Taxman 3/1 (Drakk: frenzy 1; anti-air; kills a patroller: steals 1 gold from controller; 2 damage)
Timely Messenger 1/1 (Drakk: frenzy 1; haste)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Hand: 3
Crashbarrow
Crashbarrow
Tenderfoot
Deck: 4
Fruit Ninja
Wither
Wrecking Ball
Gunpoint Taxman
Discard: 0
Brick Thief
Land Octopus
Land Octopus
Shoddy Glider
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
2 on board
0 in hand
7 in deck
4 in discard
5 in workers
STARTING HAND
Nautical Dog (1/1)
Firebat (3/3A)
Charge
Mad Man (2/1)
Dark Pact
Bloodrage Ogre (3/2)
Firebat (3/3A)
Void Star
Xenostalker
Dark Pact
Nautical Dog (1/1)
WORKERS
Bloodburn
Bombaster
Careless Musketeer
Nautical Dog (1/1)
NextHand
Scorch
Pillage
Mad Man (2/1)
Xenostalker
Charge
Discard
Dark Pact
Void Star
Dark Pact
Xenostalker
Void Star
Ember Sparks
Tech 2 card(s)
Get Paid no scav >:( - ($8)
Worker - ($7)
Rebuild t2
Vandy - ($5)
Dark Pact, draw 2 lose 2 HP - ($4)
Firebat - ($2)
Bogre - ($0)
Your starting hand is… Weird…
And if I’m not mistaken you should have started your turn with 4 cards
-worker
-DP
+2
-Bogre
-firebat
=>discard 2 draw 4 is what I would have expected
I’ll go ahead and play, because I don’t think anything substantial would change.
P1T6
Starting hand: 3
Teched cards: 2
T2: 2 x Gunpoint Taxman
T3: Crashbarrow, Shoddy Glider
T4: Crashbarrow, Wrecking Ball
T5: 2 x Land Octopus
T6: 2 x Whatever
Get paid - (9)
Maxband Drakk - (7)
Tenderfoot, Drakk gives it haste - (6)
2 x Crashbarrow - (0)
Drakk kills Bloodrage Ogre, takes 3 damage
Crashbarrow #1trades with Firebat, overpowers to hit your base to 12, you draw
Crashbarrow #2 (7), Gunpoint Taxman (4), Tenderfoot (2), and Timely Messenger (2) hit your base to -3, GG!
Drakk L6 3/1 (dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste; 3 damage)
Gunpoint Taxman 3/1 (Drakk: frenzy 1; anti-air; kills a patroller: steals 1 gold from controller; 2 damage)
Timely Messenger 1/1 (Drakk: frenzy 1; haste)
Crashbarrow 6/2 (Drakk: frenzy 1; haste; ephemeral; overpower)
Tenderfoot 1/2 (Drakk: frenzy 1; haste)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Blood)
Remaining hand: 0
Deck: 4
Fruit Ninja
Wither
Wrecking Ball
Gunpoint Taxman
Discard: 7
Brick Thief
Land Octopus
Land Octopus
Shoddy Glider
Whatever
Whatever
Crashbarrow
Card-count check (opponent-viewable)
Expected: 10 + 10 teched = 20
4 on board
0 in hand
4 in deck
7 in discard
5 in workers