Young Treant
Forest’s Favour
Bloodlust
Crash Bomber
Rampant Growth
Thoughts
Oh, he went for it. Luckily, I have Bloodlust in hand. Do I want to spend the last gold on Crash Bomber, or midbanding Drakk? I think the latter, 2/2+1A should be good against Mad Man or Lobber.
For teched cards, I like Tech II or Kidnapping. Kidnapping should be decent against most of Dreamfire’s likely Tech II options. Still going Balance in case of Firebird.
Merfolk Prospector
Verdant Tree
Spore Shambler
Faerie Dragon
Thoughts
Getting in an attack here would be good, but I do need to plan around Zane coming back if I kill Vandy. Actually, I’m cutting it a bit fine here either way, Mad Man or Charge would also be an issue.
Drawing the Dragon already is unfortunate, it’ll be a while before I can play Tech II. Maybe I get a Hero’s Hall down? I’m probably better off maxbanding Drakk for now, to try and keep him alive.
Playful Panda
Kidnapping
Young Treant
Rampant Growth
Thoughts
Kidnapping gives me some interesting options here:
Trade Taxman into Bombaster to steal Dreamfire’s float, then destroy his Tech II.
Steal Bombaster, destroy both tech buildings, but then probably at least lose Drakk.
I want to destroy Tech II and keep Vandy alive either way, Zane is more dangerous.
Young Treant seems the obvious unit to patrol with, rather than a Wisp. It doesn’t help build up my board at all, but I haven’t drawn anything bettter.
Teched cards: 2
T2: Bloodlust, Crash Bomber
T3: Faerie Dragon, Kidnapping
T4: 2 x Wandering Mimic
T5: Potent Basilisk, War Drums
Get paid - (7)
Young Treant, Drakk gives it haste, I draw - (5)
Tiger Cub
Kidnapping, I take Gunpoint Taxman - (1) Gunpoint Taxman trades with Bombaster, you draw, I steal your float - (2)
Drakk and Merfolk Prospector destroy your Tech II, your base to 18
Worker - (1)
Discard 2, draw 1, reshuffle 11, draw 3
Young Treant 0/2+1A (haste; can’t attack)
Drakk L6 3/4 (dies: 1 to your base; units have frenzy 1)
Merfolk Prospector 1/1 (Drakk: frenzy 1; exhaust: +1g)
Base HP: 20
Tech I HP: 5
Hand: 4
Bloodlust
Crash Bomber
Potent Basilisk
Playful Panda
Deck: 8
Wandering Mimic
Wandering Mimic
Faerie Dragon
Verdant Tree
Spore Shambler
War Drums
Kidnapping
Tiger Cub
Discard: 0
Card-count check (opponent-viewable)
Expected: 10 + 8 teched = 18
2 on board
4 in hand
8 in deck
0 in discard
4 in workers
Bloodlust
Crash Bomber
Potent Basilisk
Playful Panda
Thoughts
I can kill Vandy, but I’m not sure it’s worth it. It takes Crash Bomber and Bloodlust, and sacrificing Drakk, so if I tech up I’d have to skip another worker to get Rook down in defence. I’d rather get a Tower up, too. I suspect I’m not keeping Drakk alive either way, so I’ll just put him in patrol.
Get paid + float - (9)
Tech II Balance - (5)
Tower - (2)
Worker - (1)
Crash Bomber, Drakk gives it haste - (0)
Discard 2, draw 4
Crash Bomber 2/2+1A (haste; Drakk: frenzy 1; dies: 1 to your base)
Drakk L6 3/4 (dies: 1 to your base; units have frenzy 1; first unit played from hand gets haste)
Young Treant 2/4+1A (doom: dies on your upkeep; haste; can’t attack)
Merfolk Prospector 1/1 (Drakk: frenzy 1; exhaust: +1g)
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Balance)
Tower HP: 4
Hand: 4
Wandering Mimic
Verdant Tree
Spore Shambler
War Drums
WORKERS
Bloodburn
Careless Musketeer
Mad Man
Scorch
Pillage
NextHand
Charge
Marauder
Flame Arrow
Nautical Dog
Metamorphosis
Tech 2 card(s)
Get Paid - ($10)
Brogre and Treant die, you draw.
Vandy kills Crash Bomber, my base to 17.
Jaina - ($8)
Gunpoint Taxman - ($6)
Charge on Taxman - ($4)
Taxman trades with Drakk, steals scav gold, Jaina to lvl 3, my base to 16 - ($5)
Tech 3 - ($0)
Float ($0)
Discard 3, reshuffle, draw 5
Board Info: In Patrol:
Squad Leader: Jaina lvl 3 (2/3A)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Vandy lvl 5 (4/2)
Buildings:
Base HP: 16
Tech I HP: 5
Tech II HP: 5 (Anarchy)
Tech III HP: 5
Heroes’ Hall HP: 4
Economy Info: Cards:
Hand: 5
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
I could go all out with Zane and break tech 2, but I’ll have big trouble breaking through maxband Rook next turn. So instead I’ll just tech up while keeping the board clear of haste.
Metamorphosis
Marauder
Nautical Dog
Flame Arrow
Charge
Tech 0 card(s)
Get Paid - ($10)
Zane - ($8)
Metamorphosis, Jaina and Zane to maxband - ($2)
Zane shoves Prospector to scav, we both get 1 gold - ($3)
Marauder, trades with Mimic, you draw - ($0)
Vandy, Zane and Jaina readily hit your base for 18.
Exhaust Jaina to shoot your base for lethal.
You caught me off guard with the Bloodlust and Kidnapping, but I guess the draws didn’t line up for you to keep the pressure. And as we know, Vandy and Zane don’t need much of an opening.
I do wonder if an early Tiny Bas might’ve made a difference.
Yeah, I drew into non-offensive units when I needed to continue the push. Maybe an earlier Basilisk or War Drums would have done it, it might have made killing Vandy on turn 6 worthwhile. C’est la vie!