this sucks. I wasn’t aware how easily this expected opening can lead to T2 maxband rook or very good trades for him… so maximum aggro it is for me, let’s see how aggro he wants to answer
Makeshift Rambaster
Bombaster
Nautical Dog
Pillage
Mad Man
Events of Turn:
Upkeep:
Get Gold (6)
Tech 2 cards in (except turn 1)
All Teched Cards
Bird’s Nest, Gunpoint Taxman
Main:
Bombaster + burst, kill ODB, you draw 1 (3)
Worker (2)
Tech1 (0)
Brogre hits your base to 17
Workers
Pillage, Bloodburn
Patrol as below
Discard 3 Draw 5
Board Info:
Buildings:
Base HP: 20
Tech1 HP: 5
In Patrol:
Squad Leader:
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Bloodrage Ogre (3/2)
Economy Info:
Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
End of Turn Hand
Bird’s Nest
Careless Musketeer
Makeshift Rambaster
Nautical Dog
Charge
End of Turn Discard
My Thoughts
Whelp that’s the cheap way to kill Rook and stay somewhat safe I spose, but whatever I can keep Brogre down and swinging and threaten Zane + haste things next turn, but really go for birds
that’s the second solid surprise in a row. first I was absolutely convinced that he has to postpone tech 1 as well as I did and to trade bogre and mm/Zane against midband cal last turn. second I was absolutely convinced that our test games in this match up a while back lead to the solid impression that two GPT as first Tech choice would have been way superior to birds. but well, I’ll take it
Blooming Ancient
Nautical Dog
Blooming Ancient
Makeshift Rambaster
End of Turn Discard
My Thoughts
Really wishing I would have teched Earthquake… maxing Rook here coulda been really big getting a kill on Cala, but alas, I’ll shell up and hope no big nasties…
Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
huntress suicides into SL
tric, pings down SL & birds - ($2)
max - ($0)
Cal kills rook, max to midband, nest to discard
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader: Tricycloid (3/3)
Elite: Tenderfoot (1/2)
Scavenger:
Technician: Max (2/4, lvl3)
Lookout:
In Play:
Cal (4/2, lvl5)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 2
Disc: 5
Gold:
Gold: 0
Workers: 9
Thoughts
even though I’m putting him on two BA as his t3 Tech choice I’m not going to take chances against MoLaC + sharks, so let’s reduce the board to pave the road for feral strike next turn
Research & Development
Feral Strike
Nimble Fencer (2/3)
Spark
Tech 2 card(s)
Get Paid - ($9)
exhaust Max for discard+draw
worker - ($8)
boosted feral strike fetches & brings giga + tric - ($0)
tric kills bombaster & pings a BA twice
Cal kills arg, max to maxband flickers tric
tric kills BA
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Tenderfoot (1/2)
Elite: Gigadon (8/8)
Scavenger:
Technician: Tricycloid (3/3)
Lookout:
In Play:
Cal (4/1, lvl5)
Max (3/4, lvl5)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
yes sharks lead to me losing cal, but I think my three tech 2 units plus 4 Max spells should still be enough to take it home then. And if he does not break through, I’m almost guaranteed to pull off the next feral strike.
Tech 0 card(s)
Get Paid - ($10)
R&D - ($8)
tric, pings down Zane & BA - ($3)
Spark SL - ($2)
TD tric into Hyperion - ($0)
Hyperion kills SL, I draw
Float ($0)
Discard 8, draw 2, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: Max (3/4, lvl5)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Hyperion (4/3)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 11
Disc: 0
Gold:
Gold: 0
Workers: 10
Thoughts
that’s even a better way to lose Cal. he’s down on cards, behind on gold, his deck is as bloated as mine but without the draw capabilities that I have. and maybe I’m even lucky and he has his two copies of sharks both in this hand where Zane in not available. unfortunately I drew my cards from r&d way too early. if I had thought about it a bit longer, I would have teched a ferocity as well. with the upcoming TD+messenger I prefer to keep Max in SL. frozen should not have any haste besides MSR, but a 3 Attack SL is to be expected and I want to attack with Hyperion before returning it to my hand
Dough, I should have seen that one. But yeah, now it’s too late.
Frozen: don’t you worry, I’ve seen it from your post to Hugo and we’re way in front of the others, so no need to squeeze something in.
Tech 0 card(s)
Get Paid - ($10)
Cal - ($8)
Hyperion kills SL, I draw, Cal to midband
tric kills wisp, you draw & pings Elm - ($3)
max breaks elm
worker - ($2)
Cal to maxband - ($0)
Float ($0)
Discard 4, draw 5
Board Info: In Patrol:
Squad Leader: Tricycloid (4/4) [1]
Elite:
Scavenger: Cal (4/5, lvl5)
Technician:
Lookout:
In Play:
Hyperion (4/2)
Max (3/4, lvl5)
Buildings:
Base HP: 17
Tech I HP: 5
Tech II HP: 5 (Present)
Economy Info: Cards:
Hand: 5
Deck: 5
Disc: 4
Gold:
Gold: 0
Workers: 11
Thoughts
no BA, no charge, no messenger. “just” sharks, MSR and Zane. so except for MSR plus maxband shove & Zane+MSR trade, Cal should be safe which is an almost guaranteed non boosted feral strike with giga & Hyperion or two Hyperions (after TD) - I like!