Sorry for the delay, @FrozenStorm, I’ve been away. GL, HF!
Nerfs
Pirate Gunship
Remove obliterate 2
Bird’s Nest
Change Upkeep to “Resummon one lost bird (max: 2)”
Might of Leaf and Claw
→ If there are at least 5 growth runes on this, your heroes and units get +3/+3 until your next upkeep
Thoughts
Anarchy and Growth are both very good in late game, Rook can delay in early game, Zane can be annoying in early-mid game especially. Outside of Birds and Gunpoint Taxman, which is very likely, there’s no air game, so Birds/Balance might be the way to go, here. Ancients for big Birds are a threat later, though.
I’d like to be aggressive, but doing that against the Red starter could go very badly. Let’s open with Rook, and see whether we can get some Birds going.
Starting hand: 5
Merfolk Prospector
Young Treant
Ironbark Treant
Spore Shambler
Rich Earth
Yeah, there’s no way we’re letting Rook get to maxband, here. I have 8 damage on board with frenzy, 10 if I want to use the Prospector, so I’d have to use the Prospector if I want to kill the Tower first. I’d be skipping Tech II, but I’d have to skip a worker for that anyway, so maybe it’s fine.
There’s a high chance that Drakk gets killed by Zane, but Frozen would be delaying Tech II again to do it, and he might not have planned for Zane spells.
Since I’ve got a spare gold, I’m going to experiment with having both an air force and Crashbarrows. I’m sure Frozen will love it.
Zane kills Drakk, my base to 17, we both get 1g (2)
Mad Man trades with Panda
Gunpoint Taxman (0)
Workers
Careless, Musketeer, Bloodburn, Scorch
Patrol as below
Discard 3 rs Draw 5
Board Info:
Buildings:
Base HP: 17
Tech1 HP: 4
In Patrol:
Squad Leader: Gunpoint Taxman (3/3a)
Elite:
Scavenger:
Technician:
Lookout:
In Play:
Zane (4/1 lvl 6)
Economy Info:
Cards:
Hand: 5
Deck: 7
Disc: 0
Gold:
Gold: 0
Workers: 8
End of Turn Hand
Bombaster
Nautical Dog
Charge
Mad Man
Blooming Ancient
End of Turn Discard
My Thoughts
Shoulda seen the Drakk Midband chaos… that was really rough. I can tech up but I’ll be asking for pain, I think I should strike Drakk before I get creamed and tech up next turn… Getting GPT down is important though so skip worker as well…
Wandering Mimic
Ironbark Treant
Verdant Tree
Wandering Mimic
Thoughts
Terrible draw here for delaying Tech II last turn, but we can do it reasonably comfortably here. Hanging on to Verdant Tree, in case healing becomes useful or I lose a tech building.
Young Treant
Bird’s Nest
Crashbarrow
Crash Bomber
Tiger Cub
Thoughts
I’ve starting with 4 attack against a patrol of 7, so I need 8 more damage to take out Tech II.
Crashbarrow gives 6, Drakk would give 2, but it’s going to be difficult to use a 7-attack Crashbarrow without wastage.
Crashbarrow kills Taxman and Bombaster, and Rook walks past the Dog to help a frenzied Bird take out Tech II.
This is not the strongest turn either way, and Drakk probably gets taken out by Zane again, but it should hopefully let me recover from drawing so many Tech II cards early. Maybe I’ll draw Bird’s Nest again, too.
Dog trades with Drakk, Arg to level 3, my base to 14
Sharks trade with Rook, Arg maxbands
Workers
Mad Man, Careless Musketeer, Bloodburn, Scorch
Patrol as below
Discard 4 Draw 2 rs Draw 3
Board Info:
Buildings:
Base HP: 14
Tech1 HP: 4
Tech2 HP: 5
In Patrol:
Squad Leader: Arg (1/5a lvl 5)
Elite:
Scavenger: Wisp (0/1)
Technician: Water Elemental (3/3)
Lookout:
In Play:
nothin
Economy Info:
Cards:
Hand: 5
Deck: 10
Disc: 0
Gold:
Gold: 0
Workers: 9
End of Turn Hand
Gunpoint Taxman
Bird’s Nest
Pillage
Blooming Ancient
Giant Panda
End of Turn Discard
My Thoughts
Well bit of a good smack back here, hopefully this stabilizes things so I can start doing Ancient things next turn, shouldn’t be too many Blood T2 shenanigans forever
If I’d maxbanded Rook instead, I’d have a fine hand here. Instead I just need to go for flying units, and hope Birds don’t come out to block a base rush.
I was expecting to lost something here, but apparently not.
Midband Drakk and Crashbarrow give me 12 damage on the ground, 15/16 if I can maxband Drakk for the Crash Bomber, and gave my Mimic overpower. Faerie Dragon, Mimic, and Bird give me 12 in the air. I’m facing 9 ground patrol and 6 air patrol. That’s potentially 12/13 damage after killing the patrol, if I can split it up enough. With Frozen’s base at 14 HP, that lets me potentially threaten a win based off of Drakk dying, at least if we see no Mantis. Splitting the damage up optimally, however, is much easier said than done, especially in the air, and especially since I’d ideally need to kill Argagarg before playing the Crashbarrow. That essentially stops me from making use of overpower on the Mimic, since I need to get past Tweetie Bird first, and then I probably need it to take down Argagarg.
Midband Drakk (5g), Mimic kills Tweetie Bird (ugh), Dragon kills Arg, Drakk to maxband. Crash Bomber (4g), Crashbarrow (1g). I now have Midori (2), Crashbarrow (7), and Crash Bomber (3/4) to get through 3+1 ground patrol, so 8/9 left over. Crash Bomber and Bird kill Element and Big Bird, Crashbarrow kills Wisp and Ancient. Midori can’t kill Rook, but he can only bring in one Bird, so maybe that’s fine. Importantly Faerie Dragon, is still alive, so I still have an air force for next turn without having to hope for maxband Midori.
Potent Basilisk is an option for getting rid of Bird’s Nest without killing Rook. That leaves enough for a Crashbarrow, and a level 2 Drakk, to get midband when Argagarg is dead. That calls for a very different attack: Drakk L2 (7g), Crashbarrow (4g) kills Argagarg and Wisp, Potent Basilisk (0g) takes out Bird’s Nest, then Midori (2), Bird (2), Mimic (5 overpower), and Dragon (5) can go to town.
Bird and Mimic kill Tweetie Bird and Big Bird, Faerie Dragon kills Ancient and gets shot down by Water Elemental. The only problem with this is that I lose all air power, so next turn might rely on maxband Midori, or something else inefficient.
Bird and Mimic kill Tweetie Bird and Water Elemental, Faerie Dragon either kills Big Bird or patrols, Midori does… nothing, really. I keep my air power, but the Ancient and the Tech II are still up, which is very dangerous.
Option 1 looks good. We probably lose Drakk to Zane or something again, but the real problems start if Frozen has both a Surprise Attack and Blooming Ancient in hand: losing both Drakk and the Tech II would be painful. I’ll tech in Tiny Basilisks, maybe I can slow things down with them if that happens.
Tech 2 more cards
Get paid - (10)
Drakk Ramhorn - (8)
Midband Drakk - (5)
Wandering Mimic kills Tweetie Bird, takes 2 damage
Faerie Dragon kills Argagarg, you draw, Drakk to level 6 (maxband)
Crash Bomber, Drakk gives it haste - (4)
Crashbarrow - (1)
Bird suicides into Big Bird for 2
Crash Bomber trades with Water Elemental and Big Bird - (0)
Crashbarrow kills Wisp and Blooming Ancient, you get a gold
Discard 3, draw 4, reshuffle 9, draw 1
Crashbarrow crashes in a heap
Midori L1 2/3+1A
Drakk L6 3/4 (dies: 1 to your base; my units have frenzy 1; my first unit played from hand gains haste)
Hey I just realized my deck is somehow missing one of my teched cards. I’m thinking I should add it, reshuffle and draw 5 but curious @charnel_mouse@zango how you feel I should resolve