hmm i actually like this deck… although there is reason why i stay away from balance when i pick my specs… i become obsessed with midori’s midband but was never able to pull that off… it’s a cursed ability… yet i will prolly be drawn to it again… that is if he survives tho…
Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Brogre trades with SQL
tech 1 - ($2)
River - ($0)
Float ($0)
Discard 3, draw 1, reshuffle, draw 4
Board Info: In Patrol:
Squad Leader: Mad Man(1/1a)
Elite: River(2+1/3)
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech 1 5hp
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 6
Thoughts
i wonder if the threat of nimble fencers is enough to stop them potentially withering and blooming through to river or whether i actually need to tech them in case they do that (my thoughts being that surely other cards are better if you don’t plan to make use of their haste effectively)
actually, while i think the threat would be enough, i still want them for when they don’t attack river, i expect midori to be on 2hp so taking the chance on a double fencer draw is worth it as it’d kill him with any patroller in the way
dwarddd has pulled off tech iii wins in each of his first 3 games… pretty impressive… that ain’t happening with me… can’t let him have his way… either win or lose will be decided before we get there… chances are discord+fencer or two step+fencer… skip worker and going all in… just can’t resist mid midori fever…
AHHH sound the alarm! Dragon attack!
“But sir, look at their economy, we’ll be fine”
Tell that to the DRAGON MAN when he plucks u from the sky ya Dimwits!
1 dmg short of killing midori, right so now i have ti deal with a 5/6 flying monster which can become 8/9 (note 1dmg short = wp bansa). I have nothinggg to kill said flying monster until tech 2, at which point i have plenty of options, so my entire aim is to get a tech 2 up and have enough board that he can’t just snipe it each turn without falling behind. My tool to get such an advantage: a worker! Now, if i spend two cards i can delay the reshuffle, otherwise i reshuffle draw 1 (2 with technician), i quite like the idea of a tower to punish his aggression so looks like i am shuffling, soo 1 tech 2 and hope i dont get the 1/5 draw on it? seems fair. hmmm sprite: too small, leaping lizard: would be a good punish for the way he’s restricted to little units, he doesnt have much good unit removal, crash barrow to get him whilst landed: i think he can predict and defend against them too well; future is the obvious ‘flying spec’ with voidstar to trade with midori and hive to defend/chip away, i thinj hive because the second i get it down his rampage is blocked,id say future does better against fire and bashing, but finesse is better paired to beat balance, but can always spec lab if we survive there. Why is this one block of text? Typing on phone
STARTING HAND
Fruit Ninja
Older Brother
Spark
Brick Thief
Wither
WORKERS
Granfalloon Flagbearer
Fruit Ninja
NextHand
Moment’s Peace
Final Showdown
Helpful Turtle
Wither
Bloom
Tech 2 card(s)
Get Paid - ($6)
Worker - ($5)
Max Midori kills River - ($2)
Older Brother - ($0)
Float ($0)
Discard 3, draw 4, reshuffle, draw 1
Board Info: In Patrol:
Squad Leader: Older Brother (3/3A), +1/1
Elite:
Scavenger: Timely Messenger (1/1)
Technician: Tenderfoot (2/3), +1/1
Lookout:
In Play:
L8 Midori (4/4), -1
Buildings:
Base HP: 19
Economy Info: Cards:
Hand: 5
Deck: 4
Disc: 0
Gold:
Gold: 0
Workers: 7
Thoughts
i was definately overly eager… shouldn’t have skipped worker… i might have thrown this… i really needed to start going for base but not sure if he whipped his river spells or what… so i am being forced to deal with river… great… chances are he preteched hives… which is going to suck… if he did, i won’t be able to land midori spells… have to go to plan b
Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
tech 2 future - ($2)
Madman - ($1)
Madman and Brogre trade older brother
Nautical Dog, i believe you can hold the line! - ($0)
Float ($0)
Discard 2, draw 4
Board Info: In Patrol:
Squad Leader:
Elite:
Scavenger: Nautical Dog(1/1)
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 20
Tech I HP: 5
Tech II HP: 5 (Future)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 1
Disc: 7
Gold:
Gold: 0
Workers: 8
Thoughts
ok, now I’ve spent the gold its about catching up by threatening to slap down a hive if they ever dont use midori’s attack on my tech 2 and defending enough that he can’t kill it with units. also double tech break that’d be bad lol
Tech 2 card(s)
Get Paid, start rebuliding - ($8)
Worker - ($7)
Midband Drakk - ($2)
Bloodlust Dog and Messenger - ($0)
Dog gets real mad and kills tenderfoot
Messenger dies at end of turn and you get a gold
Float ($0)
Discard 2, draw 1, reshuffle, draw 3
Board Info: In Patrol:
Squad Leader: L4 Drakk(2/3a) grants frenzy, death ping base
Elite:
Scavenger:
Technician:
Lookout:
In Play:
*
Buildings:
Base HP: 18
Tech I HP: 5
Tech II HP: 5 (Future)
Tower HP: 4
Economy Info: Cards:
Hand: 4
Deck: 9
Disc: 0
Gold:
Gold: 0
Workers: 9
Thoughts
drakk, fencer, bloodlust drakk and messenger: wipe units, leaves me 1hp drakk and fencer, either low hand or skip worker
mid drakk, bloodlust dog and drakk: messenger alive to finish off drakk
mid drakk, bloodlust dog and messenger, patrol Drakk: leaves me a mid drakk facing his turtle, turtle gets to heal midori
i think despite the healer to help midori, 3) beats 2) because i get to make them pick between killing drakk or tech 2
leaves the board in an arguably better position, but my economy in a worse one.
is weak to a wither on drakk
weakness to wither means i can’t rely on desperation to get a hive when i need it, whereas 3) simply leaves my hand big enough it’s not needed
oh boy im forgetting lobbers, the mid drakk at least trades with any incoming lobber, lets go with 3), wait tower helps, hmm also i’d rather not lose the tower to double lobber while i think some of his teched cards have to have been midori spells i haven’t seen any so double lobber is plausible so still 3) cos 1) isn’t worth the econ hit
L6 Drakk(3/4) grants frenzy, death ping base, haste first unit
Buildings:
Base HP: 15
Tech I HP: 5
Tech II HP: 5 (Future)
Tower HP: 4
Economy Info: Cards:
Hand: 3
Deck: 6
Disc: 4
Gold:
Gold: 2
Workers: 10
Thoughts
heroes hall or trust in drakk likely dying? they could also put my base down to 7 here that’d be… bad, but if i went full patrol the situation wouldnt be much better anyway so guess I’ve lost
That’s GG, wp bansa! By my count you’ve got 11 base dmg on the board even if I fill my patrol and even if you didn’t have 2 extra dmg in hand I don’t see it likely that I kill Jaina, lobber and firebat and get a flier out all next turn to stop the next 2 dmg coming. @charnel_mouse
Well spotted with the fact that I have no real hero counter, I feel teching fencers was a mistake since at the time I was planning to play for defensive value rather than rushing through. Having done that maybe i should’ve abandoned tech 2 and tried to force my way through to Midori whilst he was landed but once you had the midori aura and I had spent 4g on tech 2 I couldn’t seem to gain any board presence…
WP again, and any suggestions on what i should have done?
I think fencers were fine although I’d prolly have mixed in a river or drakk spell there. Tech II future I think was a good move. What I would advise differently is the tower. You had specs and position to go aggressive not defensive. Tower doesn’t do much against Midori anyway.
i did do drakk and river spells every tech after fencers XD but yeah tower didn’t actually do much, I should have realised you’d be happy efficiently defending midori until the lost worker stopped being noticeable; if I’d thought about it my deck was much more suited to a surprising out-of-hand midori kill than a defensive game.
Well that was a fun game still