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=== Battlefields === Treasure Hoard// Your Game 1 battlefield. Pit crew readies himself after you conquer and generate a gold. Hit n run. Obelisk of Power// Decent on the play or the draw Going First: Let's you open with Pit Crew, and set up a hit n run for the next turn. Going Second: 4 runes lets you play Pit Crew + Hexplate for t1 conquer before your opponent. Less safe, though, since you'll be leaving Pit Crew on the bf. Windswept Hillock// This battlefield enables double conquers with Pit Crew, but need to conserve Gear cards, because Gold generation is more limited. You can move Pit Crew into Windswept, then quick-draw equip Longsword to ready it and gank to other battlefield. Still testing whether this is better on the play or the draw. === Mulligans === Priority: Pit Crew, Plundering Poro, Longsword, Hexplate Nice-to-haves: Forecaster (for Vision, improving consistency), Bubble Bot (for re-ready shenanigans), Production Surge (Draw + 3m body) === Ideal start === T1: Play Plundering Poro T2: Play Pit Crew -> Conquer w/ Poro, Generate Gold, Ready Pit Crew -> Conquer w/ Pit Crew If you're on Treasure Hoard, this works with any 2 drop instead. === General Strategies === -Equip Pit Crew or Poro with Hexplate to turn into Mech. Get bonuses from Rumble anthems. Bubble Bot can now also ready non-Mechs. -All of your gear cards and gold generating cards are accelerators for Pit Crew, use them wisely. -Gold fuels blue seals, which then fuel Premonition late game for card draw. -Otherwise, you're on a tribal strategy of swarming with mechs, and buffing them with Blue Rumble and Danger Zone late game. === Sideboard === Swap in Sprite Calls when going second (replace Gem Jammers if playing Windswept Hillock). Swap in Falling Star for Annie and swarmy decks. Swap in Rocket Barrage/Thermobeam for gear hate.





















































