[CAWS18] zhavier [Finesse]/Anarchy/Blood vs witspur [Disease]/Blood/Anarchy

@witspur GLHF!

P1T1


StartingHand Workers

STARTING HAND
Fruit Ninja
Helpful Turtle
Wither
Timely Messenger
Tenderfoot


WORKERS
Fruit Ninja


NextHand

Spark
Older Brother
Granfalloon Flagbearer
Bloom
Brick Thief


Discard

Helpful Turtle
Timely Messenger
Wither


Tech 0 card(s)
Get Paid - ($4)
Worker - ($3)
Tenderfoot - ($2)
Zane - ($0)
Zane hits your base to 18

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot 1/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane 2/2

Buildings:

  • :heart: Base HP: 20

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 5

@zhavier

Good luck, man. More importantly, have fun!

P2T1


StartingHand Workers

STARTING HAND
Thieving Imp
Summon Skeletons
Sacrifice the Weak
Graveyard
Jandra, the Negator


WORKERS
Summon Skeletons


NextHand

Skeleton Javelineer
Poisonblade Rogue
Deteriorate
Pestering Haunt
Skeletal Archery


Discard

Thieving Imp
Graveyard
Sacrifice the Weak


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Jandra, the Negator - ($1)

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger: Jandra, the Negator (3/3)
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 6
Thoughts

Had the choice between Jandra and the Imp. I'm going with Jandra for her overpower ability and because I might be able to set up my own Zane play next turn and maybe steal some levels. I'm not very familiar with the Finesse starters, so I'm hoping I don't overlook an obvious play or ploy.

"P1T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Rickety Mine


STARTING HAND
Spark
Granfalloon Flagbearer
Older Brother
Bloom
Brick Thief


WORKERS
Fruit Ninja
Brick Thief


NextHand

Granfalloon Flagbearer
Rickety Mine
Helpful Turtle
Timely Messenger
Spark


Tech 2 card(s)
Get Paid - ($5)
Worker - ($4)
Older Brother - ($2)
Tech 1 - ($1)

Float ($1)
Discard 3, reshuffle, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Older Brother 2/2+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Tenderfoot 1/2
  • :target: Lookout:

In Play:

  • Zane 2/2

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 6

"P2T2


Tech StartingHand Workers

TECH
Gunpoint Taxman
Crash Bomber


STARTING HAND
Poisonblade Rogue
Skeleton Javelineer
Deteriorate
Pestering Haunt
Skeletal Archery


WORKERS
Summon Skeletons
Skeletal Archery


NextHand

Thieving Imp
Sacrifice the Weak
Gunpoint Taxman
Graveyard


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Tech 1 - ($4)
Drakk - ($2)
Deteriorate Older Brother - ($1)
Jandra kills Older Brother taking 1 DMG. 1 Ovrpwr DMG to Tenderfoot
Skeleton Javelineer - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Skeleton Javelineer (1/1+1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk (1/3)
  • :target: Lookout:

In Play:

  • Jandra, the Negator (3/2)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Drakk was going in the SL position, but a Wither/Messenger play might give up 2 free levels and no DMG done by me. So I’ll spend $1 and block with the Jav. Going down on cards early. I must keep in mind that giving Technician draws to my opponent while only holding four cards myself is counterintuitive to winning the game. My initial thoughts on this matchup- his Codex is almost a mirror. Finesse has better Tech 1 units than Sickness. I can see a Tech 1 Finesse haste plan nicely transitioning into a Tech 2 Blood haste plan. Then possibly some Tech 3 Gunships. I haven’t looked at zhavier’s previous games. My last two competitors barely complied with the information my overpaid, underworked scouting unit supplied me. Of course, I’ve played three games in three different ways during the tourney myself. Going off script seems to be the script. I’m Teching my usual GPT, but am going with a cheap blocker for the second card. My future will be full of Fencers, I’m sure. Final note- I’m going with Drakk instead of Orpal out of the gate. I want to put some early pressure on him, and Drakk seems the more likely of those two to accomplish the task.

"

P1T3


Tech StartingHand Workers

TECH
Crash Bomber
Crash Bomber


STARTING HAND
Granfalloon Flagbearer
Helpful Turtle
Rickety Mine
Timely Messenger
Spark


WORKERS
Fruit Ninja
Brick Thief
Spark


NextHand

Gunpoint Taxman
Wither
Bloom


Discard

Older Brother
Granfalloon Flagbearer
Crash Bomber
Crash Bomber


Tech 2 card(s)
Get Paid + float - ($7)
Worker - ($6)
Zane kills SQL
Rickety Mine - ($4)
Helpful Turtle - ($2)
Timely Messenger - ($1)

Float ($1)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Helpful Turtle 1/2+A
  • :psfist: Elite:
  • :ps_: Scavenger: Timely Messenger 1/1
  • :pschip: Technician: Tenderfoot 1/1
  • :target: Lookout:

In Play:

  • Zane 2/1, lvl 1
  • Rickety Mine :heart: 3

Buildings:

  • :heart: Base HP: 20
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 0
  • Disc: 4

Gold:

  • Gold: 1
  • Workers: 7

"P2T3


Tech StartingHand Workers

TECH
Crypt Crawler
Crashbarrow


STARTING HAND
Thieving Imp
Gunpoint Taxman
Sacrifice the Weak
Graveyard


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard


NextHand

Crash Bomber
Poisonblade Rogue
Pestering Haunt
Deteriorate


Discard

Skeleton Javelineer
Sacrifice the Weak
Gunpoint Taxman
Crypt Crawler
Crashbarrow


Tech 2 card(s)
Get Paid - ($7)
Worker - ($6)
Drakk to Midband - ($3)
Jandra Frenzily kills Turtle, taking 1 DMG in return. 1 Ovrpwr DMG kills Messenger. You get $1
Thieving Imp arrives- you discard - ($0)

Float ($0)
Discard 2, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Thieving Imp (2/2+1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk L4 (2/3)
  • :target: Lookout:

In Play:

  • Jandra, the Negator (3/1)

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5

Economy Info:
Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 0
  • Workers: 8
Thoughts

Self-explanatory turn. I’m just keeping up with the Jones’. Looks like he’s going for chump blockers just like I was going to do. I probably should have Teched two Tech 2 units; I decided to go with 1 Tech 1 unit as well. Just in case something happens to my Tech 2 building. Also, it’s the Crypt Crawler, so it’s got Sparkashot, which I highly value if I going to be facing a ton of cheap little units. I hope he doesn’t top deck two Fencers.

"

P1T4


Tech StartingHand Workers

TECH
Bloodlust
Steam Tank


STARTING HAND
Wither
Bloom
Gunpoint Taxman
Crash Bomber


WORKERS
Fruit Ninja
Brick Thief
Spark
Wither


NextHand

Granfalloon Flagbearer
Older Brother
Timely Messenger


Discard

Crash Bomber


Tech 2 card(s)
Get Paid + float - ($9)
Rickety Mine, heads! - ($12)
Max Zane, move Imp to Elite - ($7)
Tenderfoot kills Imp
Zane kills Drakk, we both Draw, pings my base
Worker - ($6)
Gunpoint Taxman - ($4)
Tech 2 Anarchy - ($0)

Float ($0)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman 3/3+A
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Zane 4/2, lvl 6
  • Rickety Mine :heart: 3

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 3
  • Deck: 6
  • Disc: 1

Gold:

  • Gold: 0
  • Workers: 8

"P2T4


Tech StartingHand Workers

TECH
Kidnapping
Crashbarrow


STARTING HAND
Deteriorate
Pestering Haunt
Crash Bomber
Poisonblade Rogue
Skeleton Javelineer


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Pestering Haunt


NextHand

Gunpoint Taxman
Sacrifice the Weak
Crashbarrow
Thieving Imp
Crypt Crawler


Discard

Deteriorate
Jandra, the Negator
Poisonblade Rogue
Skeleton Javelineer
Crash Bomber
Kidnapping
Crashbarrow


Tech 2 card(s)
Get Paid - ($8)
Worker - ($7)
Tech Draw
Zane - ($5)
Deteriorate GPT - ($4)
Jandra, the Negator (3/1) trades with GPT
Zane kills Zane
Tech 2 (Blood) - ($0)

Float ($0)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:
*

Buildings:

  • :heart: Base HP: 18
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)

Economy Info:
Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

I could go down two different paths at this juncture. I can clear the board and build my Tech 2, or I can put out a host of chump blockers and build my Tech 2. I suppose not constructing the building would be option number 3. I’m going with the first option for two reasons. Evil Zane will be off the board along with the ability to cast Surprise Attack (or Maximum Anarchy) which both mitigate a small hand size. More importantly, this plan keeps five cards cycling in my hand. Looking over Anarchy’s cards, the Sanatorium is another way to mitigate a small hand size. While playing this game, I’ve seen a Sanatorium on the board exactly once. Which happens to be the same number of times I’ve seen a Rickety Mine.

"

P1T5


Tech StartingHand Workers

TECH
Chameleon Lizzo
Pirate Gunship


STARTING HAND
Older Brother
Granfalloon Flagbearer
Timely Messenger


WORKERS
Fruit Ninja
Brick Thief
Spark
Wither
Granfalloon Flagbearer


NextHand

Bloodlust
Tenderfoot


Discard

Crash Bomber
Gunpoint Taxman
Chameleon Lizzo
Pirate Gunship


Tech 2 card(s)
Get Paid - ($8)
Tap mine, HEADS! - ($11)
Max Drakk - ($4)
Older Brother, gains haste - ($2)
Timely Mesenger - ($1)
Break your tech 2 in a frenzy
Worker - ($0)

Float ($0)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Drakk 3/4
  • :target: Lookout:

In Play:

  • Rickety Mine :heart: 3
  • Older Brother 2/2, haste
  • Timely Messenger 1/1

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 4
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 9
Thoughts

Everyone underestimates the rickety mine, admittedly, its a total and complete gamble, but getting heads twice? yea thats a game breaker. Only thing I have to worry about here is bloodlust, and its probably fine, because it shouldnt be enough to break my tech 2 and whatever it is that kils drakk will be dead.

Edited to add the Tower that was built

P2T5


Tech StartingHand Workers

TECH
Maximum Anarchy
Bloodlust


STARTING HAND
Crashbarrow
Thieving Imp
Crypt Crawler
Gunpoint Taxman
Sacrifice the Weak


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Pestering Haunt
Crypt Crawler


NextHand

Bloodlust
Crashbarrow
Deteriorate
Crash Bomber


Tech 2 card(s)
Get Paid - ($9)
Worker - ($8)
Rebuild Tech 2
Thieving Imp- you discard - ($5)
Gunpoint Taxman - ($3)
Build a Tower - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Gunpoint Taxman (3/3+1)
  • :psfist: Elite: Thieving Imp (3/2)
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tower 4

Buildings:

  • :heart: Base HP: 16
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 10
Thoughts

I'm worried about his sneaky, invisible units more than his little frenzied units. What you can't see can hurt you. Actually, I'm worried about his Gunships. The Tech 3 building may come online next turn. I don't see any way to stop the Gunships beyond trying to keep him at one or two cards in hand. Maybe the turn he draws them I'll have broken his Tech 3. Not much else I can do. I'll have to use Zane to move one of his guys out of the Tech spot next turn. I don't want to increase his draw by even one. The Imp stealing a card helps out. This is going to be close, but I may still have a chance.

P1T6


Tech StartingHand Workers

TECH
Pirate Gunship
Surprise Attack


STARTING HAND
Bloodlust
Tenderfoot
Steam Tank


WORKERS
Fruit Ninja
Brick Thief
Spark
Wither
Granfalloon Flagbearer
Tenderfoot


NextHand

Crash Bomber
Bloom


Discard

Crash Bomber
Gunpoint Taxman
Chameleon Lizzo
Pirate Gunship
Bloodlust
Pirate Gunship
Surprise Attack
Older Brother
Rickety Mine
Timely Messenger


Tech 2 card(s)
Get Paid - ($9)
Rickety Mine, finally Explodes, but at least i get 3g - ($12)
Older Brother dies on Gunpoint Taxman, now at 1 hp
Max Zane, shoves Gunpoint to Tech, we both get a card - ($5)
Messenger kills Imp
Zane and Drakk break Tech 2
Steam Tank, gains haste, breaks your tech 1, base to 12 - ($2)
Worker - ($1)

Float ($1)
Discard 0, draw 2


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Drakk 3/3
  • Zane 4/3
  • Steam Tank 3/5, haste

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 2
  • Deck: 1
  • Disc: 10

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

So, break his tech 2 again, and get my tech 3 up? Oh, or get a card… tough call… I’m going for the card. Nice! Now, block or break more tech buildings… i’m mildly concerned about kidnapping, so blocking isn’t really an answer. I’ll just break everything.

P2T6


StartingHand Workers

STARTING HAND
Bloodlust
Crashbarrow
Crash Bomber
Deteriorate
Sacrifice the Weak


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Pestering Haunt
Crypt Crawler


NextHand

Poisonblade Rogue
Kidnapping
Crashbarrow
Skeleton Javelineer
Jandra, the Negator


Discard

Gunpoint Taxman
Thieving Imp
Sacrifice the Weak
Crashbarrow
Bloodlust
Deteriorate
Crash Bomber


Tech 0 card(s)
Get Paid - ($10)
Rebuild Tech 1
Zane Midbands and trades with your Zane - ($5)
Orpal - ($3)
STW on Steam Tank - ($1)

Float ($1)
Discard 4, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal L1 (1/3+1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tower 4

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 1
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

I can only take out one Hero. His Zane can kill Orpal in one hit, allowing a unit to come behind and continue to batter/break my buildings. I'm going to guess that he has a hasted unit that can do just that. Drakk can't kill Orpal without a spell or some unit help, but he does allow for a hasted unit if there's isn't one in the queue. Tough choice, but I'm going with the Zane kill. Leaving the frenzy ability on the board may prove troublesome, but this game is so far in the tank it's doubtful that it matters.

Note your tech 2 is still out of commission.

"P1T7


StartingHand Workers

STARTING HAND
Crash Bomber
Bloom


WORKERS
Fruit Ninja
Brick Thief
Spark
Wither
Granfalloon Flagbearer
Tenderfoot


NextHand

Bloom
Helpful Turtle
Timely Messenger
Older Brother


Tech 0 card(s)
Get Paid + float - ($11)
River Midband - ($7)
Tech 3 - ($2)

Float ($2)
Discard 2, draw 1, reshuffle, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: River 2/4, lvl 4
  • :target: Lookout:

In Play:

  • Drakk 3/3, lvl 6

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)

Economy Info:
Cards:

  • Hand: 4
  • Deck: 10
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 10
Thoughts

funny thing about these Zane trades, I get to use my Zane before he does.

Hmm, no gunship yet. Let’s hope for the best. Worst case he lays down some tech 1 units to block.

"

"P2T7


Tech StartingHand Workers

TECH
Shoddy Glider
Surprise Attack


STARTING HAND
Crashbarrow
Jandra, the Negator
Skeleton Javelineer
Kidnapping
Poisonblade Rogue


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Pestering Haunt
Crypt Crawler


NextHand

Surprise Attack
Crashbarrow
Shoddy Glider
Maximum Anarchy
Deteriorate


Tech 2 card(s)
Get Paid + float - ($11)
No Worker
Rebuild Tech 2
Skeleton Javelineer - ($10)
Poisonblade Rogue - ($8)
Maxband Orpal - ($3)

Float ($3)
Discard 3, draw 1, reshuffle, draw 4


Board Info:
In Patrol:

  • :psblueshield: Squad Leader: Orpal L6 (2/5+1)
  • :psfist: Elite:
  • :ps_: Scavenger: Skeleton Javelineer (1/1)
  • :pschip: Technician: Poisonblade Rogue (2/1)
  • :target: Lookout:

In Play:

  • Tower 4

Buildings:

  • :heart: Base HP: 12
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 3
  • Workers: 10
Thoughts

It’s difficult to overcome the financial disparity this game presented. Done in by a rickety mine!

"

Don’t forget to set your Tech III HP.

1 Like

"P1T8


StartingHand Workers

STARTING HAND
Helpful Turtle
Bloom
Timely Messenger
Older Brother


WORKERS
Fruit Ninja
Brick Thief
Spark
Wither
Granfalloon Flagbearer
Tenderfoot


NextHand

Rickety Mine
Pirate Gunship
Pirate Gunship


Discard

Timely Messenger
Bloom


Tech 0 card(s)
Get Paid + float - ($12)
Max Zane, move rogue to lookout, dies - ($5)
Zane and river kill orpal, river to max
Older Brother, gains haste, cheap - ($4)
Timely messenger, free, trades with skeleton
Helpful Turtle - ($3)
Brother and draik break tech 2

Float ($3)
Discard 1, draw 3


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Helpful Turtle 1/2
  • :target: Lookout:

In Play:

  • Drakk 3/2, lvl 6
  • Zane 2/1, lvl 6, -2 runes, 1 dmg
  • River 1/2, lvl 5, -2 runes
  • Older Brother 2/1

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Anarchy)
  • :heart: Tech III HP: 5

Economy Info:
Cards:

  • Hand: 3
  • Deck: 7
  • Disc: 2

Gold:

  • Gold: 3
  • Workers: 10

I can’t think of a compelling reason to continue this. I’m unable to break both your Tech 2 and Tech 3 buildings, and even if I killed Drakk and took out the Tech 3, it might buy me one turn before annihilation. Your robust economy allowed you to work the hell out of your heroes, which mitigated the card starvation I had ended up hoping for. I don’t know if bringing out the Imp on the first turn, instead of Jandra, would have made a difference. I don’t think I necessarily misused her, but things sure went sideways quick in this one.

GG!

P2T8


StartingHand Workers

STARTING HAND
Maximum Anarchy
Deteriorate
Surprise Attack
Shoddy Glider
Crashbarrow


WORKERS
Summon Skeletons
Skeletal Archery
Graveyard
Pestering Haunt
Crypt Crawler


NextHand

Bloodlust
Jandra, the Negator
Thieving Imp
Kidnapping
Sacrifice the Weak


Discard

Poisonblade Rogue
Skeleton Javelineer
Deteriorate
Surprise Attack
Shoddy Glider
Crashbarrow
Maximum Anarchy


Tech 0 card(s)
Get Paid + float - ($13)
Nope. No Work today.
I don't Rebuild Tech 2. The rubble is better off left alone.
Zane Maxbands - ($6)
Zane Deteriorates the Turtle and shoves it to Scavenger. - ($5)
The Turtle expires. We both profit from death. - ($6)
Surprise Attack - ($1)
Zane orders his fish onward, to your Base.
It suffers slight cosmetic damage due to the watery onslaught.
Zane follows, delivering a vicious headbutt to the edifice.
Severely concussed, he staggers away in search of aspirin.

Float ($1)
Discard 3, draw 5


Board Info:
In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Tower 4

Buildings:

  • :heart: Base HP: implosion
  • :heart: Tech I HP: 5
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Tower HP: 4

Economy Info:
Cards:

  • Hand: 5
  • Deck: 3
  • Disc: 7

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

I might have extended it another turn if I could have broken his Tech 2 and Tech 3 buildings. Killing Drakk and breaking his Tech 3 wasn't a sure way to stave off defeat (if he has hasted Tech 2 units along with the five damage I was leaving on the board). Plus, I really couldn't come up with a compelling reason to prolong this. The mine is useful as long as it's churning out the gold. The extra funds allowed him to consistently and effectively Maxband his heroes, which in turn mitigated the fact that he only had three cards in hand most of the game. Nicely done, but I'm not convinced it's a consistent avenue to winning. Who am I kidding, though? I'm gonna try it the next time Codex hits the table around here.

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2 gunships arrive and destroy your base. GG!

Alternately, you destroyed my tech 3 and I am stuck making bad choices with my heroes. But yea, hard to know I had both in hand, and hard to bet I woldnt eventually keep it up and have gunship in hand.

You put up a pretty good fight.

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I think it was a done deal even if I had taken out your Tech 3. I couldn’t take out the Tech 2 as well, and with all the Haste units that you could pull out, it was just a matter of one, maybe two turns before it was over. I thought I could strangle you with a limited card draw, but you effectively mitigated my plan with the Maxed out Heroes you kept throwing at me. It was an unexpected game plan that I, personally, have never seen before. One I am likely to try myself the next time Codex hits the table. I’ve used the Sanatorium before, but never the Mine.

The mine is a real gamble. On the bright side, no one ever breaks your mine, so worrying about protecting it is usually not to much of a concern. I mean, if its too easy it might get broken, but its usually pretty safe. The real problem is getting only 1g and having it break the very next turn. so, 50% of the time, its pretty good, netting 4g or more, and 50% of the time its pretty terrible, netting you 1g.

EricFs change to give it haste is actually really reasonable. You spend a card to get 1g the turn its played, which definitely fits the theme of blood. 50% of the time it sticks around and your opponent really should worry that it will spiral out of control if they leave it alone. In my opinion, rickety mine isnt even as good as Verdant Tree, a tech 0. the sole Tech 1 building really should be better at its job.

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